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View Full Version : [REL]The Wolves of Steel - SH5 Megamod


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Bojanpopovic
04-19-19, 05:41 AM
Hi. Can somebody tell me how to use FAT torpedo with search ladder pattern? I mean, how to set up my torpedo, before fires on upcoming convoy? Thanks

THEBERBSTER
04-19-19, 11:37 AM
Hi B
How To Use Fat Torpedoes In Silent Hunter 5 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515228&postcount=414)
Peter

Bojanpopovic
04-20-19, 05:16 AM
Thank you T.

One more question. How destroyer can detect me when i am submerged with all engines stop? Well, I took best position in front of convoy, submerged and ordered -batlle stations
-silent run
-all stop(engines stop),
I lowered periscope down too, and wait for first destroyer to pass above near me. when he came close, they raise alarm!

I mean, how they can discover me, after all these measures i have taken. Is that historically acurrate-that DD could detect submarine when submerged, with all engines stop, when pass above her?

kapuhy
04-20-19, 05:19 AM
Thank you T.

One more question. How destroyer can detect me when i am submerged with all engines stop? Well, I took best position in front of convoy, submerged and ordered -batlle stations
-silent run
-all stop(engines stop),
I lowered periscope down too, and wait for first destroyer to pass above near me. when he came close, they raise alarm!

I mean, how they can discover me, after all these measures i have taken. Is that historically acurrate-that DD could detect submarine when submerged, with all engines stop, when pass above her?

One possibility is they got ASDIC contact on you. Did you hear the pinging sound as they rose alarm?

Bojanpopovic
04-20-19, 05:22 AM
Yes there was 2-3 pings, just when they detected me

Bojanpopovic
04-20-19, 05:31 AM
When setting up the straight run for FAT topedoes, are these numbers in meters? (i.e. When i set up on 125, how much meters are that?)

Tonci87
04-20-19, 06:00 AM
When setting up the straight run for FAT topedoes, are these numbers in meters? (i.e. When i set up on 125, how much meters are that?)

That should be 12,5km
I believe the scale to be in m x 100

Bojanpopovic
04-20-19, 07:33 AM
That should be 12,5km
I believe the scale to be in m x 100

Yes, it seems logically, as torpedo range is 12,5 km

hauangua
04-20-19, 10:15 AM
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?

Yes mess up installation I'm sorry but need uninstall, delete SH5 folder in C/document and reinstall

bstanko6
04-20-19, 03:58 PM
@Bojanpopvich...

Also, while you were quiet and just sitting there, a couple of things could have given you away...

1) you can’t be quiet while at battle stations. There are 2 battle stations. One through the XO when being depth charged, and the other through the watch officer for attack. Either way they make noises while in battle stations.

2) they could have spotted your periscope long before you put it down.

Click on my signature below and check out my video on periscope discipline. You will be surprised how easy you can give yourself away if you are not careful!

Lanzfeld
04-20-19, 04:02 PM
Yes mess up installation I'm sorry but need uninstall, delete SH5 folder in C/document and reinstall

Are you sure? It says wolves of steel in the upper left. Are you sure yours doesn’t say open horizons anywhere?

vdr1981
04-20-19, 05:00 PM
Are you sure? It says wolves of steel in the upper left. Are you sure yours doesn’t say open horizons anywhere?

You mentioned "loading screen" in your post IIRC?

Sauroketh
04-20-19, 09:56 PM
You mentioned "loading screen" in your post IIRC?

Thanks heavens, you are back:Kaleun_Applaud:
As usual, I'm finding answers on my own, but this time I'm about to be desperate. How did you manage to turn off the gunfire tracking line and SLOW THE DECK GUN platform rotation? It's becoming a true nightmare, I can't figure out how this is being coded.

Lanzfeld
04-20-19, 11:09 PM
You mentioned "loading screen" in your post IIRC?

I guess I’m in the screen where you select a save the game. It says open horizons there. I’m just wondering if I am where I’m supposed to be. I’m sorry I’m really confused here. Are you trying to help?

hauangua
04-21-19, 02:45 AM
Are you sure? It says wolves of steel in the upper left. Are you sure yours doesn’t say open horizons anywhere?
Ohhhhhh now I understand what screen you were talking about,I had misunderstood before.
If in upper left TWoS all is good.
"Open horizons" on the top in main menu is normal, your installation is correct....forgive me again for my misunderstand
Good Hunt Lanzfeld
:salute:

vdr1981
04-21-19, 04:05 AM
How did you manage to turn off the gunfire tracking line
Not sure what do you mean by this?:hmmm:


and SLOW THE DECK GUN platform rotation? It's becoming a true nightmare, I can't figure out how this is being coded.
Uboat deck gun? Train speeds are specified in Deck_Gun_GE88mm.sim file. You'll have to use goblin editor to edit the values...

Sauroketh
04-21-19, 05:15 AM
Not sure what do you mean by this?:hmmm:


Oh, I'm helluva grateful, GOBLIN editor keyword almost solves the puzzle,
what I mean by tracking line be an all-to-rough German translation of Geschossbahn, path of projectile, shell path, it is supposed to be turned on and off in the OPTIONS menu, the one most simpe and accessible settings. But checking/unchecking it does plainly nothing. So, to put it simply, I don't see where I'm aiming. Might as well shoot myself in the head, me.

vdr1981
04-21-19, 05:24 AM
what I mean by tracking line be an all-to-rough German translation of Geschossbahn, path of projectile, shell path, it is supposed to be turned on and off in the OPTIONS menu, the one most simpe and accessible settings. But checking/unchecking it does plainly nothing. So, to put it simply, I don't see where I'm aiming. Might as well shoot myself in the head, me.

Works well in my game. Are you trying to turn on/off projectile path while in the campaign or for historical missions?

Sauroketh
04-21-19, 05:29 AM
Works well in my game. Are you trying to turn on/off projectile path while in the campaign or for historical missions?

In the campaign. Didn't try aout the separate missions at all.
Methinks you just barred this setting to get most realism, sir.
Oh I wish I were wrong.

Sauroketh
04-21-19, 05:33 AM
Works well in my game. Are you trying to turn on/off projectile path while in the campaign or for historical missions?

Well, the "round numbers in the torpedo solution line" act almost just as weird.
Saw them in Memel in G7a TI solution line, never by equiping other torpedoes, Weird enough already. And after leaving thedock not even by G7a TI. Strange, sure strange as sure as the wind sturs the sea.

vdr1981
04-21-19, 05:35 AM
In the campaign. Didn't try aout the separate missions at all.
Methinks you just barred this setting to get most realism, sir.
Oh I wish I were wrong.

You are forgetting that for the campaign purposes, you can only access game-play settings while in the bunker. Next time you dock and before speaking with your flotilla commander, hit the escape key => Options and edit your settings...:yep:

Sauroketh
04-21-19, 05:39 AM
You are forgetting that for the campaign purposes, you can only access game-play settings while in the bunker. Next time you dock and before speaking with your flotilla commander, hit the escape key => Options and edit your settings...:yep:

Oh THATS DASISTDANTASTISCH, GREAT, SUPER, THANKS, SEVEN HEAVENS, I'LL TRY THIS OUT IMMEDIATELY, AS SURE AS MY ASS IS DUMB!!!
P.S. Back to my problem with the pretty-petty "round numbers"...

vdr1981
04-21-19, 05:39 AM
Well, the "round numbers in the torpedo solution line" act almost just as weird.
Saw them in Memel in G7a TI solution line, never by equiping other torpedoes, Weird enough already. And after leaving thedock not even by G7a TI. Strange, sure strange as sure as the wind sturs the sea.

This option is disabled somewhere in the OFEV or maybe even Generic Patcher, can't remember exactly...

vdr1981
04-21-19, 05:40 AM
Oh THATS DASISTDANTASTISCH, GREAT, SUPER, THANKS, SEVEN HEAVENS, I'LL TRY THIS OUT IMMEDIATELY, AS SURE AS MY ASS IS DUMB!!!

:D:D:up::Kaleun_Salute:

XenonSurf
04-21-19, 08:40 AM
Oh THATS DASISTDANTASTISCH, GREAT, SUPER, THANKS, SEVEN HEAVENS, I'LL TRY THIS OUT IMMEDIATELY, AS SURE AS MY ASS IS DUMB!!!
P.S. Back to my problem with the pretty-petty "round numbers"...


As told by Veko, the gun fire line is disabled in the options, now to stop rotation of the deckgun:


Before you man or use the gun, you must order Battlestations 2, then order WO to man the gun, plus set fire options if you play auto-gun, or go to the gun yourself.
At the end, you must again order Battlestations 2 to revert the 1st order and then give order to WO to secure deck gun. Thats' it, after this exact sequence the gun will be put in the right initial position again. It's all about the Battlestation 2 command.


Hope this helps,
:Kaleun_Cheers:

vdr1981
04-21-19, 12:19 PM
https://i.postimg.cc/Hnz3nbFM/SH5-Img-2019-04-17-17-18-44.jpg

v2.2.12
- Edited Baltic early war sea traffic lines.
- Fixed problem where Polish merchant ships were occasionally trying to pass trough the Kiel kanal while trying to defect to Great Britain during the invasion of Poland.
- Defecting Polish ships will now be taken from Free Poland roster so they can be attacked without penalties for player even after Poland has been conquered.
- Reworked Operation Weserübung: British and German task forces routs departure dates and group compositions. *Note that near the coast operations can not be simulated due to AI limitations.
- Removed excessive number of both British and German task forces during the invasion of Norway.
- Fixed problem where British task forces will just disappear after their final way point is reached during the Operation Weserübung. Instead, they will patrol the designated area for several days and return to Scapa Flow.
- Edited/added set of radio messages which will instruct the player how to behave during the Operation Weserübung, when to start and stop attacking Norwegian ships...
- *All campaign changes require new campaign start in order to be activated but this is not mandatory if your current playtrough date is well beyond april 1940.
- Polish Grom destroyer 3D model is replaced with more historically accurate British R class, instead of used Tribal.
- Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Michael Meuren, Thomas "excel4004" Pentenrieder and Robert "bstanko6" Stanko.

Download links in my signature...Happy hunting!

:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:

Riekopo
04-21-19, 12:37 PM
I have a question for the mod team. Is the exporter tool that user Jeff-Groves bought with community raised funds going to be used to make this amazing mod even better?

http://www.subsim.com/radioroom/showthread.php?t=226836

vdr1981
04-21-19, 12:54 PM
I have a question for the mod team. Is the exporter tool that user Jeff-Groves bought with community raised funds going to be used to make this amazing mod even better?

http://www.subsim.com/radioroom/showthread.php?t=226836

I wouldn't know really...Maybe Jeff knows better since if I understood him correctly, he is the only one who can actually use the tool in question...

XenonSurf
04-21-19, 01:18 PM
Export tool for what ? I have already described that backing up certain files (sh5.exe and a couple of others) and de-installing TWoS will give you the files you need to re-install game and using these files, this will give you a 1.2.0 game which is fully moddable and the TDW patch already applied.

Well, you still need TWoS for all that... :)
And all this for what? Just to play the 3-circle torpedo firing again, to see Captain Ralph in the initial tutorial, or playing with the mischief tonnage bar?...:hmmm: No thanks!

Tonci87
04-21-19, 05:00 PM
https://i.postimg.cc/Hnz3nbFM/SH5-Img-2019-04-17-17-18-44.jpg

v2.2.12
- Edited Baltic early war sea traffic lines.
- Fixed problem where Polish merchant ships were occasionally trying to pass trough the Kiel kanal while trying to defect to Great Britain during the invasion of Poland.
- Defecting Polish ships will now be taken from Free Poland roster so they can be attacked without penalties for player even after Poland has been conquered.
- Reworked Operation Weserübung: British and German task forces routs departure dates and group compositions. *Note that near the coast operations can not be simulated due to AI limitations.
- Removed excessive number of both British and German task forces during the invasion of Norway.
- Fixed problem where British task forces will just disappear after their final way point is reached during the Operation Weserübung. Instead, they will patrol the designated area for several days and return to Scapa Flow.
- Edited/added set of radio messages which will instruct the player how to behave during the Operation Weserübung, when to start and stop attacking Norwegian ships...
- *All campaign changes require new campaign start in order to be activated but this is not mandatory if your current playtrough date is well beyond april 1940.
- Polish Grom destroyer 3D model is replaced with more historically accurate British R class, instead of used Tribal.
- Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Michael Meuren, Thomas "excel4004" Pentenrieder and Robert "bstanko6" Stanko.

Download links in my signature...Happy hunting!

:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:

Impecable timing VDR, I just finished a patrol and made my usual bunker save Oktober 1940 now :D
I´m glad that you reworked OP Weserübung. Great job!

excel4004
04-21-19, 05:06 PM
Thats again a great update Vecko! :yeah:



Thanks for bringing Operation Weserübung to a next level! :salute:


Fixed problem where British task forces will just disappear after their final way point is reached during the Operation Weserübung. Instead, they will patrol the designated area for several days and return to Scapa Flow...uhh nice, i had that situation that suddenly all ships disappeared in my campaign just 5 minutes before firering my duds, you remember? :o:haha:

HowieWowie
04-21-19, 05:35 PM
I'm just starting with TWOS so sorry for the basic question.

Some Mods are listed as "Enable the addon in port". I want to be clear on what this means. Do I launch SH5 and enable the mod JSGME while in port? Is it only possible to disable the mod while in port?

Thank you

Tonci87
04-21-19, 06:08 PM
If a mod is only to be enabled in port, that means that you have to enable or disable it while you are docked in the bunker, not while you are at sea.

HowieWowie
04-21-19, 07:03 PM
Thank you Tonci.

I've just started the campaign. I'm on the way to the Polish patrol area. I've saved the game. The main menu has the option "Continue Campaign" and also "Load Game". To continue the campaign should I load my save or select continue Campaign? Please and thank you!

bstanko6
04-21-19, 09:24 PM
Hey Howiewowie...

this is a debate amongst us, but i have tested this a lot, and I made a change by "continuing career" not "loading".

Loading allows you to choose which save to start from with the loss of your supermarks and navigational marks placed on the map.

Continuing allows you to have all of the marks, but you HAVE TO REMOVE THE AUTO SAVE BEFORE YOU QUIT THE GAME!

So when you are playing your game and are about to save and quit...

Go to the save option, and delete the autosave that is already there, save your current game to a new save name. Otherwise, you will start from the auto save and that is never good. I have experienced buggy gameplay doing this.

Hope this helps.

hauangua
04-22-19, 01:54 AM
Hi Vecko i have a question
Trying to modify AI accuracy of enemy i have modified gun speed elevation, then tested with mission "Gryf Test mission", even with a value of 0.3 and 0.1 ( below the minimum recommended values but just for this test obviously ) So I changed the values ​​of the 2 types of Gryf cannon gun (4.7inch Ansaldo_turret and 5inch_SK_C34_turret_GER, instead I didn't change the value of the AA gun) But there is no such difference ... it seems behave in the same way,maybe something is wrong?
I don't want a "blind" enemy AI, I don't modify "Visual / hidro / sonar range" I just wish I would like their shots to be a little more random, some more aiming errors, at least for early war, after I know that the allies developed better technologies and increased their precision.

Thanks again Vecko
:salute:

XenonSurf
04-22-19, 08:15 AM
Hey Howiewowie...

this is a debate amongst us, but i have tested this a lot, and I made a change by "continuing career" not "loading".

Loading allows you to choose which save to start from with the loss of your supermarks and navigational marks placed on the map.

Continuing allows you to have all of the marks, but you HAVE TO REMOVE THE AUTO SAVE BEFORE YOU QUIT THE GAME!

So when you are playing your game and are about to save and quit...

Go to the save option, and delete the autosave that is already there, save your current game to a new save name. Otherwise, you will start from the auto save and that is never good. I have experienced buggy gameplay doing this.

Hope this helps.


By doing both, or activating a saved journal in the menu, or by loading it each time when I load a save, in both cases my destroyed shipmarks get lost, or misplaced in a part of the map where I never have been before... But maybe this cannot be avoided? I don't know. It's just a minor detail, it's not so important for me anyway.

vdr1981
04-22-19, 08:30 AM
I don't want a "blind" enemy AI, I don't modify "Visual / hidro / sonar range" I just wish I would like their shots to be a little more random, some more aiming errors, at least for early war, after I know that the allies developed better technologies and increased their precision.

Thanks again Vecko
:salute:

I understand you. I talked about the same issue long time ago but I don't think there's solution for it...SH AI is accurate and this is not only the case with SH5. It's probably hard codded.

XenonSurf
04-22-19, 09:17 AM
I understand you. I talked about the same issue long time ago but I don't think there's solution for it...SH AI is accurate and this is not only the case with SH5. It's probably hard codded.


Hi Veco, congrats for your new 2.2.12, it's awesome that you make campaign improvements!


Precision of AI is not hardcoded I think, it should be in the sim.cfg file. That's what Hitman has used in GWX in SH3 - and also SH4 :


------
[Visual]
Detection time=2 ;[s] ;was 0.5
Sensitivity=0.01 ;(0..1)
Fog factor=1.25 ;[>=0]
Light factor=2.8 ;[>=0] ;was 2.0
Waves factor=1.0 ;[>=0]
Enemy surface factor=350 ;[m2]
Enemy speed factor=15 ;[kt]
[Radar]
Detection time=1 ;[s]
Sensitivity=0.01 ;(0..1)
Waves factor=0.9 ;[>=0]
Enemy surface factor=5.0 ;[m2]
[Hydrophone]
Detection time=10 ;[s] ;was 1
Sensitivity=0.01 ;(0..1) ;was 0.04
Height factor=0 ;[m]
Waves factor=0.55 ;[>=0] ;was 0.75
Speed factor=15 ;[kt] ;was 20
Noise factor=0.2 ;[>=0] ;was 0.5
[Sonar]
Detection time=15 ;[s] ;was 10
Sensitivity=0.005 ;(0..1) ;was 0.01
Waves factor=0.6 ;[>=0]
Speed factor=15 ;[kt]
Enemy surface factor=100 ;[m2]
Lose time=30 ;[s]
-----------


Greetings,

vdr1981
04-22-19, 10:14 AM
Hi Veco, congrats for your new 2.2.12, it's awesome that you make campaign improvements!


Precision of AI is not hardcoded I think, it should be in the sim.cfg file. That's what Hitman has used in GWX in SH3 - and also SH4 :


------
[Visual]
Detection time=2 ;[s] ;was 0.5
Sensitivity=0.01 ;(0..1)
Fog factor=1.25 ;[>=0]
Light factor=2.8 ;[>=0] ;was 2.0
Waves factor=1.0 ;[>=0]
Enemy surface factor=350 ;[m2]
Enemy speed factor=15 ;[kt]
[Radar]
Detection time=1 ;[s]
Sensitivity=0.01 ;(0..1)
Waves factor=0.9 ;[>=0]
Enemy surface factor=5.0 ;[m2]
[Hydrophone]
Detection time=10 ;[s] ;was 1
Sensitivity=0.01 ;(0..1) ;was 0.04
Height factor=0 ;[m]
Waves factor=0.55 ;[>=0] ;was 0.75
Speed factor=15 ;[kt] ;was 20
Noise factor=0.2 ;[>=0] ;was 0.5
[Sonar]
Detection time=15 ;[s] ;was 10
Sensitivity=0.005 ;(0..1) ;was 0.01
Waves factor=0.6 ;[>=0]
Speed factor=15 ;[kt]
Enemy surface factor=100 ;[m2]
Lose time=30 ;[s]
-----------


Greetings,
Hardly...Those are just sensor parameters. Nothing to do with actual guns accuracy...:hmmm:

XenonSurf
04-22-19, 10:19 AM
Hardly...Those are just sensor parameters. Nothing to do with actual guns accuracy...:hmmm:


Yes you are right for sure if you say so...it's because I came to see that yesterday by reading some posts about SH1... So I thought I would respond with that. Never mind, I wish you well in the ongoing of TWoS, I will make a donation shortly, it's about time...

SS Norholm
04-22-19, 06:06 PM
Thanks for your continued work on this Vecko.....just recently started playing it again.

Can you or anyone else recommend a good interior mod that is compatible, preferably with a darker gritty look?

HowieWowie
04-22-19, 07:12 PM
Just started playing TWoS. When I'm in the attack periscope there is no Identification Manual available? I've watched some videos and they were able to pull it from the left of the screen but its missing for me. I'm running the latest mod pack release. Thanks!

XenonSurf
04-22-19, 07:30 PM
Just started playing TWoS. When I'm in the attack periscope there is no Identification Manual available? I've watched some videos and they were able to pull it from the left of the screen but its missing for me. I'm running the latest mod pack release. Thanks!


Hit E...and drag it from left :)

Sauroketh
04-23-19, 05:29 AM
As told by Veko, the gun fire line is disabled in the options, now to stop rotation of the deckgun:


Before you man or use the gun, you must order Battlestations 2, then order WO to man the gun, plus set fire options if you play auto-gun, or go to the gun yourself.
At the end, you must again order Battlestations 2 to revert the 1st order and then give order to WO to secure deck gun. Thats' it, after this exact sequence the gun will be put in the right initial position again. It's all about the Battlestation 2 command.


Hope this helps,
:Kaleun_Cheers:


Thanks, sir, but that be much more tricky...
(it ws not about STOPPING the rotation of the gun, but about ROTATING it somewhat EASILY, its rotation much TOO SLOW.)

I ended up meddling with submarine *.GR2 + *.ZON + *.DAT +*.SIM files, for the rotation of the damn cannon was bound to some "turret" setting deep inside these files, with its angular rotaion speed and such.
Success in the end, but nothing to do with common user operaitons.

P.S. Thanks for your compassion, anyway, sir.

Sauroketh
04-23-19, 05:33 AM
This option is disabled somewhere in the OFEV or maybe even Generic Patcher, can't remember exactly...


OK, blast it, I'll train my RAOBF skills...
I had two mad and successful nights :Kaleun_Party: undoing some realism settings, anyway.

And thank for you continued work on the TWoS.
Thank you mightily, sir.

Belmondo
04-23-19, 10:15 AM
I have a Fashion Command Keys 1.03 that does not execute commands like before new 2.2.12 why

Tonci87
04-23-19, 10:44 AM
OK, blast it, I'll train my RAOBF skills...
I had two mad and successful nights :Kaleun_Party: undoing some realism settings, anyway.

And thank for you continued work on the TWoS.
Thank you mightily, sir.

May I suggest to you the Video that is linked in my Signature? :D

XenonSurf
04-23-19, 11:05 AM
Thanks, sir, but that be much more tricky...
(it ws not about STOPPING the rotation of the gun, but about ROTATING it somewhat EASILY, its rotation much TOO SLOW.)

I ended up meddling with submarine *.GR2 + *.ZON + *.DAT +*.SIM files, for the rotation of the damn cannon was bound to some "turret" setting deep inside these files, with its angular rotaion speed and such.
Success in the end, but nothing to do with common user operaitons.

P.S. Thanks for your compassion, anyway, sir.


I've taken a look in my notes about the deck gun in WoS, I didn't find anything mentioned to change rotation speed. The deck gun is operated with the mouse to turn it, and the mouse wheel for the elevation; maybe by changing your mouse sensivity you can increase the turn rate?


Then, there is also an automation script to run deck gun attacks (auto-scripts are launched from the map with the icon on the right), but here, you are not operating the gun yourself. Your sub will go flank speed and make zig-zags while firing on the designated target.

Sauroketh
04-23-19, 10:37 PM
I've taken a look in my notes about the deck gun in WoS, I didn't find anything mentioned to change rotation speed. The deck gun is operated with the mouse to turn it, and the mouse wheel for the elevation; maybe by changing your mouse sensivity you can increase the turn rate?


Then, there is also an automation script to run deck gun attacks (auto-scripts are launched from the map with the icon on the right), but here, you are not operating the gun yourself. Your sub will go flank speed and make zig-zags while firing on the designated target.

Nice try, sir, but, as said, I've already solved the problem:Kaleun_Wink:.
One might as well cut off his legs in order not to suffer from tight shoes, but my solution be much more similar to finding proper shoes.

Sauroketh
04-23-19, 10:42 PM
May I suggest to you the Video that is linked in my Signature? :D

Yessir, exacly what I've been looking for years. THECOMPLETEIDIOTSGUIDE to HITTING THINGS. I'm happy.:sign_yeah:

XenonSurf
04-24-19, 11:01 AM
Nice try, sir, but, as said, I've already solved the problem:Kaleun_Wink:.
One might as well cut off his legs in order not to suffer from tight shoes, but my solution be much more similar to finding proper shoes.


Sorry, I must have missed the part where you say you have solved it.
Nice that you did. In which of the files did you find the setting, if I may ask?

Salvadoreno
04-24-19, 12:49 PM
Just RE-purchased SH5 strictly for the Wolves of Steel mod. I gotta say, thank you modders so much for your time and efforts making Sh5 a great subsim. I have only been playing for 3 hours but I have barely left port! There is SO much to do with realism at 100% and realnav on. Makes the patrols feel SO engaging!

One issue, I also turned on the Enigma decoding machine (or at least I thought i did). I am still getting radio messages as I normally would. Not sure if there are special radio messages I need to wait for before I use the decoder? How exactly does that work? I have already received a message directly from BdU asking for my position, I would think I would use the enigma for that. Can someone assist? Am I missing something?

Tonci87
04-24-19, 01:22 PM
Just RE-purchased SH5 strictly for the Wolves of Steel mod. I gotta say, thank you modders so much for your time and efforts making Sh5 a great subsim. I have only been playing for 3 hours but I have barely left port! There is SO much to do with realism at 100% and realnav on. Makes the patrols feel SO engaging!

One issue, I also turned on the Enigma decoding machine (or at least I thought i did). I am still getting radio messages as I normally would. Not sure if there are special radio messages I need to wait for before I use the decoder? How exactly does that work? I have already received a message directly from BdU asking for my position, I would think I would use the enigma for that. Can someone assist? Am I missing something?

From time to time you will receive a coded message from the BDU, for example when you complete a side objective, or when a special event happens. You will easily recognize them because they will look like random letters.

Even with the Encrypted BDU orders such messages will be somewhat rare. That is a good thing. If every message was coded, the decoding would quickly become very stale and boring. As it is, it´s always a little novelty :)

Salvadoreno
04-24-19, 02:31 PM
Thanks!!!!!! I wouldn't mind getting more messages to decode. Love spending TC1 on the boat doing errands :).

Sauroketh
04-24-19, 11:27 PM
Sorry, I must have missed the part where you say you have solved it.
Nice that you did. In which of the files did you find the setting, if I may ask?

It be a bit wordy... It's more than ONE file, sir.

First open your submarine .GR file with GoblinEditorApp (it be NSS_Uboat7a in me case), then merge it with NSS_Uboat7a.ZON, and with NSS_Uboat7a.SIM+.ZON, to be safe, to avoid further conflict, then (it be in the ZON file, but no matter now) you right-click "EditControllers", find obj_turret @ cfg#M01 (it be the stats of the axis, around which the cannon turret rotates and pitches), a tree window pops up, double-click this controller in the RIGHT tree, then expand the +/- - marked expanding thread "obj_turret" and then the thread "Traverse" (it be rotation speed) and "Elevation" (it be the pitch) and then set the, well, finally, THE speed.

Then Open Deck_gun_GE88mm files in the same manner, repeat similar steps.

kapuhy
04-25-19, 02:58 AM
Thanks!!!!!! I wouldn't mind getting more messages to decode. Love spending TC1 on the boat doing errands :).

Funnily enough, while making game easier by not having to decode every message, current system is also close to reality. If we can trust depiction of it from "Das Boot" book, most messages would be decoded by radio room crew, exception being "officers only" messages that were coded twice - upon decoding by radioman they would still be gibberish and officer would have to use his personal settings and decode the message again. These messages would contain highly sensitive matters (like special missions), which fits quite well with what we have in game, where "fluff" messages not directly related to your boat are not coded (or, as we could roleplay it, decoded by your radioman) and coded ones are those that contain orders and special instructions for you.

XenonSurf
04-25-19, 05:19 AM
It be a bit wordy... It's more than ONE file, sir.

First open your submarine .GR file with GoblinEditorApp (it be NSS_Uboat7a in me case), then merge it with NSS_Uboat7a.ZON, and with NSS_Uboat7a.SIM+.ZON, to be safe, to avoid further conflict, then (it be in the ZON file, but no matter now) you right-click "EditControllers", find obj_turret @ cfg#M01 (it be the stats of the axis, around which the cannon turret rotates and pitches), a tree window pops up, double-click this controller in the RIGHT tree, then expand the +/- - marked expanding thread "obj_turret" and then the thread "Traverse" (it be rotation speed) and "Elevation" (it be the pitch) and then set the, well, finally, THE speed.

Then Open Deck_gun_GE88mm files in the same manner, repeat similar steps.


Thanks to elaborate, that's really useful and a real precision work :up:
Greetings,
:Kaleun_Salute:XS

Salvadoreno
04-25-19, 03:33 PM
Funnily enough, while making game easier by not having to decode every message, current system is also close to reality. If we can trust depiction of it from "Das Boot" book, most messages would be decoded by radio room crew, exception being "officers only" messages that were coded twice - upon decoding by radioman they would still be gibberish and officer would have to use his personal settings and decode the message again. These messages would contain highly sensitive matters (like special missions), which fits quite well with what we have in game, where "fluff" messages not directly related to your boat are not coded (or, as we could roleplay it, decoded by your radioman) and coded ones are those that contain orders and special instructions for you.

Perfect way to look at it! :)

Tonci87
04-25-19, 03:49 PM
Funnily enough, while making game easier by not having to decode every message, current system is also close to reality. If we can trust depiction of it from "Das Boot" book, most messages would be decoded by radio room crew, exception being "officers only" messages that were coded twice - upon decoding by radioman they would still be gibberish and officer would have to use his personal settings and decode the message again. These messages would contain highly sensitive matters (like special missions), which fits quite well with what we have in game, where "fluff" messages not directly related to your boat are not coded (or, as we could roleplay it, decoded by your radioman) and coded ones are those that contain orders and special instructions for you.

Great explanation!

Salvadoreno
04-25-19, 08:12 PM
BTW, why are all the walkthroughs in SH3 formats? I am assuming the same appliues to SH5? But it just makes it a tad bit confusing.

Mud112th
04-26-19, 04:50 AM
Does anybody know how to get rid of this tool when you open the map?

http://soleil-noir.be/112th/SH5Img@2019-04-26_11.41.35.jpg

I have to slide that tool to the side every time I start the game, else I cannot move or interact with the map. It has a big transparent area around it as well.

Clean Windows and SH5 (non-steam) install with the latest version of TWOS.
No other mods installed.

Best regards,

Mud

kapuhy
04-26-19, 05:47 AM
Does anybody know how to get rid of this tool when you open the map?

I have to slide that tool to the side every time I start the game, else I cannot move or interact with the map. It has a big transparent area around it as well.

Clean Windows and SH5 (non-steam) install with the latest version of TWOS.
No other mods installed.

Best regards,

Mud

In data/applications folder, find Options File Editor Viewer application and open TheDarkWraithUserOptions.py file with it. You'll see "Maps" tab (among many others) that allows you to configure which map tools are visible in game by default. I don't know the name of this particular tool though.

Mud112th
04-26-19, 05:53 AM
In data/applications folder, find Options File Editor Viewer application and open TheDarkWraithUserOptions.py file with it. You'll see "Maps" tab (among many others) that allows you to configure which map tools are visible in game by default. I don't know the name of this particular tool though.

I only see the nomograph there which I disabled but I did not notice any difference.

Tonci87
04-26-19, 08:37 AM
I only see the nomograph there which I disabled but I did not notice any difference.

The nomograph is the tool that helps you to compare Speed, time and sistance to each other. You can activate and deactivate it with the third round buttton at the top of the map.

As for that compass that is giving you trouble, I do not know why this appears in the middle of your screen. For me it is always hidden away to the side.

Mud112th
04-26-19, 09:55 AM
It is hidden away to the side for me as well, but its big transparent border is not. And unless I move the whole thing to the side, I can't interact with the map.

Not a game-breaker though, just a nuisance.

hauangua
04-26-19, 09:59 AM
It is hidden away to the side for me as well, but its big transparent border is not. And unless I move the whole thing to the side, I can't interact with the map.

Not a game-breaker though, just a nuisance.
Resolution of your screen?

Mud112th
04-26-19, 10:11 AM
Resolution of your screen?

1920x1080 16:9

hauangua
04-26-19, 10:28 AM
1920x1080 16:9
For me too it is always hidden away to the side.
But not give me problems...I no understand if you have really problem or simply you not like this compass.. Have a screenshot when you enter in nav map? Without move compass?

Mud112th
04-26-19, 11:05 AM
For me too it is always hidden away to the side.
But not give me problems...I no understand if you have really problem or simply you not like this compass.. Have a screenshot when you enter in nav map? Without move compass?

The map looks normal then but the mouse cursor is the square. So the compass basically has a transparent area around it which is much larger than the compas itself which I have to move to the edge of the map to be able to interact with the map.

vdr1981
04-26-19, 11:16 AM
The map looks normal then but the mouse cursor is the square. So the compass basically has a transparent area around it which is much larger than the compas itself which I have to move to the edge of the map to be able to interact with the map.

Big transparent area around tools which is preventing you to use mouse? Mouse square? :hmmm:
How big is that transparent area? This doesn't sound like normal game behavior definitely.:yep:
Check out the thread for problems and make a proper post...Cheers!

Mud112th
04-26-19, 12:17 PM
Big transparent area around tools which is preventing you to use mouse? Mouse square? :hmmm:
How big is that transparent area? This doesn't sound like normal game behavior definitely.:yep:
Check out the thread for problems and make a proper post...Cheers!

You can see the square cursor in the screenshot I posted (8 o'clock position, in the water). Which means the cursor is over an item which can be moved, rather than then map itself. Else you get a arrow cursor.

The transparent area is about as big as the width of the map on either side of the compass.

None of the tools exhibit this behavior. So once I move that tool which is on the map when I open the map to the side, I can zoom in and out, use the ruler, protractor, .... just fine.

Don't break your head on it. Like I said it's just a nuisance and I thought perhaps it's a known something which somebody else may have experienced
as well.

hauangua
04-26-19, 01:27 PM
You can see the square cursor in the screenshot I posted (8 o'clock position, in the water). Which means the cursor is over an item which can be moved, rather than then map itself. Else you get a arrow cursor.

The transparent area is about as big as the width of the map on either side of the compass.

None of the tools exhibit this behavior. So once I move that tool which is on the map when I open the map to the side, I can zoom in and out, use the ruler, protractor, .... just fine.

Don't break your head on it. Like I said it's just a nuisance and I thought perhaps it's a known something which somebody else may have experienced
as well.
Can you post your MOD list?

Mud112th
04-26-19, 02:44 PM
Can you post your MOD list?

- Twos Real Navigation

But with it on or off, makes no difference.

Stock SH5, the issue is not present.
Install twos and the issue is present.

I already had this issue in 2.2.5
In an earlier version I ran I did not have it. Unfortunately I cannot remember which version that was exactly.

Does the map open without any compass for you others, or does it always open with it active? Trying to rule out whether it's the area around the compass that is my issue, or the compass appearing altogether.

Tonci87
04-26-19, 03:48 PM
- Twos Real Navigation

But with it on or off, makes no difference.

Stock SH5, the issue is not present.
Install twos and the issue is present.

I already had this issue in 2.2.5
In an earlier version I ran I did not have it. Unfortunately I cannot remember which version that was exactly.

Does the map open without any compass for you others, or does it always open with it active? Trying to rule out whether it's the area around the compass that is my issue, or the compass appearing altogether.

It always opens with the compass, but it is almost completely of the screen, so that you can drag it on screen by grabbing the edge. There also is no ridiculously large transparent area.

vdr1981
04-27-19, 01:18 AM
You can see the square cursor in the screenshot I posted (8 o'clock position, in the water). Which means the cursor is over an item which can be moved, rather than then map itself. Else you get a arrow cursor.

The transparent area is about as big as the width of the map on either side of the compass.


I see now...Definitely shouldn't be like that. Do you run your game with admin rights? You should try to do full game reinstall using the latest v2.2.12 installer as well.

Mud112th
04-28-19, 02:45 AM
I see now...Definitely shouldn't be like that. Do you run your game with admin rights? You should try to do full game reinstall using the latest v2.2.12 installer as well.

Running as admin indeed, and I can't really do a cleaner install than the one I already did (Windows, SH5 and 2.2.12 were all clean installed).

Thanks for the tips and time, but as far as I am concerned I'm happy enough with it as is. I mean everything else works just fine. So all I have to do at game start is slide that compass out of the way.

Best regards,

Mud

fire-fox
04-28-19, 05:56 AM
any point installing 2.2.12 if im already past Wasserbung ? started the second campaign chapter this morning :oops:

vdr1981
04-28-19, 08:13 AM
any point installing 2.2.12 if im already past Wasserbung ? started the second campaign chapter this morning :oops:

You won't brake anything in any case.

XenonSurf
04-28-19, 08:53 AM
Does anybody know how to get rid of this tool when you open the map?

http://soleil-noir.be/112th/SH5Img@2019-04-26_11.41.35.jpg

I have to slide that tool to the side every time I start the game, else I cannot move or interact with the map. It has a big transparent area around it as well.

Clean Windows and SH5 (non-steam) install with the latest version of TWOS.
No other mods installed.

Best regards,

Mud


In my TWoS 2.2.10 with some optional WoS mods loaded (and only them), this tool in your picture is usually partially hidden on the right of the screen, I would need to drag it to the center to see it as in your picture.

The squared cursor appears when you need to drag items on the map, it doesn't always center on the object, so you must first drag the object away before using the map normally.
Seeing your picture, for me it's all normal, you should be able to move the protractor to one part of the screen and continue with map operations.

If you cannot do that, or if dragged items get messed-up, save game and quit, go in your main game folder and delete all xxxxx_Draggables.TDW files and restart game. That's the first thing to do, I don't know if it's enough however, except:


If you play in Win10, you must set the game shortcut to Win7 compatibility mode + start as admin. Also I assume you play in 1920x1080, otherwise you will have other display problems.



I hope this helps,
XS

XenonSurf
04-28-19, 09:28 AM
Hi Veko,


By recently reading Steam posts, I have noticed that there are players not able to install the game based on your instructions, especially based on what you say before 'Step 1' and the 'Step 1' itself.
Here are some suggestions:



Before Step 1:
If you say "...is not write protected and that you own full administration
rights over it!", most people will simply not understand (or believe they understand, but they do not!).

Tell people expressly: "Right-click on your game shortcut, chose Properties, and set Windows 7 Compatibility mode, set 'Start as Administrator'.


In Step 1, you say:
"Step 1:
Download The Wolves of Steel _SH5 Expansion Pack_vx.x.x_Full and install the archive to
your main Silent Hunter 5 install folder (e.g. "C:\Ubisoft\Silent Hunter 5"). Make sure to
specify the correct path when asked!"


I would not give this example path of "C:\Ubisoft\Silent Hunter 5", instead simply say: "Install the archieve to the folder where your SH5.EXE file is located".

That way, people will not create imaginary folders and wonder why they still start with the stock game :)


Then, in your Gameplay tips, the section about the 'alternative campaign transfer' is obsolete, you have changed it with red messages in-game, so maybe tell about that, I know it's already in Peter THEBERBSTER's section.


Cheers!
:Kaleun_Cheers:XS

vdr1981
04-29-19, 03:25 AM
Your suggestions are noted XS, although I learned so far that some people will always find the way to screw something up, no matter how detailed video or written instructions are.

Playing modded simulations do require a minimum of PC related technical knowledge, that is the fact. Install instructions should be just that IMO and not how to use your PC tutorial. The problem is that the Wolves are now also attracting people who don't even know the difference between file and folder terms and I really can't do much about it.

kapuhy
04-29-19, 09:25 AM
Normally I'd check this myself but only savegame I have is in Baltic, so I ask here in case someone already tried... can player get to Black Sea in TWoS? (according to map there should be a passage through).

XenonSurf
04-29-19, 10:09 AM
Normally I'd check this myself but only savegame I have is in Baltic, so I ask here in case someone already tried... can player get to Black Sea in TWoS? (according to map there should be a passage through).

I don't know if there is a free passage to that Sea, but its' not necessary:
There would need to be a port with a bunker in the Black Sea, if so you can switch to it as for my guide (meaning a campaign chapter could start from there, even if there is no free passage to the Sea). But I doubt there is any traffic currently, but this could be added with the Editor.

bstanko6
04-29-19, 02:43 PM
Well said VDR!

XenonSurf
04-29-19, 03:22 PM
Your suggestions are noted XS, although I learned so far that some people will always find the way to screw something up, no matter how detailed video or written instructions are.

Playing modded simulations do require a minimum of PC related technical knowledge, that is the fact. Install instructions should be just that IMO and not how to use your PC tutorial. The problem is that the Wolves are now also attracting people who don't even know the difference between file and folder terms and I really can't do much about it.


I understand and agree with you that being busy with improving WoS is far from a role to teach people to use their computers, I will nonetheless go on and respond in these Steam threads (and here also) to really simple questions if I get the time...
However I find that with some few changes in the install doc, a lot of noob questions could be avoided and errors made almost impossible.
But never mind, those were just suggestions on the fly...

vdr1981
04-30-19, 10:35 AM
I understand and agree with you that being busy with improving WoS is far from a role to teach people to use their computers, I will nonetheless go on and respond in these Steam threads (and here also) to really simple questions if I get the time...
However I find that with some few changes in the install doc, a lot of noob questions could be avoided and errors made almost impossible.
But never mind, those were just suggestions on the fly...

Yes, I'll certainly do that but I really don't expect any reduction in number off noob questions.

Tonci87
04-30-19, 06:33 PM
31.10.1940
I just sunk HMS Formidable, an Illustrious class Fleet Carrier, in the Western approach Area AL with a spread of 4 torpedoes. Pure chance encounter. She went down like a rock. Managed to evade the destroyers :D

Interpol
05-02-19, 08:01 AM
Hi there.

Just a few questions if I may.

Is it normal behaviour for the "Send to Shiplog" button on the Enigma result sheet to send just "ENIGMA MESSAGE:" with no succeeding decrypted message?


Similarly when I receive new orders from BdU via Enigma, the Captain's Log simply says: "New Patrol 1" instead of the actual Naval Grid reference I've been sent to?

Tonci87
05-02-19, 10:41 AM
Hi there.

Just a few questions if I may.

Is it normal behaviour for the "Send to Shiplog" button on the Enigma result sheet to send just "ENIGMA MESSAGE:" with no succeeding decrypted message?


Similarly when I receive new orders from BdU via Enigma, the Captain's Log simply says: "New Patrol 1" instead of the actual Naval Grid reference I've been sent to?

The first one is not normal. The Enigma should send what you write into the right side of the Decoding form to the shiplog

The second one is normal, there wouldn´t be any need to decipher the message if you could just look up the grid there :D

Lanzfeld
05-03-19, 03:04 PM
Been playing WOS quite a bit lately so I have a few questions please....

1. You can press one of the F keys for silent running (F7 I think) but you can also ask the first officer to activate his silent running. Then there is the “Z” key. Is there a difference?

2. Same with “Battle Stations”. Press F8 and/or watch officer “battle stations (Level 2?)”. Is there a difference and can anyone tell me really what these do? I know it says the crew is more efficient but can we be more specific than that?

3. This one bothers me. I’m north of England on an overcast night. Light fog, wind speed 15 m/s. I go to the bridge and (dammit) there is a 2900 ton English coal ship in plain sight maybe 3 to 4 Km away!!! Watch officer sees nothing despite his level 2 spotting skills (out of 3). It is plain as day even with out binoculars but I give the game the benefit of the doubt because of the (really not that bad) weather and I approach the enemy ship to see exactly when my bridge crew and watch officer will spot it. I closed to about 500 meters and no one ever said anything. It was huge and plain as day. Asked the watch officer if there were any visual targets and he said none. We are talking light fog here. Does something need adjusting?

Thank you to anyone who responds to these questions.:Kaleun_Salute:

Susexx
05-03-19, 04:49 PM
Why can't we keep the depth ? And why does the submarine have a strong trim on the stern ?

XenonSurf
05-03-19, 05:09 PM
Why can't we keep the depth ? And why does the submarine have a strong trim on the stern ?


There is an icon on the left to give that order, doesn't it work? IIRC, in the WoS doc it's said that you must control the dive planes manually if your sub is damaged by flooding or similar.

XenonSurf
05-03-19, 05:20 PM
Been playing WOS quite a bit lately so I have a few questions please....

1. You can press one of the F keys for silent running (F7 I think) but you can also ask the first officer to activate his silent running. Then there is the “Z” key. Is there a difference?

2. Same with “Battle Stations”. Press F8 and/or watch officer “battle stations (Level 2?)”. Is there a difference and can anyone tell me really what these do? I know it says the crew is more efficient but can we be more specific than that?

3. This one bothers me. I’m north of England on an overcast night. Light fog, wind speed 15 m/s. I go to the bridge and (dammit) there is a 2900 ton English coal ship in plain sight maybe 3 to 4 Km away!!! Watch officer sees nothing despite his level 2 spotting skills (out of 3). It is plain as day even with out binoculars but I give the game the benefit of the doubt because of the (really not that bad) weather and I approach the enemy ship to see exactly when my bridge crew and watch officer will spot it. I closed to about 500 meters and no one ever said anything. It was huge and plain as day. Asked the watch officer if there were any visual targets and he said none. We are talking light fog here. Does something need adjusting?

Thank you to anyone who responds to these questions.:Kaleun_Salute:


Your 2):
According to my recent tests, the 2 Battlestation commands do nothing except: the one from the WO icon will re-orientate the deck gun correctly when the crew leaves the gun station, this command needs to be activated before sending men to deck gun and deactivated before men leave deck gun.
Else, I see nothing, but maybe Veko can put a light on this...I'm curious too :hmmm:



Your 1):
The Z key comes with the Stormy's DBSM mod, it's not part of WoS I think. I had good reason to use this mod without the new keyboard commands (there is a sticky guide for that), but I can't remember the reason exactly.


Your 3):
Very strange, I feel that my crew always spots everything without ME seeing it :)
Crew will not in repetition signal the contacts, except the sonarman if ordered (one of the white icons). Maybe you can order WO to do that, but I don't know. But go look in the message history, you should see an entry when your contact was spotted the first time. Maybe the message sound of the WO didnt' play? Here also it depends if you have mods installed that are not compatible with WoS, and it should be the Stormy's DBSM mod also mentioned in your 1) point. Go look here to install this mod without keyboard commands and compatible with TWoS:
http://www.subsim.com/radioroom/showpost.php?p=2602894&postcount=1005

Susexx
05-03-19, 05:22 PM
There is an icon on the left to give that order, doesn't it work? IIRC, in the WoS doc it's said that you must control the dive planes manually if your sub is damaged by flooding or similar.

The submarine is undamaged. The beginning of a career type VIIa. To commands does not react.

http://www.subsim.com/radioroom/picture.php?albumid=316&pictureid=10332

Lanzfeld
05-03-19, 05:35 PM
Just happened again.......

Wind speed 7 m/s clear skies light fog at night. Watch officer did not spot a neutral until it was very close. Maybe 2000 m. I think one of the sensors might be off. I did not change anything

XenonSurf
05-03-19, 05:43 PM
Just happened again.......

Wind speed 7 m/s clear skies light fog at night. Watch officer did not spot a neutral until it was very close. Maybe 2000 m. I think one of the sensors might be off. I did not change anything


I have updated and edited my last response to you above...

Lanzfeld
05-03-19, 05:47 PM
Thanks for response xenon.

But it’s not that he’s not reporting seeing it. He simply just doesn’t see anything. I agree with you normally the crew spots things during the day well before I see them. It’s just that night now they’re not seeing anything.

XenonSurf
05-03-19, 05:48 PM
@Susexx,
the icon you use in your picture is the Dive icon, use the forelast below, this is the maintain depth.

XenonSurf
05-03-19, 05:53 PM
Thanks for response xenon.

But it’s not that he’s not reporting seeing it. He simply just doesn’t see anything. I agree with you normally the crew spots things during the day well before I see them. It’s just that night now they’re not seeing anything.


Hum, did you ALT-TAB out of the game? Then save/reload because otherwise the game is messed-up. Else I don't know what causes this. And yes: it's abnormal.

vdr1981
05-03-19, 05:54 PM
The submarine is undamaged. The beginning of a career type VIIa. To commands does not react.

http://www.subsim.com/radioroom/picture.php?albumid=316&pictureid=10332
That's what you get when you brake your game with incompatible mods...

fitzcarraldo
05-03-19, 05:56 PM
@Susexx,
the icon you use in your picture is the Dive icon, use the forelast below, this is the maintain depth.

You need to mantain depth manually over 130-140 mts. Manual planes and compressed air and speed. It is how works in SH5. :yep:

Fitzcarraldo :Kaleun_Salute:

vdr1981
05-03-19, 05:58 PM
Thanks for response xenon.

But it’s not that he’s not reporting seeing it. He simply just doesn’t see anything. I agree with you normally the crew spots things during the day well before I see them. It’s just that night now they’re not seeing anything.
I didn't notice such behavior in my game. Upgrade your WO and enable BS when you expect units in the area for "extra concentrated" watch crew...

vdr1981
05-03-19, 06:02 PM
You need to mantain depth manually over 130-140 mts. Manual planes and compressed air and speed. It is how works in SH5. :yep:

Fitzcarraldo :Kaleun_Salute:
More like below 180 m...:yep:

XenonSurf
05-03-19, 07:08 PM
Does anyone succeed in the historical mission 'Plane AI Testing'?
Playing with WoS 2.2.10 I find this setup mission unbeatable :hmmm:
I'm playing it using Trevally Attack Scripts for the Flack or without scripts, the plane immediately destroys my flak and causes heavy damage if I try to use flak instead of diving immediately.

That's rather annoying because it's the only mission to train your skills against planes, but maybe this mission is setup to 'always win' ?




In the WoS doc it's said that 'planes are still not up to the task', but I don't think so, because of this mission behavior I dare to assume that they are now unbeatable in the campaign too :)


Anyone succeeding in that mission when not diving ?

Tonci87
05-04-19, 01:36 PM
Been playing WOS quite a bit lately so I have a few questions please....

1. You can press one of the F keys for silent running (F7 I think) but you can also ask the first officer to activate his silent running. Then there is the “Z” key. Is there a difference?

2. Same with “Battle Stations”. Press F8 and/or watch officer “battle stations (Level 2?)”. Is there a difference and can anyone tell me really what these do? I know it says the crew is more efficient but can we be more specific than that?

3. This one bothers me. I’m north of England on an overcast night. Light fog, wind speed 15 m/s. I go to the bridge and (dammit) there is a 2900 ton English coal ship in plain sight maybe 3 to 4 Km away!!! Watch officer sees nothing despite his level 2 spotting skills (out of 3). It is plain as day even with out binoculars but I give the game the benefit of the doubt because of the (really not that bad) weather and I approach the enemy ship to see exactly when my bridge crew and watch officer will spot it. I closed to about 500 meters and no one ever said anything. It was huge and plain as day. Asked the watch officer if there were any visual targets and he said none. We are talking light fog here. Does something need adjusting?

Thank you to anyone who responds to these questions.:Kaleun_Salute:


To 1) You should active and deactivate silent running and battle stations with the F keys. Don´t talk to the officer to do that. I once had the unpleasant experience of the game crashing when I asked the 1WO to end silent running.

To 2) I believe the Battlestations level 2 ability is for use with the deck gun crew. I do not know if it gives any extra bonuses, but they will at least properly secure the gun when you deactivate it.

To 3) That is not normal behavior Please post your modlist





The submarine is undamaged. The beginning of a career type VIIa. To commands does not react.

http://www.subsim.com/radioroom/picture.php?albumid=316&pictureid=10332

That should not happen and is, as VDR pointed out, probably a result of incompatible mods. Modlist pelase.

Lanzfeld
05-04-19, 05:21 PM
I have no mods other than TWoS.

I can think of two remote possibilities.....

1. Maybe there was a little mixup in programming. The higher you watch officers spotting ability instead of better spotting maybe it actually decreases his spotting ability? If Vecko could look at the code just to make sure it’s correct that would be great. The only reason I bring this up is I did not notice the problem until AFTER I made him a level 2 spotter.

Or

2. I think he said recently in the patch notes he tweaked some sort of visibility number. Would this affect our watch officer spotting ability? I highly doubt this as I notice a change in the game itself without any moat he changes.


This seems to be happening at night. The W.O. Seriously loses the ability to spot until things are very close .

Susexx
05-04-19, 06:09 PM
Environmental MOD for Silent Hunter 5 сreating a problem. Thanks for your help ! :Kaleun_Cheers:

bstanko6
05-04-19, 07:35 PM
No issue here. Are your guys on low morale?

Schroeder
05-05-19, 01:14 AM
First, the Short Stirling isn't a flying boat.:03:
https://de.wikipedia.org/wiki/Short_Stirling


Second, if you already know the name why don't you use Google?:hmmm:
https://de.wikipedia.org/wiki/Lockheed_Hudson


And third, why is this in General Topics and not the SH5 forum?:O:


*Edit*
Ok, the post I responded to was removed so it's now out of context. o_O

Salvadoreno
05-05-19, 02:28 AM
I cannot find this guide anywhere, so I hope im not embarrassing myself..

Do you know of any guides for tracking down convoy reports using realnav?

What does, scope bearing, true bearing, etc.. mean? ANy guides on how to successfully track down convoys in WOS w/ Real Nav?

Thanks!

Tonci87
05-05-19, 03:53 AM
I cannot find this guide anywhere, so I hope im not embarrassing myself..

Do you know of any guides for tracking down convoy reports using realnav?

What does, scope bearing, true bearing, etc.. mean? ANy guides on how to successfully track down convoys in WOS w/ Real Nav?

Thanks!

I´ll try to do a video about that today

Salvadoreno
05-05-19, 12:22 PM
That would be amazing! I have been at sea for 10 days now with no contacts but a lot of convoy reports!

XenonSurf
05-05-19, 01:43 PM
That would be amazing! I have been at sea for 10 days now with no contacts but a lot of convoy reports!


I think you must be able to work with the Long/Lat tool to mark the position given by BDU with a Supermark, then throw a rough course line and you can calculate if you can intercept the convoy or not. Now, in my game I would just see the long/lat on the map, in real navigation you won't see it I guess, a map without long/lat data, humpf...who has invented such a map (sarcasm: on)


(Sarcasm: off): Whatever, the long/lat tool is when hitting E somewhere in the map tools.


Good plotting!
:Kaleun_Cheers:

bstanko6
05-05-19, 03:28 PM
Salvadoreno...

Click my signature for videos on tracking radio contacts and such. Hope they help!

Tonci87
05-05-19, 04:13 PM
That would be amazing! I have been at sea for 10 days now with no contacts but a lot of convoy reports!

I didn´t manage to do it today, I was too busy attacking a convoy together with another submarine. Coincidentally we both attacked at the same time and so suddenly half the convoy was on fire, complete mayhem everywhere. That was amazing :D

It was a good patrol:

Tonci. Patrol #12. 11/8/1940-------------------------------------------------------
Patrol #12
-------------------------------------------------------
10/20/1940 5:45:17 PM Out on patrol from the base Lorient
10/26/1940 Objective achieved Patrol area assigned. Reach the area AL8539 and start operations. Attack any enemy contact
10/28/1940 Objective achieved New orders 1
10/31/1940 2:41:00 PM Destroyed Illustrious Fleet Carrier, 23000 tons, Long 20° 10' W, Lat 54° 52' N
11/3/1940 Objective achieved New orders 2
11/3/1940 11:51:00 AM Destroyed Small Old Split Merchant, 2436 tons, Long 17° 39' W, Lat 50° 47' N
11/4/1940 4:44:00 AM Destroyed Catapult ship, 4344 tons, Long 17° 35' W, Lat 50° 38' N
11/4/1940 4:44:00 AM Destroyed North Sands Type Large Freighter, 7174 tons, Long 17° 35' W, Lat 50° 38' N
11/4/1940 5:10:00 AM Destroyed North Sands Type Large Freighter, 7179 tons, Long 17° 35' W, Lat 50° 39' N
11/4/1940 6:57:00 AM Destroyed Granville Type Medium Freighter, 4299 tons, Long 17° 35' W, Lat 50° 40' N
11/4/1940 7:28:00 AM Destroyed A Class Destroyer, 1188 tons, Long 17° 33' W, Lat 50° 42' N
11/4/1940 9:41:00 AM Destroyed Medium Old Split Freighter II, 5091 tons, Long 17° 33' W, Lat 50° 43' N
11/8/1940 9:49:47 AM Completion of a patrol in the base Lorient

Sinking tonnage: 54,711

Patrol time: 19 days
-------------------------------------------------------


I´ll make a video explaining what those Convoy reports mean and how to use them to your advantage. Hopefully tomorrow.

Lanzfeld
05-05-19, 06:00 PM
OK for those of you who are wondering why my watch officer was losing his spotting ability at night I’m not sure if I fixed it or not. And I checked his moral was high.

The bug went away when I stopped using the journal. I never open the saved journal anymore ( ow I don’t use it at all) and also i use to delete the auto save and then load my saved game with the “continued career” function and I no longer do that. By stopping these two things my watch officer seems to have regain his ability to spot ships.

I hope this helps anyone else.


Also since I’m here..... sometimes I run across a group of two ships but only one of them is producing smoke. Does anyone else have this from time to time?

XenonSurf
05-05-19, 06:17 PM
OK for those of you who are wondering why my watch officer was losing his spotting ability at night I’m not sure if I fixed it or not. And I checked his moral was high.

The bug went away when I stopped using the journal. I never open the saved journal anymore ( ow I don’t use it at all) and also i use to delete the auto save and then load my saved game with the “continued career” function and I no longer do that. By stopping these two things my watch officer seems to have regain his ability to spot ships.

I hope this helps anyone else.


Also since I’m here..... sometimes I run across a group of two ships but only one of them is producing smoke. Does anyone else have this from time to time?


I don't think it has anything to do with the journal, this game function is far away from the behavior of your WO.
Saving games correctly in SH5 has surely to do something with it. Here the Does & Don'ts that you must keep an eye on if you don't want big trouble (this is not to memorize, it's just for reference):


-------------------------------------------------
When saving the game - and when not...
**************************************

You will be surprised that I make such a doc, but the savegames in SH5 are so complex that they can ruin your day when you save at the wrong time or when your savegames become corrupt. So read all this and remember carefully.

1.
Save the game everytime you start a new campaign or campaign section, just after entering the bunker screen. Save and reload from the main menu. A pop-up text in TWOS will remind you of this. DO IT, or the campaign may not play out correctly!

2.
Don't use Autosaves, don't overwrite old saves, always save in a separate slot, use names without spaces like camp_1, camp_2 etc. to save your campaign progresses.
Autosaves can easily get corrupted and overwriting saves could make your save 'vanish'.

3. Best moments to save...
During the campaign, save when no ships are nearby, far away from bunkers or major ports in open sea in order to minimize save corruptions.
Best moment to save is after a convoy attack and after leaving the place in open sea with no more ships in sight, or after leaving your patrol zone (see next point). Save often in these conditions, the more saves you do the less you need to replay after a possible crash when reloading...

4.
Saving in your patrol zone will unfortunately RESET your required patrol time in that zone. The consequence is not very severe, but it's nasty. So be sure to save just BEFORE you enter the patrol zone (just in case something goes horribly wrong), then patrol your required time in one piece without saving (you can use TC!), then save just AFTER leaving the zone and after you have patrolled the required time in order to secure your progress.

DO NOT SAVE THE GAME WHEN...
- Damaged or combatting AI units are nearby;
- When planes are flying nearby;
- If your sub is damaged and underwater; also don't use TC higher than 16;
- In heavy populated ports or just outside your bunker, go further away.
- If you have finished your time in the patrol zone, then LEAVE IT before saving (see reason above).
The 2 first ones can corrupt your savegames, especially the first one. The other ones can just be fine, but it's not optimum for game stability.

IF YOU GET A CORRUPTED SAVEGAME...
Sometimes you can rescue the save by deleting the file "Special.txt" from your savegame folder (...Documents\SH5\data\cfg\SaveGames\0000000*). Reload the save and pray...

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

XenonSurf
05-05-19, 06:54 PM
[Please disregard...solution found]



Hi Veko,
in Wos, the observation scope inside the sub has a darker color than the one used in SteelViking's Interior Mod V1.2 (or its 1.2.2 patch). How did you change it? Is there a mod for this, or which files would I need to change to have this dark color?


Here 2 screenshots to illustrate the difference, the 1st comes from SteelVilkin's mod, the 2nd from your WoS.


https://ibb.co/xF0fz50
https://ibb.co/FzBqjXd




Thanks very much for the info!
Best greetings,
:Kaleun_Cheers:

Salvadoreno
05-05-19, 10:48 PM
I didn´t manage to do it today, I was too busy attacking a convoy together with another submarine. Coincidentally we both attacked at the same time and so suddenly half the convoy was on fire, complete mayhem everywhere. That was amazing :D

It was a good patrol:

Tonci. Patrol #12. 11/8/1940-------------------------------------------------------
Patrol #12
-------------------------------------------------------
10/20/1940 5:45:17 PM Out on patrol from the base Lorient
10/26/1940 Objective achieved Patrol area assigned. Reach the area AL8539 and start operations. Attack any enemy contact
10/28/1940 Objective achieved New orders 1
10/31/1940 2:41:00 PM Destroyed Illustrious Fleet Carrier, 23000 tons, Long 20° 10' W, Lat 54° 52' N
11/3/1940 Objective achieved New orders 2
11/3/1940 11:51:00 AM Destroyed Small Old Split Merchant, 2436 tons, Long 17° 39' W, Lat 50° 47' N
11/4/1940 4:44:00 AM Destroyed Catapult ship, 4344 tons, Long 17° 35' W, Lat 50° 38' N
11/4/1940 4:44:00 AM Destroyed North Sands Type Large Freighter, 7174 tons, Long 17° 35' W, Lat 50° 38' N
11/4/1940 5:10:00 AM Destroyed North Sands Type Large Freighter, 7179 tons, Long 17° 35' W, Lat 50° 39' N
11/4/1940 6:57:00 AM Destroyed Granville Type Medium Freighter, 4299 tons, Long 17° 35' W, Lat 50° 40' N
11/4/1940 7:28:00 AM Destroyed A Class Destroyer, 1188 tons, Long 17° 33' W, Lat 50° 42' N
11/4/1940 9:41:00 AM Destroyed Medium Old Split Freighter II, 5091 tons, Long 17° 33' W, Lat 50° 43' N
11/8/1940 9:49:47 AM Completion of a patrol in the base Lorient

Sinking tonnage: 54,711

Patrol time: 19 days
-------------------------------------------------------


I´ll make a video explaining what those Convoy reports mean and how to use them to your advantage. Hopefully tomorrow.

Not a worry friend not a worry, just appreciate your help. I did not know WoS had AI subs attacking convoys. That's amazing!

Lanzfeld
05-06-19, 09:03 AM
Yet another question!

I completed a patrol and docked and started a new patrol. All of guys have a tiny little yellow cross on the lower right side of their picture on the crew page (G key). When I press this cross it disappears and their morale goes down one bullet point (from 4 to 3).

What is happening here? :k_confused:

Edit...... Do fishing trawler is not produce smoke?

Tonci87
05-06-19, 11:13 AM
Yet another question!

I completed a patrol and docked and started a new patrol. All of guys have a tiny little yellow cross on the lower right side of their picture on the crew page (G key). When I press this cross it disappears and their morale goes down one bullet point (from 4 to 3).

What is happening here? :k_confused:

You are awarding an iron cross, I do not know why the morale is going down when you do so however, seems a bit counter intuitive :D
I like to think that they are getting mocked by the rest of the crew after receiving it :p

About AI subs attacking convoys. If you spot a convoy your radioman will tell you that a contact report is ready. Send out a contact report and the BDU might vector other subs to your position :)

Lanzfeld
05-06-19, 04:36 PM
Thanks Tonci87

Salvadoreno
05-07-19, 12:22 AM
Salvadoreno...

Click my signature for videos on tracking radio contacts and such. Hope they help!

Hey there bstanko! I have been trying to chart latitude and longitude of convoy reports via your method but I just don’t seem to be correct. The 2 pieces of information the navigator gives is confusing. First I get lat/long from the first convoy report followed immediately by the range, bearing, scope bearing, and true bearing from the navigator. And when doing both on the map, it never adds up. I been searching through videos and tutorials but nothing gives very clear direction on how to track down convoy reports using real nav. The same goes for hydrophone contacts. Unfortunately this is something that I never truly overcame in the past, hoping to finally overcome but I just need a little assistance (or a lot). Appreciate your videos tho!!

TYCZYW
05-07-19, 05:07 AM
Hello there,
first of all, a big THANK YOU to all mod community. You're doing an amazing work.
I've decided to go back to SHx series after almost perfect SH3 + GWX.
I'm struggling to make things work at least almost as they used to in that SH3.
I still have couple of questions, not sure if this works as designed/bug/or incorrect setup.


1.Crew morale - after just 5 days spent on Baltic (first mission) my crew morale is 0. Serving a special meal or motivate crew by bosman doesn't seem to help a lot.



2.Not sure if it's related to above but sonar guy cannot detect warship steaming dead-on. Is it normal in that very early stage of campaign due to lack of experience / skills?


3.Second mission - British coast. Both 'travel' / 265x mode. Suddenly TC goes down to 8x and I can see a plane over my head. My WO, when asked, says there's a plane, but shouldn't he spot it a bit earlier (sky is clear)?? Shouldn't time compression go down to 1x so I could have a small chance to take evasive action? When leaving Kiel, few friendly aircrafts were spotted and TC went down to 1 with some WO's message.


My main.cfg looks as below:
[TIME COMPRESSION]
; The first value is the default one, the second value is used when 'travel mode' is activated.
; The two values should be separated by a comma.
; If only one value is specified, that value is used for both default and travel mode.
TimeStop=0
RealTime=1
LandProximity=1,64
CriticalDamage=1
CrewEfficiency=1024
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=64
FriendDetected=1
EnemyDetected=1
RadioReport=1
Particles=32
PrayState=1
HunterState=1
3DRender=1024
Maximum=1024


Should I set up anything else?

4.First mission - Polish destroyers spotted. They spot me at 9km! Is it possible? Ok I dive, try to leave the area asap, then silent running, course change, depth 70m. They came right to the spot and started DC on me. Are there any rules defined? I remember I could deal with such situations in SH3 GWX. Now enemy seems to have a god eye/ear. Is it related to lack of skills of my crew?

5.Repairs.
I got hit when diving, some of modules are now marked in yellow (89 - 91%). I can see a small hammer in lower right corner, but nothing actually happens. After few hours also spent on surface (no silent running) percentages don't seem to increase. Does it mean some modules (rudder or ballast tanks) cannot be repaired while at sea and they just get worse when getting hit? Chief ability to speed-up repairs is active.

6.Voice
I don't have any sounds when flooding torpedo tubes (In YT I ofter hear 'Rohr 1 wird bewessert') is it a feature of Wolves of steel? I also have 'Rohr ____ los!' but can't hear any number.

7.Mission orders
When received a grid number to patrol I can see ANxxxx, which means four digits and it's a bit strange for me as I'm familiar with ANxx grid IDs. Is is a bug / feature? What is the exact place I should patrol in order to complete mission objective?


8.There are around 25 people on my ship. As far as I remember there were about 42 crew members on patrol. Do we have a mod that adds some movement on my boat?


9.Can we swith to blue / red light?


10.Is there a way to control my scope using keyboard?


11.What does battlestations mode do exactly? I didn't notice any difference to be honest.



That's it for now. Thanks in advance for help.
Cheers!

Tonci87
05-07-19, 10:46 AM
Hello there,
first of all, a big THANK YOU to all mod community. You're doing an amazing work.
I've decided to go back to SHx series after almost perfect SH3 + GWX.
I'm struggling to make things work at least almost as they used to in that SH3.
I still have couple of questions, not sure if this works as designed/bug/or incorrect setup.


1.Crew morale - after just 5 days spent on Baltic (first mission) my crew morale is 0. Serving a special meal or motivate crew by bosman doesn't seem to help a lot.



2.Not sure if it's related to above but sonar guy cannot detect warship steaming dead-on. Is it normal in that very early stage of campaign due to lack of experience / skills?


3.Second mission - British coast. Both 'travel' / 265x mode. Suddenly TC goes down to 8x and I can see a plane over my head. My WO, when asked, says there's a plane, but shouldn't he spot it a bit earlier (sky is clear)?? Shouldn't time compression go down to 1x so I could have a small chance to take evasive action? When leaving Kiel, few friendly aircrafts were spotted and TC went down to 1 with some WO's message.


My main.cfg looks as below:
[TIME COMPRESSION]
; The first value is the default one, the second value is used when 'travel mode' is activated.
; The two values should be separated by a comma.
; If only one value is specified, that value is used for both default and travel mode.
TimeStop=0
RealTime=1
LandProximity=1,64
CriticalDamage=1
CrewEfficiency=1024
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=64
FriendDetected=1
EnemyDetected=1
RadioReport=1
Particles=32
PrayState=1
HunterState=1
3DRender=1024
Maximum=1024


Should I set up anything else?

4.First mission - Polish destroyers spotted. They spot me at 9km! Is it possible? Ok I dive, try to leave the area asap, then silent running, course change, depth 70m. They came right to the spot and started DC on me. Are there any rules defined? I remember I could deal with such situations in SH3 GWX. Now enemy seems to have a god eye/ear. Is it related to lack of skills of my crew?

5.Repairs.
I got hit when diving, some of modules are now marked in yellow (89 - 91%). I can see a small hammer in lower right corner, but nothing actually happens. After few hours also spent on surface (no silent running) percentages don't seem to increase. Does it mean some modules (rudder or ballast tanks) cannot be repaired while at sea and they just get worse when getting hit? Chief ability to speed-up repairs is active.

6.Voice
I don't have any sounds when flooding torpedo tubes (In YT I ofter hear 'Rohr 1 wird bewessert') is it a feature of Wolves of steel? I also have 'Rohr ____ los!' but can't hear any number.

7.Mission orders
When received a grid number to patrol I can see ANxxxx, which means four digits and it's a bit strange for me as I'm familiar with ANxx grid IDs. Is is a bug / feature? What is the exact place I should patrol in order to complete mission objective?


8.There are around 25 people on my ship. As far as I remember there were about 42 crew members on patrol. Do we have a mod that adds some movement on my boat?


9.Can we swith to blue / red light?


10.Is there a way to control my scope using keyboard?


11.What does battlestations mode do exactly? I didn't notice any difference to be honest.



That's it for now. Thanks in advance for help.
Cheers!


Uh boy, that is a lot

1.) Putting points into skills that keep up morale is important. It will get better one you have unlocked a few such skills.

2.) There is a deadzone dead ahead if you only have the GHG and not the GHG+KDB hydrophone.

3.) If you have modified files then your experience may of course be different than intended. If my crew spots an aircraft the TC goes down to 1. Depending on the overcast it might still be to late to do anything else than to man the AA gun.

4.) Could you see them? What makes you think that they shouldn´t be able to see you if you can see them. They have binoculars too. If you are sailing in broad daylight you will be spotted from quite far away by a warship crew.

5.) Some modules can not be repaired at sea.

6.) This is correct and was introduced in the last update. Previously some commands were always repeated twice, that is now gone.

7.) ANXXXX is more precise than ANXX Check the Maps section in user charts for a grid tool. It can be expanded to fit a ANXX grid. Then you can look up the last two digits.

8.) Sadly no

9.) Red light will be turned on at night. It is not possible to manually switch lights

10.) Yes, hit F1 to see the keyboard layout

11.) Your crew is more alert, quicker to fulfill orders, reload, etc. But morale degrades faster.

skipjack578
05-07-19, 01:28 PM
Hi.
Does anyone know how to turn off auto save?

XenonSurf
05-07-19, 08:52 PM
Hi.
Does anyone know how to turn off auto save?


Never use Autosaves (if it's that what you mean). You can delete them when you save a game, instead of saving you can delete slots. Disabling them? No AFAIK.

XenonSurf
05-07-19, 08:54 PM
Some posts ago I have complained about 1 airplane attacking me and which has destroyed all my external equipment in 1 overfly, and with a lot of internal damages too. Who was this pilot, Superman? :)


My remedy against that is going in the TDW Generic Patcher and disable Collateral Damage in the 'Collision' section. I hope this will make TWoS somewhat less lethal and still playable :D
Thanks to confirm me that I will not run in more trouble with these changes, or if any alternatives are better (*).


(*) In the Zones.cfg file: the lower the hitpoint value, the more damage the item takes? Easiest is 100?

XenonSurf
05-07-19, 09:27 PM
Hum...Disabling the Collateral Damage in the Generic Patcher will crash my WoS game...the first time since years. Is there a solution? I changed all 3 sub-tabs to Disabled (see screenshot), maybe only 1 needs to be disabled?


https://ibb.co/8PQMnMf




Thanks,
XS

Fifi
05-08-19, 12:30 AM
Hum...Disabling the Collateral Damage in the Generic Patcher will crash my WoS game...the first time since years. Is there a solution? I changed all 3 sub-tabs to Disabled (see screenshot), maybe only 1 needs to be disabled?


https://ibb.co/8PQMnMf




Thanks,
XS

You’ll need to deactivate also the next one below (zone AP damage when zone damaged) to avoid CTD :yep:

XenonSurf
05-08-19, 12:37 AM
You’ll need to deactivate also the next one below (zone AP damage when zone damaged) to avoid CTD :yep:


Thanks very much Fifi for your quick response, this will help me a lot for sure! I'm afraid that if I want to lower the damage rate of my surface equipments (antenas, uzo, flak, deck gun), I will have to tweak the hitpoint values in Zones.cfg, a precision work with high risk to get it wrong. I'd like to achieve sort of middle difficulty between the stock game and TWoS. Else I feel that the usage of deck gun or flak would simply be useless, this may be realistic but very game-adversive IMO.

Fifi
05-08-19, 12:50 AM
The damage thing is the only bad point of TWOS to me (SH5 problem in fact).
SH3 and SH4 are far better on that point unfortunately.
I hate the fact to loose any control on the repairs in SH5.

But deactivating collateral damages and zone AP kind of make things better :yep:

The damage in SH5 should be redone from scratch in my opinion, taking example on SH3/4, but i’m Afraid it’s impossible mission...

XenonSurf
05-08-19, 10:53 AM
The damage thing is the only bad point of TWOS to me (SH5 problem in fact).
SH3 and SH4 are far better on that point unfortunately.
I hate the fact to loose any control on the repairs in SH5.

But deactivating collateral damages and zone AP kind of make things better :yep:

The damage in SH5 should be redone from scratch in my opinion, taking example on SH3/4, but i’m Afraid it’s impossible mission...


I can now fully confirm what you say, I did a serie of tests with historical mission with AI plane. Like before, i have used the Trevally Attack script against 1 plane (course zig-zags and flak defense). Actually the average damage incured is less than with the stock game, my flak doesn't get destroyed 100% of the time like before.

I will now analyze Veko's R.S.D v.5.7 mod to see if I can adjust the hitpoints to be somewhat more severe (or the same) than those of the stock game, but still less than WoS, in which case I can enable again the Collateral Damage (this one is enabled in the stock game)


Thank you again for your tip above, and have a nice hunting time :up:


Greetings,
XS

XenonSurf
05-08-19, 12:48 PM
Well, R.S.D. v.5.7 is much more relaxed in my modlist with the stockgame compared to TWoS, how's that, maybe I can use the 5.7 Zone.cfg file to make WoS less lethal for external equipment?
I wonder if some shells for the flak have been disabled in 5.7, I can only fire with explosive ones and not able to switch to the 2 other shell types, but maybe this has to do with the "Light" flak installed instead of another flak type?

TYCZYW
05-09-19, 01:57 PM
Tonci87,
thanks for you reply and appreciate your patience:)




2.) There is a deadzone dead ahead if you only have the GHG and not the GHG+KDB hydrophone.




Ok - understand, but I could hear that destroyer very well when operating hydrophone by myself




3.) If you have modified files then your experience may of course be different than intended. If my crew spots an aircraft the TC goes down to 1. Depending on the overcast it might still be to late to do anything else than to man the AA gun.



Well, the problem is that I did not modify it, but I know related values are in that particular file, that's why I showed this. if for some people it works ok, then I will need maybe to find some other options, any seggestions, please let me know.



5.) Some modules can not be repaired at sea.



Ok sounds reasonable, but is there a list of such modules? Because they got that hammer automatically assigned, but nothing was actually getting better. Since game choose those modules by itself, I would assume only reparable modules are selected?




10.) Yes, hit F1 to see the keyboard layout

Forgive me, really, I 've already taken a look at F1 mayn times and could not find any keys assigned to scope moving. Could you be so kind and let me know which of them are used?


Thanks a lot
Cheers

Tonci87
05-09-19, 02:59 PM
Tonci87,
thanks for you reply and appreciate your patience:)




Ok - understand, but I could hear that destroyer very well when operating hydrophone by myself






Well, the problem is that I did not modify it, but I know related values are in that particular file, that's why I showed this. if for some people it works ok, then I will need maybe to find some other options, any seggestions, please let me know.





Ok sounds reasonable, but is there a list of such modules? Because they got that hammer automatically assigned, but nothing was actually getting better. Since game choose those modules by itself, I would assume only reparable modules are selected?




Forgive me, really, I 've already taken a look at F1 mayn times and could not find any keys assigned to scope moving. Could you be so kind and let me know which of them are used?


Thanks a lot
Cheers

If you are personally on the hydrophone then you can hear contacts even if they are in the deadzone. That is an unfortunate game limitation.

Modules that are damaged will get repaired even if they do not have the hammer on them, as long as they can be repaired at sea. I do not think that the hammer has any particular meaning. I could be wrong though.

I can move the observation scope with the page up and page down keys, and the attack scope with the insert and delete keys. Or do you mean moving to rotate the scope with keys? If yes, then that is unfortunately not possible (which is a good thing since keyboard keys are digital they are either pressed or they are not. Real life periscope controls are more analogue so the amount of input you give will determine how much it gets moved.)

10MAS
05-09-19, 03:41 PM
Hi Everybody!I ve got an issue with wolves of steel...without WOS the game runs perfect but when i install it and try to run Historical Mission or try to start a campaign the game Crash...one week ago i played with WOS but iv e got some minor problem and try to reistall it and now can t play...does anyone know how to find an error log?thanks

NeonsStyle
05-10-19, 07:42 AM
I have to point this out. Real Navigation thing is such a farce. In reality,
the Captain doesn't steer the boat, he tells the navigator the destination
and the preferred route, and the navigator plots the course, and then informs
the helm on course changes, unless the Captain wishes to divert from
the plotted course.

So this whole real navigation is just rubbish. Using the original games plot course is far more realistic in terms of the way things are done. The mechanics might be different, but the idea is the same.

Sorry, I just had to get that off my chest lol

Sjizzle
05-10-19, 09:44 AM
I have to point this out. Real Navigation thing is such a farce. In reality,
the Captain doesn't steer the boat, he tells the navigator the destination
and the preferred route, and the navigator plots the course, and then informs
the helm on course changes, unless the Captain wishes to divert from
the plotted course.

So this whole real navigation is just rubbish. Using the original games plot course is far more realistic in terms of the way things are done. The mechanics might be different, but the idea is the same.

Sorry, I just had to get that off my chest lol


if u don't like don't use... but to say that some1 work it's rubbish it's a bit harsh to the mod creator ...here i mean u call his mod rubbish

a btw if u can make a better mod do it and let's see whit what u came out!!!

Tonci87
05-10-19, 11:06 AM
I have to point this out. Real Navigation thing is such a farce. In reality,
the Captain doesn't steer the boat, he tells the navigator the destination
and the preferred route, and the navigator plots the course, and then informs
the helm on course changes, unless the Captain wishes to divert from
the plotted course.

So this whole real navigation is just rubbish. Using the original games plot course is far more realistic in terms of the way things are done. The mechanics might be different, but the idea is the same.

Sorry, I just had to get that off my chest lol

Well, without real navigation you always have your position on the map 100% correct and precise. Which is highly unrealistic.

If you use real navigation you will soon notice that you never know your precise position, especially if the weather is bad.

Coastal Navigation for example becomes a lot more exiting. (I once tried to find Wilhelmshaven in dense fog, ended up in Wesermünde)

DieReeperbahn
05-10-19, 11:35 AM
You could just hide the plot line and player sub but keep the waypoint functionality?

http://www.mediafire.com/convkey/1e07/5xq7nb1rog1zb99zg.jpg
http://www.mediafire.com/view/5xq7nb1rog1zb99/Sh5_Plot_Idea_2.jpg

Aktungbby
05-10-19, 12:16 PM
10MAS!:Kaleun_Salute:

kapuhy
05-10-19, 12:46 PM
I have to point this out. Real Navigation thing is such a farce. In reality,
the Captain doesn't steer the boat, he tells the navigator the destination
and the preferred route, and the navigator plots the course, and then informs
the helm on course changes, unless the Captain wishes to divert from
the plotted course.

You mean, the captain asks the navigator for a position fix, than based on this and navigator's opinion on things such as fuel usage, navigational hazards along the route etc. orders the boat to set such and such course. In areas where more delicate handling or frequent course changes are required, he lets navigator or harbour pilot take lead and only oversees the operation.

In short, exactly like playing with Real Navigation.

I mean, everyone can tailor game to their liking and play it however he wants, but saying Real Nav is less realistic than stock system is simply false.

Tonci87
05-10-19, 01:19 PM
So here it finally is, a tutorial showing how to use the Contact reports to your advantage by simply plotting an intercept course. You will find many more convoys by using this method :D


RAOBF and Attack Disc Tutorial (https://www.youtube.com/watch?v=B_r0WfKXEI4)




What would a U Boat commander see if he took a look at his navigators map? A bunch of lines and marks, but not the current precise location :up:

10MAS
05-10-19, 01:30 PM
10MAS!:Kaleun_Salute:

Danke Kaleun!

10MAS
05-10-19, 01:34 PM
Qualcuno sa dirmi dove posso trovare un log del crash di wolves of steel?senza WOS il gioco gira perfetto con mi crasha....

Anyone can told me where i can find a crash log of WOS?without mod the game runs perfectly:06:...thanks

Salvadoreno
05-10-19, 01:44 PM
If you are personally on the hydrophone then you can hear contacts even if they are in the deadzone. That is an unfortunate game limitation.

Modules that are damaged will get repaired even if they do not have the hammer on them, as long as they can be repaired at sea. I do not think that the hammer has any particular meaning. I could be wrong though.

I can move the observation scope with the page up and page down keys, and the attack scope with the insert and delete keys. Or do you mean moving to rotate the scope with keys? If yes, then that is unfortunately not possible (which is a good thing since keyboard keys are digital they are either pressed or they are not. Real life periscope controls are more analogue so the amount of input you give will determine how much it gets moved.)

Just saw your intercept tutorial. THANKS!

XenonSurf
05-10-19, 08:25 PM
I have to point this out. Real Navigation thing is such a farce. In reality,
the Captain doesn't steer the boat, he tells the navigator the destination
and the preferred route, and the navigator plots the course, and then informs
the helm on course changes, unless the Captain wishes to divert from
the plotted course.

So this whole real navigation is just rubbish. Using the original games plot course is far more realistic in terms of the way things are done. The mechanics might be different, but the idea is the same.

Sorry, I just had to get that off my chest lol


You are ringing the bell at the wrong address, WoS has not invented Real Navigation, this was in the game since the mod NewUis from TDW almost a decade ago. Go complain to him if you think you need. I'm playing WoS and my own modlist without RN and I'm happy, the good thing is you can configure WoS to your liking and it's nowhere written that you must use RN (or any realistic settings btw).

vdr1981
05-11-19, 04:42 AM
So here it finally is, a tutorial showing how to use the Contact reports to your advantage by simply plotting an intercept course. You will find many more convoys by using this method :D


RAOBF and Attack Disc Tutorial (https://www.youtube.com/watch?v=B_r0WfKXEI4)




What would a U Boat commander see if he took a look at his navigators map? A bunch of lines and marks, but not the current precise location :up:

Great work Tonci87! Thank you very much! :up:

vdr1981
05-11-19, 09:30 AM
I have to point this out. Real Navigation thing is such a farce. In reality,
the Captain doesn't steer the boat, he tells the navigator the destination
and the preferred route, and the navigator plots the course, and then informs
the helm on course changes, unless the Captain wishes to divert from
the plotted course.

So this whole real navigation is just rubbish. Using the original games plot course is far more realistic in terms of the way things are done. The mechanics might be different, but the idea is the same.

Sorry, I just had to get that off my chest lol
No comment really...:doh:

Salvadoreno
05-11-19, 11:04 AM
No comment really...:doh:

Right? ...why?

vdr1981
05-11-19, 12:35 PM
Right? ...why?
Do I really need to explain my self in this case?:hmmm:
Sjizzle already said why...There is a huge difference between disliking something and trashing someone's work. This is not the way to go IMO ...

XenonSurf
05-11-19, 12:53 PM
So here it finally is, a tutorial showing how to use the Contact reports to your advantage by simply plotting an intercept course. You will find many more convoys by using this method :D


RAOBF and Attack Disc Tutorial (https://www.youtube.com/watch?v=B_r0WfKXEI4)




What would a U Boat commander see if he took a look at his navigators map? A bunch of lines and marks, but not the current precise location :up:


Very nice video and useful, Tonci87 :up:
Your method to calculate interception course is simple and perfect!

excel4004
05-11-19, 03:35 PM
Do I really need to explain my self in this case?:hmmm:
Sjizzle already said why...There is a huge difference between disliking something and trashing someone's work. This is not the way to go IMO ...

Yes, indeed. Need no more words. :doh:

vdr1981
05-11-19, 04:45 PM
I've done some text editing (tool tips, GUI functions description, supporters credits list ect) so you can re-download the latest update (v2.2.12) if you like. I haven't changed version number though since nothing "game changing" hasn't been edited...:yep:
Cheers! :salute:

Kerandor
05-11-19, 04:48 PM
Maybe someone is having a download-link, that is faster than 1 bit per minute? ^^

vdr1981
05-11-19, 04:54 PM
Maybe someone is having a download-link, that is faster than 1 bit per minute? ^^

You won't find other download link...Just tested, the speed is fine ~1MB/S...

Kerandor
05-11-19, 04:58 PM
Well , for me its 2 days left till finish atm ... i don´t know why ^^

but its ok... wile i wait i watching some videos of this awesome mod :up:

excel4004
05-12-19, 05:32 AM
I've done some text editing (tool tips, GUI functions description, supporters credits list ect) so you can re-download the latest update (v2.2.12) if you like. I haven't changed version number though since nothing "game changing" hasn't been edited...:yep:
Cheers! :salute:

Good to know, thanks for the updates! :salute:

I tested some days UBoat, sure its a EA game but anyway it make clear what great mod we have here with twos. Great sub sim, love it so much! :D:subsim:

NeonsStyle
05-12-19, 08:10 AM
One thing I'd love to see fixed to make it more realistic. Enemy planes
have infinite fuel. I was being buzzed by the same two planes for 5 hours,
even after they and my guys ran out of ammo.

Be great if they had limited fuel.

Darth_Agnan
05-12-19, 02:30 PM
https://i.gyazo.com/8c9bc98fef2448a0188e07f6a0fb2c8a.png is it normal ? and how can i fix it ? :ping:

THEBERBSTER
05-12-19, 02:44 PM
A Warm Welcome Back To The Subsim Community > Darth_Agnan
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

vdr1981
05-12-19, 04:30 PM
is it normal ?
Nope...

and how can i fix it ? :ping:
First give us more info...

Sjizzle
05-13-19, 12:25 AM
https://i.gyazo.com/8c9bc98fef2448a0188e07f6a0fb2c8a.png is it normal ? and how can i fix it ? :ping:

as far i can tell there is some missing texture...did u add some non sens mods to TWoS ????

XenonSurf
05-13-19, 09:01 AM
@vdr1981,


Hi Veko, I notice that when I use the SH3-style dials they don't have the plastic cover like in the TDW NewUIs 7_5_0 mod. Is it because when using this plastic cover you would get sound problems when using the dials, and that's why you don't use them? Can you remember that or any sound problems related to SH3 dials?


I ask because I'm currently investigating sound problems when using these dials in another modlist with NewUIs and IO_map.


Thank you!
XS

vdr1981
05-13-19, 09:45 AM
@vdr1981,


Hi Veko, I notice that when I use the SH3-style dials they don't have the plastic cover like in the TDW NewUIs 7_5_0 mod. Is it because when using this plastic cover you would get sound problems when using the dials, and that's why you don't use them? Can you remember that or any sound problems related to SH3 dials?


No , I just like them more, nothing else...

XenonSurf
05-13-19, 09:52 AM
No , I just like them more, nothing else...


Thank you Veko, that's good news for me actually.

Salvadoreno
05-14-19, 12:06 PM
After many hours of empty ocean searching, thanks to Tonci's guide, I have finally shadowed, engaged, and attacked my first convoy.


Is anyone else getting very strange AI behavior after attacking an enemy convoy? This convoy in particular only had 1 escort that made the decision not to engage me, which I guess makes sense since there was only 1 escort amongst a large convoy. However after I dove and realized nobody was pinging, I took a look through the scope and saw the ships not zigzagging, but going all over the place. Ships are cutting off each other, making dashes for opposite ends of the convoy line, and stopping, going, and stopping again. Other ships are continuing a zig zag course in better order. Is that normal behavior? I guess it does make it extremely difficult to reengage but seems a little ridiculous when I look at the course of the ships. Is this working as intended or is it a script that just can't be modded successfully?

Tonci87
05-14-19, 12:27 PM
After many hours of empty ocean searching, thanks to Tonci's guide, I have finally shadowed, engaged, and attacked my first convoy.


Is anyone else getting very strange AI behavior after attacking an enemy convoy? This convoy in particular only had 1 escort that made the decision not to engage me, which I guess makes sense since there was only 1 escort amongst a large convoy. However after I dove and realized nobody was pinging, I took a look through the scope and saw the ships not zigzagging, but going all over the place. Ships are cutting off each other, making dashes for opposite ends of the convoy line, and stopping, going, and stopping again. Other ships are continuing a zig zag course in better order. Is that normal behavior? I guess it does make it extremely difficult to reengage but seems a little ridiculous when I look at the course of the ships. Is this working as intended or is it a script that just can't be modded successfully?

What kind of Torpedo did you use, and how was the visibility (darkness, fog?) ?

Salvadoreno
05-14-19, 01:33 PM
What kind of Torpedo did you use, and how was the visibility (darkness, fog?) ?

Regular steam torpedo g7a I believe. I fired 4 torps and hit 2 ships w/ 3, one was a dud.

Was morning and visibility was fine, no fog, no clouds, although fairly heavy winds.

Tonci87
05-14-19, 01:38 PM
Interesting that the destroyer didn´t go after you.
The advantage with electric torpedoes is often that the enemy doesn´t know where they came from.

When you fire steam you leave a clear line of bubbles pointing directly to your sub.

Salvadoreno
05-14-19, 04:01 PM
It was, I may have disrupted the enemy AI by loading a savegame while chasing convoy or something, not sure. But for a second the destroyer came toward my position, but then quickly turned to aid the convoy in its strange evasive maneuvers.

bstanko6
05-14-19, 05:55 PM
Ships with an "every man for himself" behavior was not uncommon in the actual war. Not sure if it is scripted.

I have noticed, even in SH3, if one ship is hit, the others may really slow down or stop... picking up survivors maybe?

I'm fine with it. I call it opportunity!

fitzcarraldo
05-14-19, 08:43 PM
No , I just like them more, nothing else...

I use the glass dials with SH3 style UI and no problems in my TWoS.

Regards.

Fitzcarraldo :salute:

TYCZYW
05-15-19, 01:56 PM
Hello there,
one question from my side if you don't mind.
I'm on my second patrol, october 1939, patrolling British east coast. I've got assigned 3 different grids, met all objectives already, finally got a free hand from HQ. What worries me, I was unable to find anything but asw patrols and 3 fishing boats. Submerging for hydro sweep every few hours but there's actually nothing there.
Is it some kind of a bug when starting a new patrol and things may go corrupted which causes no merchant traffic in patrol area? I'm trying to get closer to harbours, but all I get is a patrolling destroyer.
Second issue. I spotted a destroyer, unfortunately they spotted me too. Ordered a dive, once underwater i changed a course, went down to 80m. Destroyer was about 9km away and was closing fast so decided to go faster for a while to move out of the way. After several minutes he finally got to my last position. I was already in silent running hoping I was safe. For some reason destroyer went straight for me as if there was some kind of a marker on the surface. How comes? Is it no chance to avoid beeing detected in such situation? The same happened on first patrol with Polish destroyers. No matter what I do under water they always go right to the spot. Without even pinging.

Regards

vdr1981
05-15-19, 02:16 PM
For some reason destroyer went straight for me as if there was some kind of a marker on the surface. How comes?

I bet many WW2 Uboat commanders said exactly the same thing...:03:

And for the traffic...Ask your self where would you sail, if you were a freighter captain, for example from Aberdeen to London? And yes, main traffic routes along British coast are covered with patrol vessels...:yep:

Main TWoS tip-STAY undetected!

TYCZYW
05-16-19, 07:49 AM
Thank you for your reply,
so you say there's absolutely no bug possible, it's just me unable to find anyhing? Ok...
About that destroyer, your advice about avoiding detection seems right, however I remember finding myself in such situations in SH3 GWX with destroyer rushing at me and I knew it was possible to hide or sneak away from it. Now I feel it doesn't work. So you say you cannot avoid or hide from destroyers and the only possible situation is to not be detected? If yes, I find it a serious issue, almost game-breaking. I hope I'm wrong or still missing something in this game.

Cheers

vdr1981
05-16-19, 09:06 AM
Thank you for your reply,
so you say there's absolutely no bug possible, it's just me unable to find anyhing? Ok...


Probably...The traffic is there, there is no reason why it shouldn't be...

About that destroyer, your advice about avoiding detection seems right, however I remember finding myself in such situations in SH3 GWX with destroyer rushing at me and I knew it was possible to hide or sneak away from it. Now I feel it doesn't work. So you say you cannot avoid or hide from destroyers and the only possible situation is to not be detected? If yes, I find it a serious issue, almost game-breaking. I hope I'm wrong or still missing something in this game.

Cheers

I remember that AI in SH3/4 was quite predictable which is not really the case with TDW Intelligent Random AI, on which TWoS is based on. Of course it is possible to escape from pursuing destroyer, but once you are detected, you'll have to convince them they have lost you. How will you do that it's up to you Captain...Stop thinking in SH3/4 terms and try to put your self in the shoes of WW2 escort captain.
Remember that depth and silence are your best friends.

XenonSurf
05-16-19, 11:13 AM
Probably...The traffic is there, there is no reason why it shouldn't be...



I remember that AI in SH3/4 was quite predictable which is not really the case with TDW Intelligent Random AI, on which TWoS is based on. Of course it is possible to escape from pursuing destroyer, but once you are detected, you'll have to convince them they have lost you. How will you do that it's up to you Captain...Stop thinking in SH3/4 terms and try to put your self in the shoes of WW2 escort captain.
Remember that depth and silence are your best friends.

Today I was able to evade 4 destroyers that made a circle around me. Finally I could go to periscope depth and seeing them go out of sight. I have surfaced and continued on the convoy course, at some point 1 of the destroyers was sighted by my crew at 6000 m, and he *immediately* headed towards me. I don't think this is realistic.

Submarines are difficult targets to spot if they don't show broadside, even if you know where they are. If I spot a contact first I can be confident with my submarine that I'm *not* yet sighted. So this behavior is somewhat erroneous. Would I have stayed longer in sight, then eventually, yes, a destroyer crew man would have spotted me with binoculars, knowing I was around before, else he woudn't at that distance.

What happened? I didn't crash dive fast enough (before I have fired 2 torps as a defensive measure at periscope depth that missed), and soon after was sunk by a depth charge...bad tactic.
I can fully confirm that SH5 is way more difficult than SH3 (SH4 I don't know). Especially TWoS.

nervi
05-16-19, 09:01 PM
After downloading and reinstalling both game and mod a bunch of times, even tried in different hard disks, I keep getting a, some files might be corrupted, please re download and try a fresh install error message after the mod is supposed to have finished installing (end of step1 in the faq).

Searching the post and the forum didn't find me any help, if somebody knows what's wrong on my end I would greatly appreciated.

hauangua
05-16-19, 11:14 PM
After downloading and reinstalling both game and mod a bunch of times, even tried in different hard disks, I keep getting a, some files might be corrupted, please re download and try a fresh install error message after the mod is supposed to have finished installing (end of step1 in the faq).

Searching the post and the forum didn't find me any help, if somebody knows what's wrong on my end I would greatly appreciated.

Welcome Nervi :salute:

Can you explain better what errors you have? the game crash? when? your PC? installation path? which Mod installed?
Can you launch stock game. Without Mod? Or impossible installation?
Need more information please

excel4004
05-17-19, 02:24 AM
Probably...The traffic is there, there is no reason why it shouldn't be...



I remember that AI in SH3/4 was quite predictable which is not really the case with TDW Intelligent Random AI, on which TWoS is based on. Of course it is possible to escape from pursuing destroyer, but once you are detected, you'll have to convince them they have lost you. How will you do that it's up to you Captain...Stop thinking in SH3/4 terms and try to put your self in the shoes of WW2 escort captain.
Remember that depth and silence are your best friends.


The AI is random and works very good in TWoS! :D:up: No need to change anything IMO.

nervi
05-17-19, 05:09 AM
Welcome Nervi :salute:

Can you explain better what errors you have? the game crash? when? your PC? installation path? which Mod installed?
Can you launch stock game. Without Mod? Or impossible installation?
Need more information please

Thanks for replying hauangua.

MY pc is a i7 4790k, nvidia gtx 970, 16bgb ram, windows 7 ultimate 64b.
My game is the uplay version of the game updated to official 1.2.0, it launches and works fine stock and I installed the game in the default uplay location.
The mod i'm trying to install is The Wolves of Steel 2.2_SH5 Exp.Pack_v2.2.12_Full (2.05 GB).

After installing the game and launching it to check if 1.2.0 is the version installed, which always is, then I execute the TWoS installer, all executed as admin, not folder nor disk is write protected, then when the installation bar is finished i get a message error that says:

"Some installation files are corrupt.
Please download a fresh copy and retry the installation"

uplay, and everything else for that matter, is closed during the installation.

THEBERBSTER
05-17-19, 05:14 AM
A Warm Welcome To The Subsim Community > nervi
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

hauangua
05-17-19, 08:18 AM
Thanks for replying hauangua.

MY pc is a i7 4790k, nvidia gtx 970, 16bgb ram, windows 7 ultimate 64b.
My game is the uplay version of the game updated to official 1.2.0, it launches and works fine stock and I installed the game in the default uplay location.
The mod i'm trying to install is The Wolves of Steel 2.2_SH5 Exp.Pack_v2.2.12_Full (2.05 GB).

After installing the game and launching it to check if 1.2.0 is the version installed, which always is, then I execute the TWoS installer, all executed as admin, not folder nor disk is write protected, then when the installation bar is finished i get a message error that says:

"Some installation files are corrupt.
Please download a fresh copy and retry the installation"

uplay, and everything else for that matter, is closed during the installation.

Probed Re-download TWoS?
maybe corrupt download ..

PS Your installatin path?
Nervi my curiosity.. Were are you from (Nation)?

Lanzfeld
05-17-19, 10:05 AM
Hi guys quick question.

I’m 2 days out of Wilhelmshaven and I received a message saying “ return to nearest base to rearm and make best speed to Norway for operation weserubung”.

First off I am full of fuel and torpedoes because I’m two days out of port so I don’t really need to go back to port to re-arm and refuel. Second off there is nothing on the map anywhere near Norway to tell me what to do. Also my captains orders still state my original mission of the south western approaches and to intercept a convoy inbound for England.

Do I have to return to port to trigger this new mission? I’m a little lost as to what to do.

Salvadoreno
05-17-19, 12:42 PM
Is it just a flavor radio message?

Lanzfeld
05-17-19, 12:47 PM
I don’t think so because it also came through as a scrambled enigma message. Also, It was directed at my boat specifically.


I just don’t know what to do.

TYCZYW
05-17-19, 03:50 PM
Today I was able to evade 4 destroyers that made a circle around me.


Hi,
could you please describe in few words what is your tactic when submerged and being searched by destroyer(s)?


I would like to share some experience with you. So I spotted my first tanker near British east coast. It was around noon, stayed surfaced while keeping the target at 10km, using WO reports, plotted target's course and moved for 90 degree intercept. When I was waiting at position, noticed tanker changed its course which was a big suprise for me (I think it never happened to me in SH3 GWX). Ok so I made a manual solution using periscope (not that accurate), but when I was flooding tubes, tanker started shooting at me. No way he could see my scope at 2000m. So I switched to external camera and realised I was surfaced! Ok, I'm pretty sure I did not give any order by accident, I would have heard whole Das Boot sound mod sequence...
So any idea what happened? Is it something about maitaining depth? Crew skills?
Anyway tanker went down and it was an amazing experience seeing it's bow blown off, but my ship looks like a swiss cheese now. Anyone experienced such uncontrolled surfacing?


Cheers

nervi
05-17-19, 03:56 PM
Probed Re-download TWoS?
maybe corrupt download ..

PS Your installatin path?
Nervi my curiosity.. Were are you from (Nation)?


c:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5 #tried this one 3 times, then I reinstalled the stock game at c:\games\silent hunter 5, same result, got the previously mentioned error message


I'm from Spain.

I thought that it might be the (mediafire link) installer is actually corrupted since I downloaded it three times and got the same result all of them, but I don't know any alternate download to the one from mediafire.

Sauroketh
05-17-19, 04:24 PM
This option is disabled somewhere in the OFEV or maybe even Generic Patcher, can't remember exactly...

Regarding the bleeding "round numbers"...

Changing this setting in the "Tactical map" in OFEV has no effect, and Generic Patcher settings give not a single clue... At least no such string as "torpedo solution line" nor "solution line markers" nor "markers" in general...

Someone have any idea where this setting is buried?

P.S. Strange thing is, that there ARE numeric markers in TARGET route line, if you lock the target. But none in the TORPEDO route line.

Lanzfeld
05-17-19, 04:44 PM
Hi guys quick question.

I’m 2 days out of Wilhelmshaven and I received a message saying “ return to nearest base to rearm and make best speed to Norway for operation weserubung”.

First off I am full of fuel and torpedoes because I’m two days out of port so I don’t really need to go back to port to re-arm and refuel. Second off there is nothing on the map anywhere near Norway to tell me what to do. Also my captains orders still state my original mission of the south western approaches and to intercept a convoy inbound for England.

Do I have to return to port to trigger this new mission? I’m a little lost as to what to do.


Anyone? Please?

XenonSurf
05-17-19, 05:52 PM
Anyone? Please?


After playing WoS for a longer time you should know that the decision is up to you, you can never be wrong going or not going after a mission, they are purely date controlled. Do what you want, it won't change the SH5 world, you will get increased traffic and historical events near mission points wether you chose the mission or not.

No need to enter port for that unless you want to advance time to be at the right place at the right time later. And for that, entering port is not enough, you need a tool to exactly leave port at a set time. KSD Commander can do that, the mod 'Change days in bunker' can also do it, as well as my written guide about how to change date and starting ports (in the Sticky guides above).

Lanzfeld
05-17-19, 09:56 PM
Thank you.

I just find it odd that it tells me the operation name but it does that tell me where to go or what to do. It just says head for Norway but that’s a pretty big place!

XenonSurf
05-18-19, 01:39 AM
Thank you.

I just find it odd that it tells me the operation name but it does that tell me where to go or what to do. It just says head for Norway but that’s a pretty big place!


This message most likely foresees that you need enough time to go to that place, so if you do, you will be in time to partecipate in these operations.



:Kaleun_Wink:Hurry up with refueling at a blue port that can do it if you want to join the action, or shorten-up your time in port accordingly with KSD Commander (you need to save outside port first and do the setup changes in KSD and restart game with KSD, then enter port to make these date changes effective.)



TWoS doesn't come with a WWII historical events time line documentation. There is a timeline chart from Trevally for all campaign chapters of SH5, but I don't have the link for it. (It's the 2nd or 3rd post in the main OHII thread IIRC).
I also recommend the very well done documentation of the WAC5 mod of SH3, it's a PDF called 'Historische_Ereignisse_Historical_Events.pdf', or: the GWX manual of SH3. These docs both describe main WWII submarine warfare events with their exact dates. Most of these events happen in the WoS campaign of SH5.

hauangua
05-18-19, 02:26 AM
c:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5 #tried this one 3 times, then I reinstalled the stock game at c:\games\silent hunter 5, same result, got the previously mentioned error message


I'm from Spain.

I thought that it might be the (mediafire link) installer is actually corrupted since I downloaded it three times and got the same result all of them, but I don't know any alternate download to the one from mediafire.

Very strange your problem, TWoS is easy to installation ,your PC is very good,
When during installation appears "steam application" folder you click "decline" right?

vdr1981
05-18-19, 03:55 AM
...I would have heard whole Das Boot sound mod sequence...


Sorry mate but in order to help you, we have to use the same mod. I really can't guess what's modified and what is not. For custom modlists , please open a separate thread and hope for the best...:salute:

vdr1981
05-18-19, 03:58 AM
c:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5 #tried this one 3 times, then I reinstalled the stock game at c:\games\silent hunter 5, same result, got the previously mentioned error message


I'm from Spain.

I thought that it might be the (mediafire link) installer is actually corrupted since I downloaded it three times and got the same result all of them, but I don't know any alternate download to the one from mediafire.

Just downloaded and tested the installer...works without problem. The problem is somewhere on your side. Can't narrow it down more than that , sorry.

XenonSurf
05-18-19, 11:06 AM
I remember that AI in SH3/4 was quite predictable which is not really the case with TDW Intelligent Random AI, on which TWoS is based on.

(...)

Remember that depth and silence are your best friends.





Recently I was only able to evade 4 destroyers that were circling around me at less than 1000 m by going Full Speed at 80 feet depth, I was not pinged at anymore. Instead at 160 feet at slow speed I was always pinged. So the IRAI routine has its flaws and is not logical at all. But unpredictable: Yes. Who would have guessed right that this foolish tactic would work?

According to that, Depth and Silence are NOT your best friends, sorry, not in SH5 with IRAI at least... :)

vdr1981
05-18-19, 11:36 AM
Recently I was only able to evade 4 destroyers that were circling around me at less than 1000 m by going Full Speed at 80 feet depth, I was not pinged at anymore. Instead at 160 feet at slow speed I was always pinged. So the IRAI routine has its flaws and is not logical at all. But unpredictable: Yes. Who would have guessed right that this foolish tactic would work?

According to that, Depth and Silence are NOT your best friends, sorry, not in SH5 with IRAI at least... :)



This "may" work in case of some low skilled escorts assigned on a convoy protection duty but apply that tactics with dedicated hunter killer group and you'll be dead pretty soon.

Your speed has nothing to do with their active sonar sensors.

...you will get increased traffic and historical events near mission points wether you chose the mission or not.


This is also not true...Traffic will stay pretty much the same.

hauangua
05-18-19, 11:44 AM
Recently I was only able to evade 4 destroyers that were circling around me at less than 1000 m by going Full Speed at 80 feet depth, I was not pinged at anymore. Instead at 160 feet at slow speed I was always pinged. So the IRAI routine has its flaws and is not logical at all. But unpredictable: Yes. Who would have guessed right that this foolish tactic would work?

According to that, Depth and Silence are NOT your best friends, sorry, not in SH5 with IRAI at least... :)

Even in real life, a lot depends on luck ... and the kind of depth of recharge they used ... of course ...
CIT.
"The Royal Navy Type D depth charge was designated the "Mark VII" in 1939.[9] Initial sinking speed was 7 ft/s (2.1 m/s) with a terminal velocity of 9.9 ft/s (3.0 m/s) at a depth of 250 ft (76 m) if rolled off the stern, or upon water contact from a depth charge thrower.[9] Cast iron weights of 150 lb (68 kg) were attached to the Mark VII at the end of 1940 to increase sinking velocity to 16.8 ft/s (5.1 m/s).[9] New hydrostatic pistols increased the maximum detonation depth to 900 ft (270 m).[9]"

XenonSurf
05-18-19, 12:33 PM
This "may" work in case of some low skilled escorts assigned on a convoy protection duty but apply that tactics with dedicated hunter killer group and you'll be dead pretty soon.


Yes, IRAI will subdivide the difficulty of assets in more groups, and assign random difficulty, to make it unpredictable. That's what I understand from the init.aix file. I have made an 'EASY' and 'MEDIUM' difficulty setting for my modlist to make it easier than TWoS, the generic 0.85-1.0 range is way too severe, it makes the escorts having 'magic eyes' which I don't like. Alas, with too low settings the escorts will just ignore me, even on surface...The balancing is difficult, but TDW has pointed us the right way to do it.




This is also not true...Traffic will stay pretty much the same.


Yes, but what I mean is: some of these 'immersive' radio messages are made so that they guide you where the action is. So like the missions, they are worth to follow, by following the messages you may get 'increased' encounters :03:

vdr1981
05-18-19, 03:36 PM
the generic 0.85-1.0 range is way too severe, it makes the escorts having 'magic eyes' which I don't like.

I'm not sure what kind of AI settings would be appropriate for you but I hope you'll manage to achieve it in your modlist. I personally don't think that AI in TWoS have "magic eyes". You also said that IRAI airplanes are too "eficient" ?! I couldn't disagree more...
Anyway, dumbing down AI performances in order to allow quick, reckless gameplay and easy tonnage is really not my style.

XenonSurf
05-18-19, 03:46 PM
You also said that IRAI airplanes are too "eficient" ?! I couldn't disagree more...



Sorry Veko, but give yourself some time and do the Historical Mission Plane AI Testing. If you succeed without diving immediately and without taking critical damage, then tell me about :)
To increase your chances, maybe use the Trevally Attack Script.

Note: In shallow waters, diving immediately will not save you and you are more vulnerable than on surface actually. Planes can see you if you are less than 80 feet depending on weather. And in your current TWoS, 1 plane overfly is almost fatal, unaware of the plane type. (TWoS without any external mods, I will try a fresh re-install to see if it changes, but I doubt).


:Kaleun_Wink:I wish you good luck and fun (?) with the mission!
XS

nervi
05-18-19, 03:58 PM
Very strange your problem, TWoS is easy to installation ,your PC is very good,
When during installation appears "steam application" folder you click "decline" right?

Never got that message to pop up, Do u know anywhere else I can download the installer other than the mediafire link in the first post? Just to try something new.

XenonSurf
05-18-19, 04:04 PM
Never got that message to pop up,


Hum...NO. You should get that pop-up all the time.



Are you sure you are not confusing the *full* package with the only update package?

vdr1981
05-18-19, 04:09 PM
Never got that message to pop up, Do u know anywhere else I can download the installer other than the mediafire link in the first post? Just to try something new.

Check your antivirus...

Sauroketh
05-19-19, 01:26 AM
This option is disabled somewhere in the OFEV or maybe even Generic Patcher, can't remember exactly...
Regarding the bleeding "round numbers"...

Changing this setting in the "Tactical map" in OFEV has no effect, and Generic Patcher settings give not a single clue... At least no such string as "torpedo solution line" nor "solution line markers" nor "markers" in general...

Strange thing is, that there ARE numeric markers in TARGET route line, if you lock the target. But none in the TORPEDO route line.

Someone have any idea where this setting is buried?

hauangua
05-19-19, 01:40 AM
Never got that message to pop up, Do u know anywhere else I can download the installer other than the mediafire link in the first post? Just to try something new.

As Vecko said, some antiviruses create problems with the installation, however everything is written on the download page:

"Note for users of antivirus software: Since TWoS is actually an unofficial installation program (SFX WinRar Self Extracting archive), the possibility exists that some antivirus programs mistakenly recognize its parts as a threat, compromising the installation in the process. Of course, the warnings are false positives, which means that you need to disable protection during mod installation or even send files for further analysis and wait for results if you prefer."

Alternatively it creates an exception on your antivirus for TWoS files, I don't know which Antivirus you are using, With "Karspersky" But even with "windows defender" never had problems with TWoS installer.

vdr1981
05-19-19, 04:33 AM
Regarding the bleeding "round numbers"...

Changing this setting in the "Tactical map" in OFEV has no effect, and Generic Patcher settings give not a single clue... At least no such string as "torpedo solution line" nor "solution line markers" nor "markers" in general...

Strange thing is, that there ARE numeric markers in TARGET route line, if you lock the target. But none in the TORPEDO route line.

Someone have any idea where this setting is buried?

Try round map options button in the upper left corner of your TAI/nav map...

Sauroketh
05-19-19, 04:42 AM
Try round map options button in the upper left corner of your TAI/nav map...

A fool I am, but not that much fool.
Of course that be the first thing I tried.
I'm sorry, sir.

vdr1981
05-19-19, 04:57 AM
A fool I am, but not that much fool.
Of course that be the first thing I tried.
I'm sorry, sir.

There it is...And explore your GUI mate. Every button has it's own description.

https://i.postimg.cc/0jjwMwB5/SH5-Img-2019-05-19-11-51-23.jpg

Sauroketh
05-19-19, 05:52 AM
There it is...And explore your GUI mate. Every button has it's own description.

https://i.postimg.cc/0jjwMwB5/SH5-Img-2019-05-19-11-51-23.jpg

Yessir, I tried exaclty THIS button and the checkbox
"round numbers in the torpedo solution line" in the menu popping up.
Thank you sir, it appears to be somewhat deeper. Or so it seems.
I.m really sorry for inconvenience, but the mystery persists.

vdr1981
05-19-19, 06:27 AM
Yessir, I tried exaclty THIS button and the checkbox
"round numbers in the torpedo solution line" in the menu popping up.
Thank you sir, it appears to be somewhat deeper. Or so it seems.
I.m really sorry for inconvenience, but the mystery persists.

Round numbers are only available in auto TDC mod so make sure to disable manual TDC solutions in gameplay settings menu...:yep:

Sauroketh
05-19-19, 08:10 AM
Round numbers are only available in auto TDC mod so make sure to disable manual TDC solutions in gameplay settings menu...:yep:

Disabled from the beginning, but thanks for the TDC hint (!!!), thus may be I'll find the related file or setting.
A screenshot, just in case...
https://pp.userapi.com/c846124/v846124820/20e008/I3pnFdHR_nk.jpg

Tonci87
05-19-19, 11:48 AM
I don’t think so because it also came through as a scrambled enigma message. Also, It was directed at my boat specifically.


I just don’t know what to do.

The radio message you received is basically there to give you enough time to stock up on torpedoes, even if you are somewhere on the English west coast.

OP Weserübung will start in a few days, and this is also when the objective will become available.
See here:
http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2

zeus
05-19-19, 01:11 PM
Is it true that the AI of the destroyers if very dificult and that it is not possible to escape?

vdr1981
05-19-19, 01:37 PM
Is it true that the AI of the destroyers if very dificult and that it is not possible to escape?

Well, it's definitely true for some! :)

Tonci87
05-19-19, 01:46 PM
Is it true that the AI of the destroyers if very dificult and that it is not possible to escape?

No

The convoy I´m currently hunting is well defended and I got hunted by a few lend lease destroyers and a few Black Swan sloops. My first encounter with these ships, and the new Depth Charge projectors they have installed.

First they didn´t know where I was, since I fired electrical torpedoes, but it didn´t take them long to find me. I didn´t dive immediately after shooting, so that was my fault. And well, if you can only move at a speed of 1kn if you want to be as silent as possible, their area that they have to search is not terribly large.

I got subjected to a brutal depth charge attack from five destroyers and sloops total, that lasted for a few hours.
I managed to evade by sprinting every time they seem to drop DCs directly on me.

My sub got pretty damaged, and at one point I had flooding in the torpedo room and my sub was dropping down to 200m Managed to keep going at flank speed and with occasional emergency blows for long enough to fix the holes and to pump the water out.

After a few hours, and countless DCs dropped everywhere around me I somehow managed to get away by going very silent and very deep.

My boat will need repairs, but we are still alive. :up:

So yeah, it is possible to escape, but I might not have gotten myself into this situation in the first place if I went deep immediately after shooting my torpedoes.

zeus
05-19-19, 02:26 PM
ok

The IA depends on the year in witch you play?

XenonSurf
05-19-19, 02:27 PM
Is it true that the AI of the destroyers if very dificult and that it is not possible to escape?


No, if you play intelligently you will succeed. Besides: you can lower the game difficulty in the options and the OFEV as well as in the Map menus during game, this will show you more/less enemy sensors. Go playing with all sensors enabled so you can analyze the destroyer's tactics and find out yourself!


Good hunting,
XS

Tonci87
05-19-19, 02:33 PM
ok

The IA depends on the year in witch you play?

Yes, the longer the war progresses the better the equipment the AI will have

nervi
05-20-19, 05:31 AM
Hum...NO. You should get that pop-up all the time.



Are you sure you are not confusing the *full* package with the only update package?

The Wolves of Steel 2.2_SH5 Exp.Pack_v2.2.12_Full (2.05 GB) file i downloaded

I dont use antivirus, I use addware removal software that is always disabled until i need it, I uninstalled it just to try something new, same result, after the installation progress bar goes to full, and i'm supposed to get all this steam and GFP stuff the process stops on this "Some installation files are corrupt." message



https://i.imgur.com/FxoLnRI.jpg?1

zeus
05-20-19, 09:38 AM
Ok, thanks you.

vdr1981
05-20-19, 10:01 AM
The Wolves of Steel 2.2_SH5 Exp.Pack_v2.2.12_Full (2.05 GB) file i downloaded

I dont use antivirus, I use addware removal software that is always disabled until i need it, I uninstalled it just to try something new, same result, after the installation progress bar goes to full, and i'm supposed to get all this steam and GFP stuff the process stops on this "Some installation files are corrupt." message



https://i.imgur.com/FxoLnRI.jpg?1
It could be that your game installation path is too "deep"? C/Program files/games/...bla /bla...

nervi
05-20-19, 04:18 PM
It could be that your game installation path is too "deep"? C/Program files/games/...bla /bla...

I tried a fresh install in the disk's root, c:/silent hunter 5, same message unfortunately, thanks for all the suggestions and help, very appreciated guys.

THEBERBSTER
05-20-19, 04:36 PM
Hi nervi
Installation is C:\ not C:/
While you may not be using anti-virus you will have a firewall and also Windows defender probably active.
Peter

nervi
05-21-19, 02:14 PM
Hi nervi
Installation is C:\ not C:/
While you may not be using anti-virus you will have a firewall and also Windows defender probably active.
Peter



Well \ yeah, that's written automatically by the installer, I just typed it here in a rush.
I don't use either firewall or windows defender at all, I don't like intrusive "security" software of that kind, I know how not to get infected.
I'll install oracle and try to download the installer from there incase it's chrome, which I doubt, for some reason the installer corrupts itself either in the download or the install phase.

Edit: nah, same result :/

vdr1981
05-21-19, 03:35 PM
Well \ yeah, that's written automatically by the installer, I just typed it here in a rush.
I don't use either firewall or windows defender at all, I don't like intrusive "security" software of that kind, I know how not to get infected.
I'll install oracle and try to download the installer from there incase it's chrome, which I doubt, for some reason the installer corrupts itself either in the download or the install phase.

Edit: nah, same result :/

I re-downloaded and retested the installer once again today and everything was fine. No idea what is going on...What right click-properties on the installer says?

nervi
05-21-19, 06:43 PM
I re-downloaded and retested the installer once again today and everything was fine. No idea what is going on...What right click-properties on the installer says?

I caught a few errors like this in the final part of the instalation too

https://i.ibb.co/DWDKVDG/a2.png (https://ibb.co/LRzpkzQ)

vdr1981
05-22-19, 03:32 AM
I caught a few errors like this in the final part of the instalation too

https://i.ibb.co/DWDKVDG/a2.png (https://ibb.co/LRzpkzQ)

Try installer for v2.2.0 http://www.mediafire.com/file/87kc1xtzu9mg31p/The+Wolves+of+Steel+2.2_SH5+Expansion+Pack_v2.2.0_ Full.exe

... and then apply v2.2.12 update...http://www.mediafire.com/file/rm5cl3d54s4t32d/The+Wolves+of+Steel+2.2_Update_v2.2.12.exe

clayton
05-22-19, 06:12 AM
I'm not sure what kind of AI settings would be appropriate for you but I hope you'll manage to achieve it in your modlist. I personally don't think that AI in TWoS have "magic eyes". You also said that IRAI airplanes are too "eficient" ?! I couldn't disagree more...
Anyway, dumbing down AI performances in order to allow quick, reckless gameplay and easy tonnage is really not my style.
Two kinds of players...
Those that like to play an historical simulation, and those who like the challenge of getting spotted and chased relentlessly in 1939.
That's why I could never get into your mod, dude.
I read somewhere about someone editing the AI so its more realistic. Gonna have to look that up.
Take care

nervi
05-22-19, 06:49 AM
Try installer for v2.2.0 http://www.mediafire.com/file/87kc1xtzu9mg31p/The+Wolves+of+Steel+2.2_SH5+Expansion+Pack_v2.2.0_ Full.exe

... and then apply v2.2.12 update...http://www.mediafire.com/file/rm5cl3d54s4t32d/The+Wolves+of+Steel+2.2_Update_v2.2.12.exe

Installed without issue, just like it says in the manual, the update aswell, I choosed a few and all went good, time to test ingame.

Thanks a bunch :Kaleun_Thumbs_Up:

vdr1981
05-22-19, 06:57 AM
Installed without issue, just like it says in the manual, the update aswell, I choosed a few and all went good, time to test ingame.

Thanks a bunch :Kaleun_Thumbs_Up:

Great! :up: Now all you have to do is to fire up Generic Patcher once again and to restore the snapshot one more time in order to activate some changes from the update. :yep: And thank you very much for your donation mate! :salute:

XenonSurf
05-22-19, 07:12 AM
Two kinds of players...
Those that like to play an historical simulation, and those who like the challenge of getting spotted and chased relentlessly in 1939.
That's why I could never get into your mod, dude.
I read somewhere about someone editing the AI so its more realistic. Gonna have to look that up.
Take care


@Veko,
@ Clayton,


tweaking the difficulty of TwoS is difficult and a balancing act. What I did is making the submarine more resistant without changing the weapon effectivness of enemy assets by incresing the Hitpoints of the R.S.D. mod. The IRAI part of WoS (and my personal modlist) only accounts for sensors, visual or mechanical sensors (hydrophones, Radar...) where you can lower or rise their effectiveness making the game easier or more difficult for you. I have now made an EASY and MEDIUM setting by changing the sensor range from its default 0.85-1.0 into:

Easy: 0.60-0.88
Medium: 0.75-0.95

I'm currently testing this.
For the R.S.D mod I have added a 'LESS DAMAGE' sub-mod which tweaks all hitpoints up to 200 to add 1/2 the difference to 200, and keep all values from 200 and above unchanged. The results are good but still the 'Regelzellen' get damaged too often, so I still need to tweak. I would like to have a more 'random' damage distribution when getting attacked, but that's impossible I think.

Eventually, when I see that it doesn't get too damn easy, I will release these mods as compatible TWoS mods so people can enjoy an easier TWoS game if they want. Currently there are some compatible mods for WoS not included in the package which adjust WoS in different parts, for example the mod 'Critical Hits' which gives you again a powerful deck gun, and other ones.


Essentially, I don't think that Realism and Expert difficulty should be the main part of WoS, SH5 should remain a game IMO, but it's the modmaker to decide and the players to mod if they don't like :)
And that's what I do. Besides, Clayton, you can load my modlist once it's free to download, it's not WoS but more oriented to a perfectly working vanilla game with many extra features. And there are other modlist proposals too in the SH5 forum.






Greetings,
XS

vdr1981
05-22-19, 08:27 AM
Eventually, when I see that it doesn't get too damn easy, I will release these mods as compatible TWoS mods so people can enjoy an easier TWoS game if they want.
That's good to know but I'm afraid that your unofficial addon won't be fully compatible with TWoS, especially if you are dealing with stock RSD and IRAI files which have number of hidden problems. Yes, I stopped supporting individual mods long time ago...:yep:
You should be aware that you will probably, along with your tweaks, also bring back a number of very hard to catch problems and CTD scenarios which I fixed in TWoS long time ago. :yep:

Currently there are some compatible mods for WoS not included in the package which adjust WoS in different parts, for example the mod 'Critical Hits' which gives you again a powerful deck gun, and other ones.

It's basically a cheat mod which will unrealistically pump-up strength of your deck gun shells... Good for fun but not really TWoS material...

XenonSurf
05-22-19, 09:28 AM
That's good to know but I'm afraid that your unofficial addon won't be fully compatible with TWoS, especially if you are dealing with stock RSD and IRAI files which have number of hidden problems. Yes, I stopped supporting individual mods long time ago...:yep:
You should be aware that you will probably, along with your tweaks, also bring back a number of very hard to catch problems and CTD scenarios which I fixed in TWoS long time ago. :yep:


It's basically a cheat mod which will unrealistically pump-up strength of your deck gun shells... Good for fun but not really TWoS material...


Yes I'm aware of that, and that's why I will only add these sub-mods to my modlist and nowhere else at the moment, so I will not tell players to blindly use them with WoS, although my RSD tweaks are based on WoS 2.2.10 files (I have changed all stock RSD with the corrisponding WoS files) and all shows to be very stable, well, for the moment :)

vdr1981
05-22-19, 10:54 AM
...although my RSD tweaks are based on WoS 2.2.10 files

This also my concern...This means that your tweaks are already two versions old. The files you used are still (probably) the same but that will certainly change in the future because I'm frequently maintain and updating this expansion . You'll have to be very thorough in order to achieve and preserve so called "TWoS compatible" status.

Otherwise, this will be yet another user created "TWoS compatible" mod which brings more troubles than the good stuff. This is seen so many times before...

clayton
05-22-19, 12:48 PM
@Veko,
@ Clayton,


tweaking the difficulty of TwoS is difficult and a balancing act. What I did is making the submarine more resistant without changing the weapon effectivness of enemy assets by incresing the Hitpoints of the R.S.D. mod. The IRAI part of WoS (and my personal modlist) only accounts for sensors, visual or mechanical sensors (hydrophones, Radar...) where you can lower or rise their effectiveness making the game easier or more difficult for you. I have now made an EASY and MEDIUM setting by changing the sensor range from its default 0.85-1.0 into:

Easy: 0.60-0.88
Medium: 0.75-0.95

I'm currently testing this.
For the R.S.D mod I have added a 'LESS DAMAGE' sub-mod which tweaks all hitpoints up to 200 to add 1/2 the difference to 200, and keep all values from 200 and above unchanged. The results are good but still the 'Regelzellen' get damaged too often, so I still need to tweak. I would like to have a more 'random' damage distribution when getting attacked, but that's impossible I think.

Eventually, when I see that it doesn't get too damn easy, I will release these mods as compatible TWoS mods so people can enjoy an easier TWoS game if they want. Currently there are some compatible mods for WoS not included in the package which adjust WoS in different parts, for example the mod 'Critical Hits' which gives you again a powerful deck gun, and other ones.


Essentially, I don't think that Realism and Expert difficulty should be the main part of WoS, SH5 should remain a game IMO, but it's the modmaker to decide and the players to mod if they don't like :)
And that's what I do. Besides, Clayton, you can load my modlist once it's free to download, it's not WoS but more oriented to a perfectly working vanilla game with many extra features. And there are other modlist proposals too in the SH5 forum.






Greetings,
XS
I look forward to your mod. Twos is an excellent mod, but I prefer historicity..
Let me know if you need someone to test it out for you.

vdr1981
05-22-19, 03:25 PM
I look forward to your mod. Twos is an excellent mod, but I prefer historicity..
Let me know if you need someone to test it out for you.

Here it is...http://www.subsim.com/radioroom/showthread.php?t=241069
:salute:

excel4004
05-22-19, 03:52 PM
It's basically a cheat mod which will unrealistically pump-up strength of your deck gun shells... Good for fun but not really TWoS material...
I would agree. :salute:

XenonSurf
05-22-19, 06:39 PM
I would agree. :salute:




It's basically a cheat mod which will unrealistically pump-up strength of your deck gun shells... Good for fun but not really TWoS material...



Yes in fact, I have noticed that when loading it with WoS. If I include it in my modlist it will be for the 'Easy' optional setting only, instead for medium and high difficulty I will include the very good mod 'Reworked U-boat Guns'. This one will add secondary shells for the flaks, but it will also turn all guns to be very realistic in their handling and performance. A great work done by Volodya and vdr1981!

sosoxia
05-23-19, 04:41 PM
:Kaleun_Salute:
Thanks! This really make SH5 alive !

vdr1981
05-24-19, 03:23 AM
:Kaleun_Salute:
Thanks! This really make SH5 alive !

Welcome and happy hunting ! :salute:

THEBERBSTER
05-24-19, 04:08 AM
A Warm Welcome To The Subsim Community > sosoxia
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Aktungbby
05-24-19, 11:03 AM
sosoxia!:Kaleun_Salute:

Jimbuna
05-25-19, 06:15 AM
Welcome to SubSim sosoxia :salute:

fitzcarraldo
05-25-19, 07:46 AM
Welcome aboard sosoxia!

Enjoy and sink'em all!

Fitzcarraldo :salute:

Muckenberg
05-25-19, 02:23 PM
After a long time I greet all the Steel Wolves.:Kaleun_Salute::Kaleun_Salute::Kaleun_Salut e: