View Full Version : [REL]The Wolves of Steel - SH5 Megamod
vdr1981
05-26-19, 03:15 AM
After a long time I greet all the Steel Wolves.:Kaleun_Salute::Kaleun_Salute::Kaleun_Salut e:
:Kaleun_Salute:
Hey,
For some reason the installer crashes ("TWOS[...].exe has stopped functioning) after a few seconds. I can get as far as the folder selection, but even if I just wait for a couple of seconds, it will crash.
I deactivated all antivirus software and run everything as an admin. Redownloaded the .exe and the issue still persists. Any idea what causes it?
Thanks and kind regards,
Eikson
Edit1: Unpacked with 7.zip and it appears that some of the data is corrupted. Will try to redownload again.
THEBERBSTER
05-26-19, 04:30 AM
Always important to check the correct path in the installer browser is showing the main game folder.
The default path is C:\Ubisoft\Silent Hunter 5
Peter
Hello Peter,
Thank you but I don't even get enough time to change the path to my installation before it crashes. I hope the redownload fixes it.
vdr1981
05-26-19, 05:01 AM
Edit1: Unpacked with 7.zip and it appears that some of the data is corrupted. Will try to redownload again.
Hmm...This is a second time this week. :hmmm: Did you redownload the installer?
Bojanpopovic
05-26-19, 10:01 AM
Hi, can I get little help here? It's August 1943, I'm on patrol near USA coast, just catch up convoy, spent almost all torps. When I request refuel, got coordinates, going to marked cross on the map, but when came close, game speed drops above 64, ok, i dive to precisely locate milkcow, but always find enemy DD going very fast, and never met him anyway. I repeated some other requests for resupply, but always same result, there is no milkcow uboat, but destroyer instead. Tried to reload game, but didn't solved the problem. What to do? Thanks.
Good Evening,
I redownloaded the installer two more times and the issue still persists. The installer crashes after 5 seconds every time. Could unpack the files with 7zip this time. Now I'll need to figure out how to install manually
Kind regards,
Eikson
vdr1981
05-26-19, 11:50 AM
Now I'll need to figure out how to install manually
Kind regards,
Eikson
I'm afraid that may not be possible since the installer also have to delete large number of files as well. What is your OS?
EDIT:
This may be the solution for your problem...http://www.subsim.com/radioroom/showpost.php?p=2610702&postcount=12238
fitzcarraldo
05-26-19, 11:57 AM
Good Evening,
I redownloaded the installer two more times and the issue still persists. The installer crashes after 5 seconds every time. Could unpack the files with 7zip this time. Now I'll need to figure out how to install manually
Kind regards,
Eikson
From what folder did you launch the installer? Download it in the desktop, and in properties put it with administrator rights, Windows XP service pack 2 compatibility, and check the security in his tab. Do you have UAC active? Launch it with right click, open with administrator rights (not with double left click). Try....
Good luck!
Fitzcarraldo :Kaleun_Salute:
vdr1981
05-26-19, 12:00 PM
Windows XP service pack 2 compatibility...
I don't think that's necessary...
Bojanpopovic
05-26-19, 01:40 PM
Hi, can I get little help here? It's August 1943, I'm on patrol near USA coast, just catch up convoy, spent almost all torps. When I request refuel, got coordinates, going to marked cross on the map, but when came close, game speed drops above 64, ok, i dive to precisely locate milkcow, but always find enemy DD going very fast, and never met him anyway. I repeated some other requests for resupply, but always same result, there is no milkcow uboat, but destroyer instead. Tried to reload game, but didn't solved the problem. What to do? Thanks.
Can somebody answer me please?
XenonSurf
05-26-19, 02:55 PM
@Eikson,
apart launching the installer as 'Start as Admin' , also take the downloaded installer out of the Download folder into a free accessible folder before starting it.
excel4004
05-26-19, 03:07 PM
After a long time I greet all the Steel Wolves.:Kaleun_Salute::Kaleun_Salute::Kaleun_Salut e:
:Kaleun_Salute:
vdr1981
05-26-19, 03:27 PM
Can somebody answer me please?
Upload your gamesave. I'll try to test what's going on.
Quick update:
No fixes for the 2.2.12 Installer worked for me unfortunately. It's weird because there was no error during unpacking it via 7zip and all the included exe files(e.g. the patcher) work fine. Windows Defender, Bitdefender and all other programs that could interfere were shut off completely.
Unfortunately I'm on the road during the week because of work but I'll see if the 2.2.0 executable works.
Thank you for all your suggestions.
Best,
Eikson
fitzcarraldo
05-27-19, 07:51 AM
I don't think that's necessary...
Same here. The installer works in W10. But each PC is a different world....
Regards.
Fitzcarraldo :salute:
fitzcarraldo
05-27-19, 07:59 AM
Can somebody answer me please?
Did you try with low TC? Ever I approach for resupply at 32 or less TC. In TWoS isn't a good tidea to go over 128 TC max. This is why TC is limited in the mod. Over 64 TC you can have strange things. OK, it is playing time demanding but TWoS isn't an arcade subsim...
Regards.
Fitzcarraldo :salute:
vdr1981
05-27-19, 08:23 AM
Did you try with low TC? Ever I approach for resupply at 32 or less TC. In TWoS isn't a good tidea to go over 128 TC max. This is why TC is limited in the mod. Over 64 TC you can have strange things. OK, it is playing time demanding but TWoS isn't an arcade subsim...
Regards.
Fitzcarraldo :salute:
This is not really the case in TWoS for quite some time. Max 1024 TC limit works just fine even with not so powerful computers...
fitzcarraldo
05-27-19, 02:43 PM
This is not really the case in TWoS for quite some time. Max 1024 TC limit works just fine even with not so powerful computers...
Yes, but in open seas. Near convoys, supply ships, etc. it is better to approach slow for prevent strange behaviours and CTD. My experience, but I told: each PC is a unique world.
Many thanks!
Fitzcarraldo :salute:
vdr1981
05-27-19, 02:50 PM
Yes, but in open seas. Near convoys, supply ships, etc. it is better to approach slow for prevent strange behaviours and CTD. My experience, but I told: each PC is a unique world.
Many thanks!
Fitzcarraldo :salute:
Could be but from my experience, TC is rarely cause for a CTD. It's almost always a broken modlist and mods them self. Standalone mods are literally full of hidden CTD problems. Trust me, I know...:)
Bojanpopovic
05-27-19, 03:33 PM
Upload your gamesave. I'll try to test what's going on.
Can you tell me how to upload my saved game, I don't know how :smug:
Sorry Vdr...!
Tonci87
05-27-19, 03:37 PM
Hey VDR, I did some testing on submarine damage from depth charges, and I think it could indeed be toned down a bit.
Two examples I encountered:
DC exploded directly on top of my bow. Not only did the torpedo, radio room and command room get damaged, which is OK, but also the diesel engines. and some other stuff that should not have been impacted by this. Managed to save the boat from sinking by the way.
In another example a DC exploded like 10 to 15 meters away from my left side rudder. Both rudders, electric engines, diesel engines, left propeller and much more destroyed, so far so good, but also the torpedo tubes?! This explosion was fatal. The boat went down like a stone. Thankfully that was only testing.
It seems as if damage gets distributed to too many areas in the boat.
Would it be possible to either reduce depth charge effectiveness
Also one other thing that I noticed is that the engine RPMs are very slow to change with electric engines. In my opinion the RPM changes with electric engines should be even faster than with the diesels, since the electric engines should have a higher torque. They do have as much Horsepower as the diesels though. What do you think? :hmmm:
vdr1981
05-27-19, 03:59 PM
Hey VDR, I did some testing on submarine damage from depth charges, and I think it could indeed be toned down a bit.
Two examples I encountered:
DC exploded directly on top of my bow. Not only did the torpedo, radio room and command room get damaged, which is OK, but also the diesel engines. and some other stuff that should not have been impacted by this. Managed to save the boat from sinking by the way.
In another example a DC exploded like 10 to 15 meters away from my left side rudder. Both rudders, electric engines, diesel engines, left propeller and much more destroyed, so far so good, but also the torpedo tubes?! This explosion was fatal. The boat went down like a stone. Thankfully that was only testing.
It seems as if damage gets distributed to too many areas in the boat.
Would it be possible to either reduce depth charge effectiveness
Distributed damage you've just described is caused by "collateral damage" patches which are enabled by default in TDW Generic Patcher. Disable the patches (there are two of them) and the damage will be much more localized. Note that this will apply to your torpedoes and deck gun damage as well...
Also one other thing that I noticed is that the engine RPMs are very slow to change with electric engines. In my opinion the RPM changes with electric engines should be even faster than with the diesels, since the electric engines should have a higher torque. They do have as much Horsepower as the diesels though. What do you think? :hmmm:
In TWoS, submerged acceleration, turn radius and speeds are adjusted according to real type VIIC manual to the best of my abilities. RPM acceleration can be adjusted manually in TDW_SHSim_Patch.s5p file though. I'll explain this some other time because it's a bit complicated...:yep:
Tonci87
05-27-19, 04:17 PM
Distributed damage you've just described is caused by "collateral damage" patches which are enabled by default in TDW Generic Patcher. Disable the patches (there are two of them) and the damage will be much more localized. Note that this will apply to your torpedoes and deck gun damage as well...
In TWoS, submerged acceleration, turn radius and speeds are adjusted according to real type VIIC manual to the best of my abilities. RPM acceleration can be adjusted manually in TDW_SHSim_Patch.s5p file though. I'll explain this some other time because it's a bit complicated...:yep:
The thing is that I like to have collateral damage, I know those patches and I am happy that they are there, especially for the benefit of my own torpedoes :D, but it seems to be a bit too much when the submarine gets damaged. But maybe it is supposed to be like this. I don´t really know how lethal DCs are supposed to be to have realistic values.
Another thing that has been bothering me. I´m using your "Reduced damaged/destroyed ships fires and explosions with more smoke effects." mod. Sometimes I get ships that after being hit by a torpedo or deck gun burn for a very long time (many hours) apparently without getting more damaged or the fire being extinguished. They just keep burning. Is that a side effect of the mod? I get the feeling that the fire should gradually spread if it can not be extinguished. :hmmm:
XenonSurf
05-27-19, 06:06 PM
The thing is that I like to have collateral damage, I know those patches and I am happy that they are there, especially for the benefit of my own torpedoes :D, but it seems to be a bit too much when the submarine gets damaged. But maybe it is supposed to be like this. I don´t really know how lethal DCs are supposed to be to have realistic values.
What you can do is edit the Zones.cfg files and the 'father' values (value in system A pointing to system B; if B gets x damage then A starts to take damage). This is rather complex and prone to errors, so know what you do. This should do the trick to make very punctual damage, other than this there is nothing. And if you try you will get a lot of CTDs probably...
You can also change the 'armor level' values and in that way change damage delay for a system (consider armor value as free hitpoints you can get before the system gets damaged), but this one will not help your purpose I think.
I didn't touch these, instead I changed the hitpoints to have more 'reasonable' and easier damage to fit the purpose of my personal modlist. It will lower the damage, but not make any punctual damage depending on the torpedo hit location, I didn't find any code for such a thing, not even the Collateral Damage mentioned by Veko, this one will only eliminate damage in neighbour systems without taking the hit location in account, and it reduces damage too much to be realistic IMO. It takes all aggressive teeth out of the game...
Then, you don't have total freedom: there is a bug in the stock game where destroyers get damaged by their own DCs, if you change the above values too much to your taste, then you re-introduce this bug that Veko has corrected :yep:
You cannot mod if there isn't the code for it, or go make a 'code injection' like TDW did with his NewUIs :)
.
XS
Be more aggressive...But with someone else's armor...
fitzcarraldo
05-27-19, 06:35 PM
Could be but from my experience, TC is rarely cause for a CTD. It's almost always a broken modlist and mods them self. Standalone mods are literally full of hidden CTD problems. Trust me, I know...:)
I didn't have CTDs. But I see crazy ships and crashes between ships in convoys when I approach them with high TC. With 64 TC max that behaviour is not observed in my installation.
I have TWoS 2.2.12 with some official addons mods and only tweaked the collateral damage via Generic Patcher. Also Rusted Glory, but it is only graphic candy.
Many thanks.
Fitzcarraldo :salute:
vdr1981
05-29-19, 08:52 AM
Another thing that has been bothering me. I´m using your "Reduced damaged/destroyed ships fires and explosions with more smoke effects." mod. Sometimes I get ships that after being hit by a torpedo or deck gun burn for a very long time (many hours) apparently without getting more damaged or the fire being extinguished. They just keep burning. Is that a side effect of the mod? I get the feeling that the fire should gradually spread if it can not be extinguished. :hmmm:
The damage will build up with time but fire spreading can not be modeled, IIRC. Never tested this much though since almost any ship will go down after 1-2 well placed hits one way or another...:03:
Dadio85
05-29-19, 04:29 PM
Hey guys,
I'd like to install latest version of TWoS. Unfortunately I do only own the Steam version of the game. I already read the installation advices and it states that there should be no problems with the Steam version nowadays. Does this mean, that all the changes of TDW generic patcher are included in this version as well? Or do I have to buy the “gold edition“ from amazon to enable the changes of TDW, which in my opinion are essential to play the game?
Thanks in advance, Dadio
XenonSurf
05-29-19, 07:10 PM
Hey guys,
I'd like to install latest version of TWoS. Unfortunately I do only own the Steam version of the game. I already read the installation advices and it states that there should be no problems with the Steam version nowadays. Does this mean, that all the changes of TDW generic patcher are included in this version as well? Or do I have to buy the “gold edition“ from amazon to enable the changes of TDW, which in my opinion are essential to play the game?
Thanks in advance, Dadio
With the Steam version you will be able to install TWoS if you follow all the instructions in the PDF 'The_Wolves_of_Steel_2_2_Install_instructions'.
Dadio85
05-30-19, 02:44 AM
“With the Steam version you will be able to install TWoS if you follow all the instructions in the PDF 'The_Wolves_of_Steel_2_2_Install_instructions“
I know that it's in general possible to install the TWoS with the Steam version, but will it be working 100% correct? Because in some older replies it was stated that all the changes introduced with the TDW generic patcher will not work with the Steam version. Im asking because TDW is included in TWoS.
I know that it's in general possible to install the TWoS with the Steam version, but will it be working 100% correct? Because in some older replies it was stated that all the changes introduced with the TDW generic patcher will not work with the Steam version. Im asking because TDW is included in TWoS.
For all it's worth, I have Steam version of the game with TWoS installed and it works ok - game is stable, no CTD's, no bugs.
Dadio85
05-30-19, 04:55 AM
For all it's worth, I have Steam version of the game with TWoS installed and it works ok - game is stable, no CTD's, no bugs.
And the stadimeter, hydrophones, etc. and all the other important changes introduced by TDW generic patcher are working as well?
hauangua
05-30-19, 05:33 AM
And the stadimeter, hydrophones, etc. and all the other important changes introduced by TDW generic patcher are working as well?
Yes all work good if correctly installled
Dadio85
05-30-19, 12:41 PM
Yes all work good if correctly installled
Thank you very much for your reply. Thats a big relief for me
I have a problem with the periscope depth. The submarine does not remain stable at the depth that I order. So it is not possible to get the periscope out water.
I have the update 2.9 the wolfes of steel.:hmmm:
what do you recommend me to do?
XenonSurf
05-30-19, 07:24 PM
I have a problem with the periscope depth. The submarine does not remain stable at the depth that I order. So it is not possible to get the periscope out water.
I have the update 2.9 the wolfes of steel.:hmmm:
what do you recommend me to do?
What you mean is probably that the scope will not stabilize your view. That's realistic :)
With very high waves and a torquing submarine, you are adviced to use the attack scope which has a longer elevation out of the water, and you can set this precisely for not being too high or too low. The observation scope may reach its limit with high waves. And in all cases (even with the UZO) the view is not stabilized by default.
If this disturbs you, then you can set to have stabilized view in the Game Options before you leave bunker in a campaign, or in the Options from the main menu for Historical Missions.
Current version of TWoS is 2.2.12 btw.
vdr1981
05-31-19, 01:22 AM
I have a problem with the periscope depth. The submarine does not remain stable at the depth that I order. So it is not possible to get the periscope out water.
I have the update 2.9 the wolfes of steel.:hmmm:
what do you recommend me to do?
You should ask that in Environmental 15 mod thread...
You should ask that in Environmental 15 mod thread...
thanks guys! the problem is in the lack of stability and in the depth to which the "depth of periscope" leads me, which in lugsr of being about 13 meters oscillates between 17-18-19-20 with which it is impossible to see anything with the periscope of observation or with the attack.
Neither does the submarine respond when you order it to submerge to a certain depth. I will try the game options as you say
hauangua
05-31-19, 04:44 AM
thanks guys! the problem is in the lack of stability and in the depth to which the "depth of periscope" leads me, which in lugsr of being about 13 meters oscillates between 17-18-19-20 with which it is impossible to see anything with the periscope of observation or with the attack.
Neither does the submarine respond when you order it to submerge to a certain depth. I will try the game options as you say
Which your mod list?
You added external mod?
in instalation order: The wolfes of steel V 2.2.9
Twos Real navigation
Twos encrypted Bdu orders
Twos UI cmd-Auto Target ID
Environment 15MOD
reboot`s water drips 1.1
Bstankog`s radio channels final
XenonSurf
05-31-19, 05:22 AM
in instalation order: The wolfes of steel V 2.2.9
Twos Real navigation
Twos encrypted Bdu orders
Twos UI cmd-Auto Target ID
Environment 15MOD
reboot`s water drips 1.1
Bstankog`s radio channels final
Environment 15MOD is only shown to be used with TWoS 2.1.2, see the thread. Veko said 1 year ago already it's NOT compatible with TWoS, so for sure it will not be compatible with the current version nor with 2.2.9, the mod thread doesn't show any update . You must know which soup you mix up, or you may harm your stomac :)
TWoS uses DynEnv 2.9 (or later) environment mod.
hauangua
05-31-19, 05:36 AM
in instalation order: The wolfes of steel V 2.2.9
Twos Real navigation
Twos encrypted Bdu orders
Twos UI cmd-Auto Target ID
Environment 15MOD
reboot`s water drips 1.1
Bstankog`s radio channels final
Read here :
http://www.subsim.com/radioroom/showpost.php?p=2551122&postcount=1656
ohhhhhh so was that ?? I will immediately remove it from the list and prove that the depth problem has been solved.
Thank you very much for the reply!!!:Kaleun_Cheers:
perfect, solved the problem of periscope depth. now it keeps me the depth in 11 meters. what I have seen strange now is that when ordering immersion the hatch remains open, it is not closed by the last sailors to enter the submarine
vdr1981
05-31-19, 09:48 AM
perfect, solved the problem of periscope depth. now it keeps me the depth in 11 meters. what I have seen strange now is that when ordering immersion the hatch remains open, it is not closed by the last sailors to enter the submarine
The hatch closes it self the moment you use dive command...
hauangua
05-31-19, 10:30 AM
perfect, solved the problem of periscope depth. now it keeps me the depth in 11 meters. what I have seen strange now is that when ordering immersion the hatch remains open, it is not closed by the last sailors to enter the submarine
1- you go inside u-boat going down the ladder
2-Now you can use dive command,and the hatch will close.
1- you go inside u-boat going down the ladder
2-Now you can use dive command,and the hatch will close.
Perfect thanks!!!!!
Hawkeyed
05-31-19, 06:31 PM
Is there any fix for not working mouse wheel in Enigma wheels which supposed to rotate the letters?
I have no idea why it doesn't work - the mouse wheel works perfectly in all other aspects of the TWoS.
hauangua
05-31-19, 10:03 PM
Is there any fix for not working mouse wheel in Enigma wheels which supposed to rotate the letters?
I have no idea why it doesn't work - the mouse wheel works perfectly in all other aspects of the TWoS.
Strange your problem..
Please post your complete Mod list,thanks
Hawkeyed
06-01-19, 03:41 AM
I have just TWoS installation.
Nothing else.
My mod list in JSGME is empty.
hauangua
06-01-19, 03:56 AM
I have just TWoS installation.
Nothing else.
My mod list in JSGME is empty.
Enable encrypted mod by Jsgme and then can play with enigma
vdr1981
06-01-19, 03:59 AM
Enable encrypted mod by Jsgme and then can play with enigma
That probably won't do any good since he has some kind of mouse scroll problem. :yep:
I have just TWoS installation.
Nothing else.
My mod list in JSGME is empty.
Check this thread, make a report and maybe I'll be able to help you...http://www.subsim.com/radioroom/showthread.php?p=2564834#post2564834
Did you check some of the available TWoS Enigma videos on Youtube? What exactly are you unable to do?
Hawkeyed
06-01-19, 04:07 AM
Installed it.
It still doesn't work.
There were other users with this problem but couldn't find an answer to it on this forum.
I even did macro first to replace scroll with keyboard arrow up and down and then tried to bind different buttons on my mouse to work as a scroll. These two made up solutions didn't work too. It worked in Windows or in different aspects of the TWoS.
But not on Enigma wheels.
Btw. Is there anything else from that list worth adding?
Or where can I find an explanation for all of them?
Hawkeyed
06-01-19, 04:11 AM
Check this thread, make a report and maybe I'll be able to help you...http://www.subsim.com/radioroom/showthread.php?p=2564834#post2564834
Ok, I will do.
Did you check some of the available TWoS Enigma videos on Youtube? What exactly are you unable to do?
Yes, I did.
Everything works up to here https://youtu.be/t-7-FrBU4fY
5:46 in the video. I can't post with current timing for some reason.
vdr1981
06-01-19, 04:18 AM
5:46 in the video. I can't post with current timing for some reason.
I see. Strange, scroll function should work just fine. Post in that thread I gave you...Must be some kind of system related or a installation problem... :yep:
XenonSurf
06-01-19, 06:25 AM
@Jorca,
to see if your mousewheel is the culprit, go to the hydrophone and use your mousewheel when the mouse icon is over the equipment, it should rotate the dial. If not then your wheel is disabled and must be set with your mouse software or in the OS. (Sorry, I didn't watch your vid because I have no idea about Enigma.)
Dadio85
06-02-19, 09:29 AM
Hi,
today I installed Silent Hunter 5 + TWoS. All installations have been done in english language. During my first campaign I recognized, that in the "sub system" menue there are some entries in German language. Basically all the sub system categories like "Bugtorpedoraum", "Zentrale" and so on. Can someone confirm this or is it a bug releated to my installation?
XenonSurf
06-02-19, 09:40 AM
Hi,
today I installed Silent Hunter 5 + TWoS. All installations have been done in english language. During my first campaign I recognized, that in the "sub system" menue there are some entries in German language. Basically all the sub system categories like "Bugtorpedoraum", "Zentrale" and so on. Can someone confirm this or is it a bug releated to my installation?
No it's not a bug, it's on my system too. I think vdr1981, the modmaker, has researched this in German language and hasn't done the English translation - which is not easy and very time-consuming. If you are an expert of sub systems and native English speaker, you are welcome to translate it in English and give it to him, I'm sure he will be happy :yep:
While there is a nice patch to turn all the language of the important mods into German, there isn't one that turns everything into English (only the stockgame text will be in English).
vdr1981
06-02-19, 10:20 AM
If you are an expert of sub systems and native English speaker, you are welcome to translate it in English and give it to him, I'm sure he will be happy :yep:
Actually, I intentionally named them in German language because it looks better IMO...:03: I could never understand why is this such a problem for some people since the equipment description in the bottom is still written in English...
XenonSurf
06-02-19, 10:32 AM
Actually, I intentionally named them in German language because it looks better IMO...:03: I could never understand why is this such a problem for some people since the equipment description in the bottom is still written in English...
Surely R.S.D is the best mod included in WoS :up:
Dadio85
06-02-19, 11:12 AM
I could never understand why is this such a problem for some people since the equipment description in the bottom is still written in English...
Actually for me it's okay to have it in German language. I just asked myself if this was done intentional or not...
vdr1981
06-02-19, 11:29 AM
Actually for me it's okay to have it in German language. I just asked myself if this was done intentional or not...
No problems mate...:up: I was referring to some previous discussions about this topic. Happy hunting! :salute:
vdr1981
06-02-19, 01:40 PM
I'm preparing new update which will hopefully solve or at least ease some of the issues recently discussed on forums. Here is the change log so far...:yep:
v2.2.13
- Fixed occasionally missing "Start of hostilities against Poland" radio messages from the opening stages of Operation Himmler (invasion of Poland).
- Slightly reduced visual sensors difficulty parameters for merchants and warships.
- Reduced skill of Polish Danzing bay taskforces to "average".
- Slightly increased duration of "Disable watch crew reports" WO ability in order to pass unimportant contacts more efficiently and without TC drop.
- F7 key command will now simultaneously activate/deactivate both battlestations level 1 and 2 crew states and also place the guns to neutral positions after the command is disabled.
- Improved numerous tooltip descriptions for various GUI elements and commands in order eliminate players confusion. (travel mode ect)
- Improved tooltip descriptions and instructions for some crew active and passive abilities (Submerged torpedo loading, External torpedo reserves transfer, air purification measures ect).
- Added warning message in the main gameplay settings screen which will note the player that gameplay settings for the ongoing campaign can be manipulated only from the bunker.
- Reworked XO TDC dialog box messages for players who have troubles to understand optional auto TDC procedure in TWoS (XO: Lock target again to calculate auto TDC solution => Auto TDC is active!).
- Ingame TWoS credits page updated with latest outstanding TWoS supporters/donors : Hubert Dewey, Fernand Delfosse, Ludwig Diebel, Joerg Krieger, Carlos Jesús Bustos Moreno and Janne Aatrakoski. Thank you very much and happy hunting Captains!
Fell free to jump in with some ideas...:salute:
XenonSurf
06-02-19, 02:00 PM
Is it safe to enable the option "Allow Carriers to launch... (see screenshot)" in the TDW Generic Patcher for TWoS? (there are other dependencies in another tab also). Why is this disabled by default?
This would add air support for any unit that makes a radio report of a visually spotted enemy unit if an airbase or aircraft carrier is close enough. So, if I use 'Send Contact Report', I would receive air support with some probabiliy, and if I'm detected by enemy ships they would radio to their airbase and I would soon be attacked by planes, also with some probability.
I'm currently testing this in my personal modlist, but it would be fine if it could be used in WoS.
Screenshot:
https://ibb.co/k5DbhZd
Thanks,
vdr1981
06-02-19, 02:14 PM
Is it safe to enable the option "Allow Carriers to launch... (see screenshot)" in the TDW Generic Patcher for TWoS? (there are other dependencies in another tab also). Why is this disabled by default?
This would add air support for any unit that makes a radio report of a visually spotted enemy unit if an airbase or aircraft carrier is close enough. So, if I use 'Send Contact Report', I would receive air support with some probabiliy, and if I'm detected by enemy ships they would radio to their airbase and I would soon be attacked by planes, also with some probability.
I'm currently testing this in my personal modlist, but it would be fine if it could be used in WoS.
Screenshot:
https://ibb.co/k5DbhZd
Thanks,
The patch tends to occasionally screw up gamesaves IIRC, that's why it's disabled by default.
TM=Bluntman
06-02-19, 02:16 PM
I'm preparing new update which will hopefully solve or at least ease some of the issues recently discussed on forums. Here is the change log so far...:yep:
Fell free to jump in with some ideas...:salute:
Excellent news! Thank you!:up:
XenonSurf
06-02-19, 02:43 PM
The patch tends to occasionally screw up gamesaves IIRC, that's why it's disabled by default.
Good to know, thank you Veko, and Ahoi for your new update!
Cheers,
XS
Dadio85
06-03-19, 07:45 AM
Short question: When I push the button for flooding the tubes, in the past I remembered the crew was saying: "Rohr 1 bewässern", now with latest TWoS there is no audible comment at all. Was it removed or is something broken?
vdr1981
06-03-19, 07:59 AM
Short question: When I push the button for flooding the tubes, in the past I remembered the crew was saying: "Rohr 1 bewässern", now with latest TWoS there is no audible comment at all. Was it removed or is something broken?
Removed...They were too repetitive and annoying.
Dadio85
06-03-19, 09:34 AM
Removed...They were too repetitive and annoying.
Understand. Thanks for your info:up:
fitzcarraldo
06-03-19, 04:19 PM
Removed...They were too repetitive and annoying.
Is it possible to recover the sounds deleted?
I like them.....
Many thanks.
Fitzcarraldo :salute:
vdr1981
06-03-19, 04:39 PM
Is it possible to recover the sounds deleted?
I like them.....
Many thanks.
Fitzcarraldo :salute:
Not so easy but anyway, since some of you guys like those removed sounds, I'll try to collect them these days...
fitzcarraldo
06-03-19, 05:54 PM
Not so easy but anyway, since some of you guys like those removed sounds, I'll try to collect them these days...
Many thanks! I like the prussian chain of command. :salute:
Fitzcarraldo
skin-nl
06-04-19, 12:31 PM
Not so easy but anyway, since some of you guys like those removed sounds, I'll try to collect them these days...
I liked them to :Kaleun_Cheers:
sputterfish
06-04-19, 05:46 PM
Hey VDR reach out to me before you do a new release. I found a way to automate all the things Generic Patcher does without user input needed. :yeah:
XenonSurf
06-04-19, 06:47 PM
Hey VDR reach out to me before you do a new release. I found a way to automate all the things Generic Patcher does without user input needed. :yeah:
That's easy if you backup all the files immediately after TDW patcher changes them. Plus, if you use special 'magic files' to start with it gets even better for the player, guess why :yep:
I will do so when releasing my modlist, you will install everythng with one click using a JSGME profile.
sputterfish
06-04-19, 07:29 PM
That's easy if you backup all the files immediately after TDW patcher changes them. Plus, if you use special 'magic files' to start with it gets even better for the player, guess why :yep:
I will do so when releasing my modlist, you will install everythng with one click using a JSGME profile.
Is Generic Patcher not patching the SH5 executable or DLLs? If so you cannot legally redistribute the SH5 exe or dll files. Thus automating the install is necessary..
vdr1981
06-04-19, 07:33 PM
Hey VDR reach out to me before you do a new release. I found a way to automate all the things Generic Patcher does without user input needed. :yeah:
Rgr that sputterfish...I'll make some space in my inbox as well. :yep:
XenonSurf
06-04-19, 07:34 PM
Is Generic Patcher not patching the SH5 executable? If so you cannot legally redistribute the SH5 exe file. Thus automating the install is necessary..
When modding, I'm not supposed to know these finesses, it's the game developer to allow for mods in the game or not by crypting the files or make them editable. If I can edit: it's legal.
sputterfish
06-04-19, 10:08 PM
When modding, I'm not supposed to know these finesses, it's the game developer to allow for mods in the game or not by crypting the files or make them editable. If I can edit: it's legal.
Unfortunately that's not really how it works.. I would take a guess that posting or hosting files with copyrighted content that is being redistributed without permission is against the Subsim terms of service or would be frowned upon. :subsim:
That's is why it's important to include the same functionality Generic Patcher was providing in that it is initiated by the user except the new autopatcher will not require any user input as VDR has a snapshot that he has already configured which will be restored automatically.
XenonSurf
06-04-19, 11:36 PM
Unfortunately that's not really how it works.. I would take a guess that posting or hosting files with copyrighted content that is being redistributed without permission is against the Subsim terms of service or would be frowned upon. :subsim:
That's is why it's important to include the same functionality Generic Patcher was providing in that it is initiated by the user except the new autopatcher will not require any user input as VDR has a snapshot that he has already configured which will be restored automatically.
I think you misread the copyright law (but there are specific Subsim rules beside that, yes).
First, "files with copyrighted content", as you say, include all files of the game, not just executables. By modding files and posting them you would infringe the (c), which is wrong and makes no sense if the developer has authorized modding with his game. This 'authorization' is implicit if he makes his files editable. Unless I see a contrary statement made at release in the Eula etc., and even in that case, Ubisoft had to protect their files (binary, and crypted which is easy to do to avoid modifications; failing this would be pure negligence if they intended that the game would never be modified; in this case what counts is the absence of adequate measures or a Eula inclusion by Ubisoft).
In conclusion, what you say would be valid only if a file distribution would allow to run a playable game without previously owning the game - clearly illegal and which is not possible with Subsim mods (or my modlist, or TWoS etc), therefore: I understand that there is NO infringement by publishing a mod with executables or dll's in such a restrictive context. The purpose of file distribution is to make the game playable for the owners and not to 'distribute the game'.
But...Back to the TDW Generic Patcher: With or without automation, it's easy enough to run it, you have to make a lot of clicks, but no need to be an expert...Doing it will take 2 minutes, even if you don't know what you do :)
But because I listen to what others say, and what you say, I will think twice before foolishly publishing some files. Thank you for your reply!
.
XS
vdr1981
06-05-19, 02:45 AM
XS please, we are going off topic here. Legal or not , this is not the place to discuss it. Here we have job to do...:yep:
XenonSurf
06-06-19, 06:08 AM
Hey VDR reach out to me before you do a new release. I found a way to automate all the things Generic Patcher does without user input needed. :yeah:
How did you bypass the Generic Patcher to ignore the 'GenericPatcher.cfg' file? The user needs to change this depending on where his game is installed. Can you make this automatic?
Tonci87
06-06-19, 02:43 PM
Hi VDR I have three requests for a future update.
1.) Is it possible to reduce the noise of the electric engines when you are at the hydrophone? They seem to be really loud, even at silent running.
2.) My Deck gun crew is terrible at shooting although they have maxed out skills. Their horizontal aim is sometimes of by a shiplenght or two, even in calm seas. I can understand that it is difficult to get the distance to your target right when your gun is bobbing up and down, but to get the direction wrong like that? It seems excessive. Can their horizontal aiming error be lowered a bit?
3.) What would need to be done to make the vertical markings in the UZO usable? Currently they are not suitable to measure the range as you explained in another thread. Can this be corrected?
Thank you.
excel4004
06-08-19, 04:04 PM
Removed...They were too repetitive and annoying.
IMO a very good desicion, pls dont bring that sounds back. For the people who liked that stuff, maybe an explanation/soundmod to use them?
excel4004
06-08-19, 04:47 PM
I'm preparing new update which will hopefully solve or at least ease some of the issues recently discussed on forums. Here is the change log so far...:yep:
Fell free to jump in with some ideas...:salute:
" Slightly reduced visual sensors difficulty parameters for merchants and warships."
It will be interesting how does it feel in game about balance.
All other fixes sounds very good too! :)
When do you think will the patch be released?
Tonci87
06-08-19, 06:16 PM
Hey VDR, is the Radio Station Großdeutscher Rundfunk part of your mod?
The events mostly get played on completely wrong dates, sometimes months before they are due.
If this is part of TWOS, can you say where those files are from so that I can try to track down the actual dates for the news reports?
Is it this one?
Grossdeutscher Rundfunk New Remix 1939-1945
http://www.subsim.com/radioroom/showthread.php?t=210243
I´ll see if I can fix the dates.
fitzcarraldo
06-08-19, 08:44 PM
IMO a very good desicion, pls dont bring that sounds back. For the people who liked that stuff, maybe an explanation/soundmod to use them?
I like the sounds but I mean an addon mod, of course.
Regards.
Fitzcarraldo :salute:
vdr1981
06-09-19, 06:32 AM
Is it this one?
Grossdeutscher Rundfunk New Remix 1939-1945
http://www.subsim.com/radioroom/showthread.php?t=210243
I´ll see if I can fix the dates.
Thanks Tonci87.
Anyway I will hardly have time for anything these days, plus it seem that my motherboard is dying off again (constant restarts ect). I'm afraid I'll have to postpone the update for some time... :(
vdr1981
06-11-19, 04:57 AM
Hi VDR I have three requests for a future update.
1.) Is it possible to reduce the noise of the electric engines when you are at the hydrophone? They seem to be really loud, even at silent running.
I don't know how or can this be done at all. I'll put this on my to do list for some future update since I don't have much time these days for detailed file exploration...:yep:
2.) My Deck gun crew is terrible at shooting although they have maxed out skills. Their horizontal aim is sometimes of by a shiplenght or two, even in calm seas. I can understand that it is difficult to get the distance to your target right when your gun is bobbing up and down, but to get the direction wrong like that? It seems excessive. Can their horizontal aiming error be lowered a bit?
Random aiming error can not be tweaked. I think this is hard codded or something. What can be done is to slightly increase vertical gun movement speed. I need to think about this solution and test it more. U-boats were very unstable platforms anyway but right now I'm quite satisfied with crew's hit/miss ratio from some normal distance (500-600m) in calm seas.
3.) What would need to be done to make the vertical markings in the UZO usable? Currently they are not suitable to measure the range as you explained in another thread. Can this be corrected?
Thank you.
I think that this can be done but I'm not sure that real life UZO binoculars had that kind of markings in the first place? :hmmm:
Sailor Steve
06-11-19, 09:51 AM
I think that this can be done but I'm not sure that real life UZO binoculars had that kind of markings in the first place? :hmmm:
They didn't. The UZO was a regular pair of binoculars mounted to a stand. On the other hand the stand had the markings, as you can see when playing, and once the binoculars were sighted on the target the IWO simply had to look down at the markings to get the bearing. Since you can't click a button to do that I don't see any difference between that and just having the markings onscreen.
Tonci87
06-11-19, 11:29 AM
They didn't. The UZO was a regular pair of binoculars mounted to a stand. On the other hand the stand had the markings, as you can see when playing, and once the binoculars were sighted on the target the IWO simply had to look down at the markings to get the bearing. Since you can't click a button to do that I don't see any difference between that and just having the markings onscreen.
No, this is not about bearing markings, but about those vertical markings that you can use to measure the mast height.
I had a look on the internet, and it appears as if the UZO only had a vertical line in the reticule. See here:
https://technodocbox.com/Cameras_and_Camcorders/78106044-U-d-f-7-x-50-blc-u-boat-sight-for-torpedo-firing.html
I guess it was really only intended to give the bearing to the TDC. I wonder though if maybe another instrument was used on the bridge to get the distance to target. maybe a sextant? Or was it really just guesswork?
Thank you for the answers VDR.
I think the vertical error of the gun is quite OK, so I do not think that it is necessary to change the vertical gun movement speed, it is the horizontal aiming error that is the problem :D
XenonSurf
06-13-19, 11:39 AM
Suggestion: I would add a notice in the description for those sub systems that could potentially not be repaired while on patrol, but only in a dry dock at port, by reading this we would better understand they remain damaged (and us avoiding to consult the sub systems to see if the system is now repaired).
Something like "The system can only be fully repaired in a sub pen" or similar.
vdr1981
06-15-19, 05:36 AM
Version 2.2.13 is ready for download Captains! Links are in my signature...:salute:
https://i.postimg.cc/c19pJDB6/111.jpg
v2.2.13 Changelog
- Polish destroyer ORP Wicher is now accurately represented in game by Bourrasque clone since real ORP Wicher was copy of this French destroyer.
- Fixed occasionally missing "Start of hostilities against Poland" radio messages from the opening stages of Operation Himmler (invasion of Poland).
- Slightly reduced visual sensors difficulty parameters for merchants and warships.
- Reduced skill of Polish Danzing bay taskforces to "average".
- Slightly increased duration of "Disable watch crew reports" WO ability in order to pass unimportant contacts more efficiently and without TC drop.
- F7 key command will now simultaneously activate/deactivate both battlestations level 1 and 2 crew states and also place the guns to neutral positions after the command is disabled.
- Improved numerous tooltip descriptions for various GUI elements and commands in order eliminate players confusion. (travel mode ect)
- Improved tooltip descriptions and instructions for some crew active and passive abilities (Submerged torpedo loading, External torpedo reserves transfer, air purification measures ect).
- Added warning message in the main gameplay settings screen which will note the player that gameplay settings for the ongoing campaign can be manipulated only from the bunker.
- Reworked XO TDC dialog box messages for players who have troubles to understand optional auto TDC procedure in TWoS (XO: Lock target again to calculate auto TDC solution => Auto TDC is active!).
- Ingame TWoS credits page updated with latest outstanding TWoS supporters/donors : Hubert Dewey, Fernand Delfosse, Ludwig Diebel, Joerg Krieger, Carlos Jesús Bustos Moreno, Joseph "TM=Bluntman" Dewey and Janne Aatrakoski. Thank you very much and happy hunting Captains!
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy hunting!
XenonSurf
06-15-19, 08:37 AM
Congrats, Veko, for your amazing ongoing work. The changed F7 commands make much sense.
With Battlestations activated, will repairs last longer, and the sub be more detectable by enemies because of more noise ?
Thank you,
fitzcarraldo
06-15-19, 10:22 AM
Many thanks for the new update!
Congrats Vecko!
Fitzcarraldo :salute:
propbeanie
06-15-19, 01:48 PM
I haven't caught my breath from the last update yet, good sir! Exemplary work! :salute:
boogieman335
06-15-19, 10:36 PM
HI VDR, This is a great mod thank you for all your hard work. But I do have a couple of comments and a question. I have converted my game back to English spoken by adding the English voices back with no problems. The other issue I had was that the Pencil navigation line was very hard for my old eyes to see so I edited the graphic files and now see it great, but my question is : is there a way to make the Longitude/Latitude numbers a little bigger on the map? I know that part of the mod was probably developed by someone else but to me they are really hard to read sometimes.
vdr1981
06-16-19, 04:39 AM
is there a way to make the Longitude/Latitude numbers a little bigger on the map? I know that part of the mod was probably developed by someone else but to me they are really hard to read sometimes.
I don't think so, no...
THEBERBSTER
06-16-19, 09:30 AM
A Warm Welcome To The Subsim Community > boogieman335
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
NIDGE2112
06-16-19, 12:40 PM
I changed the colour of the lat/long to white, to me with my old eyes the numbers are easier to read
Try this http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41
Hope that helps:Kaleun_Salute:
Aktungbby
06-16-19, 12:41 PM
boogieman335!:Kaleun_Salute:
kiwikid1940
06-16-19, 04:31 PM
I have been unable to find the fix where you can pick any mission. I have installed it previously but can't remember where I found this in the past. I would appreciate it if some one can point me in the right direction please.
Mike
Edit: I have now established it is the "silentotto" fix and I need to start a new career and type "silentotto" into mission name? Is this correct.?
Lugermann
06-17-19, 07:15 AM
Thanks for your hard and great work, Vecko.
:Kaleun_Applaud:
skin-nl
06-17-19, 10:22 AM
Edit: I have now established it is the "silentotto" fix and I need to start a new career and type "silentotto" into mission name? Is this correct.?
You need to type silentotto where you can choose your mission.
I don't know if you need to start a new career. You'll shall try it out.
You need to type silentotto where you can choose your mission.
I don't know if you need to start a new career. You'll shall try it out.
No need to start a new career, but you have to be between two campaign (when the campaign screen will appear)
Just type silentotto while in this screen to unlock all the campaigns...
kiwikid1940
06-17-19, 02:29 PM
Thanks for the information which has worked fine.:Kaleun_Applaud:
XenonSurf
06-17-19, 03:11 PM
Thanks for the information which has worked fine.:Kaleun_Applaud:
And you can even use KSD Commander to further spawn at a precise date in your bunker, at a specific sub-chapter. For that, you need to save the game just before going into bunker, set your desired date in KSD and start game with KSD. You will then leave the bunker at your desired date.
Ahoy!
Minor question here. It is possible it's already answered somewhere, but I searched for it here and could not find anything.
Do TWoS render historical convoys? I am talking about ones reported by BdU in radio messages like these
https://i.imgur.com/qHoVxAi.png
That one features two battleships and battlecruiser in escort, as well as lots of troop transports, very valuable target and I had time to catch it.
I patrolled AM02-AM52 area from 10th to 17th.. Nothing. Reloaded, waited entire week mostly submerged in AM53. Nothing. Reloaded, went to Filth of Clyde itself and spent three days there from 15th to 17th on bottom - nothing at all. I literally raided Glasgow, Greenock and Clyde at once on the day when BdU told the troops are disembarding in Britain, guess what? Nothing there.
Was it there or it's just me being bad listener?
Should I expect any of other messages to be true and try to find other valuable targets reported in their messages and "keep the good work" or these radio convoy reports are just flavor noise which doesn't differ from your regular "be more aggressive" bull as much? :hmmm:
Aktungbby
06-20-19, 10:53 PM
Erilaz!:Kaleun_Salute:
THEBERBSTER
06-21-19, 07:46 AM
A Warm Welcome To The Subsim Community > Erilaz
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
XenonSurf
06-21-19, 10:00 AM
Ahoy!
Minor question here. It is possible it's already answered somewhere, but I searched for it here and could not find anything.
Do TWoS render historical convoys? I am talking about ones reported by BdU in radio messages like these
https://i.imgur.com/qHoVxAi.png
That one features two battleships and battlecruiser in escort, as well as lots of troop transports, very valuable target and I had time to catch it.
I patrolled AM02-AM52 area from 10th to 17th.. Nothing. Reloaded, waited entire week mostly submerged in AM53. Nothing. Reloaded, went to Filth of Clyde itself and spent three days there from 15th to 17th on bottom - nothing at all. I literally raided Glasgow, Greenock and Clyde at once on the day when BdU told the troops are disembarding in Britain, guess what? Nothing there.
Was it there or it's just me being bad listener?
Should I expect any of other messages to be true and try to find other valuable targets reported in their messages and "keep the good work" or these radio convoy reports are just flavor noise which doesn't differ from your regular "be more aggressive" bull as much? :hmmm:
These messages are for game immersion only and no contacts will spawn that are directly related to these messages, BUT: Independant from these messages, historical actions are simulated in the campaign - at least the most important ones - with the corrisponding warships or convoys spawning in the world, yes.
Important:
Only messages directly sent to YOU, sometimes only found in your Captain's Log, like convoy reports or mission orders, are really important and you can always expect to see the related assets in the world. Such messages can have cyan or red color to denote their importance - and will always contain your exact submarine ID or U-021.
Happy hunting and welcome to Subsim!
:Kaleun_Salute:XS
excel4004
06-21-19, 12:09 PM
These messages are for game immersion only and no contacts will spawn that are directly related to these messages, BUT: Independant from these messages, historical actions are simulated in the campaign - at least the most important ones - with the corrisponding warships or convoys spawning in the world, yes.
Important:
Only messages directly sent to YOU, sometimes only found in your Captain's Log, like convoy reports or mission orders, are really important and you can always expect to see the related assets in the world. Such messages can have cyan or red color to denote their importance - and will always contain your exact submarine ID or U-021.
Happy hunting and welcome to Subsim!
:Kaleun_Salute:XS
Very good explanation XenonSurf! :Kaleun_Cheers:
boogieman335
06-23-19, 12:04 AM
I changed the colour of the lat/long to white, to me with my old eyes the numbers are easier to read
Try this http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41
Hope that helps:Kaleun_Salute:
This was Exactly what I needed! Thank you very much. There should be a way to make that
particular font a bit bigger, but at least colored white it is visible.:Kaleun_Salute:
XenonSurf
06-23-19, 11:19 AM
@Veko,
I have a somewhat hig-tech question, please be patient :)
In the folder data\Cfg there is the file AirStrike.cfg that governs the spawning of aircrafts from bases and carriers on player's contact reports sent or when player is detected.
What surprises me, is that your file is from 04.07.2013, whereas the file from IRAI_0_0_41_ByTheDarkWraith is a newer one dated 16.02.2014 which references the changes from your file into new values.
Are you saying the older values are better and that's why you are not using the newer one? And for which reason, because they don't do what you want in your TWoS mod? AFAIK, the Carrier & Airbase trigger is disabled in the Generic Patcher, so I wonder wether this file has any importance at all for the Airbase and Carrier values.
Thanks very much to clarify if this is still a work to be done by you, and you need to do the changes, or if the older file (your file) must be used in every mod because of some reason.
I'm asking because I want to re-introduce Air Support in another mod in relation with 'contact reports' sent by players, but I want to delay the spawn time depending on the airbase range, a value that I haven't found in the file.
Thanks!
Captain_AJ
06-23-19, 01:10 PM
This was Exactly what I needed! Thank you very much. There should be a way to make that
particular font a bit bigger, but at least colored white it is visible.:Kaleun_Salute:
However, when you get a convoy sighted report from the navigator .. those are valid and you ought to investigate. but sometimes that convoy size can be discouraging.. but at the minimum, you will have at least to merchants to hunt and kill
:Kaleun_Salute:
PurpleCow
06-24-19, 09:08 AM
I own SH5 on Steam and just patched it to v 1.2. Some other threads (https://www.subsim.com/radioroom/showthread.php?t=225274) mentioned the TWOS mega mod as the best mod to start with if you did not want to deal with mod conflicts. I was wondering if that still was the case?
If so, do I need to install JSGME or another mod patcher? Does this mod work with the Steam version of SH5? Thanks!
I think I have finally satisfied with the results although it was a nightmare to mess up with these because , according to the developers, 100-200=16 and 1-1=-125 ?! :doh: I really do understand now why no modder has ever tried to deal with it...
Anyway, you can see here how modified efficiency bars jump around depending of different crew states and also new passive ability for WO ...:yep::salute:
https://i.postimg.cc/MMZB2q7Z/SH5-Img-2018-10-21-23-07-26.jpg (https://postimg.cc/MMZB2q7Z) https://i.postimg.cc/Fk7JzpC2/SH5-Img-2018-10-21-23-08-09.jpg (https://postimg.cc/Fk7JzpC2) https://i.postimg.cc/Th4DF8pG/SH5-Img-2018-10-21-23-08-58.jpg (https://postimg.cc/Th4DF8pG) https://i.postimg.cc/dD1C5QQ4/SH5-Img-2018-10-21-23-10-38.jpg (https://postimg.cc/dD1C5QQ4) https://i.postimg.cc/ZBfdJ2H8/SH5-Img-2018-10-21-23-11-27.jpg (https://postimg.cc/ZBfdJ2H8)
https://i.postimg.cc/jLn7r87f/SH5-Img-2018-10-21-23-03-27.jpg (https://postimg.cc/jLn7r87f) https://i.postimg.cc/LJdZ4ztb/SH5-Img-2018-10-21-23-03-46.jpg (https://postimg.cc/LJdZ4ztb)
It also tried to edit those hideous "Radio GUY" and "Sound GUY" inscriptions but that will , from some reason, mess up your gamesave...
Can you please tell me which file from game data folder relate to efficiency bars?
Thanks.
boogieman335
06-24-19, 12:04 PM
I own SH5 on Steam and just patched it to v 1.2. Some other threads (https://www.subsim.com/radioroom/showthread.php?t=225274) mentioned the TWOS mega mod as the best mod to start with if you did not want to deal with mod conflicts. I was wondering if that still was the case?
If so, do I need to install JSGME or another mod patcher? Does this mod work with the Steam version of SH5? Thanks!
TWOS comes as an executable that does all that for you and yes it works fine with Steam version.
JSGME is included and will launch as part of the install process. Read the install instructions carefully, also I advise making a backup of your Steam game, and then installing. TWOS installer will patch the Steam version of the SH5.exe file. Also if you are like me and prefer English spoken in game you can copy the voice files from your backup to the new install. I think this should be an option in one of VDR's future updates as the install just copies German over the English voice files. Do not add any mods to the new install except the optional ones that come with TWOS as pretty much all the best ones are already included and have been tweaked to work with the game. The only add on mod I use is the murky water mod that is part of Dynamic Env 2.9 because I prefer the bluer pelagic looking water than the murky green.:Kaleun_Wink:
XenonSurf
06-24-19, 01:32 PM
I own SH5 on Steam and just patched it to v 1.2. Some other threads (https://www.subsim.com/radioroom/showthread.php?t=225274) mentioned the TWOS mega mod as the best mod to start with if you did not want to deal with mod conflicts. I was wondering if that still was the case?
If so, do I need to install JSGME or another mod patcher? Does this mod work with the Steam version of SH5? Thanks!
You don't need to install anything else, you download the 'Full' package of TWoS and follow install instructions. Once installed, you can later install the 'Update' package which is smaller. There are no 'mod conflicts' because in TWoS you DON'T install any external mods.
Is it still the best? Yes!
There are other comparable megamods, The Sober megamod, and soon I will realease my Xenon's Modlist (that you install with few clicks in JSGME) with the purpose to have a trouble-free stock game with many features designed to have an easier gameplay compared to WoS.
But TWoS is still the top for realistic play and SH5 game stability, there is no doubt.
The advantage is also: You don't need to get a PHD for modding SH5, this great work has been done for you :yep:
boogieman335
06-28-19, 03:37 PM
I posted a small texture pack for TWOS in the downloads section and added a couple of screenies to pictures section if anyone is interested in checking them out.
fitzcarraldo
06-28-19, 06:31 PM
I posted a small texture pack for TWOS in the downloads section and added a couple of screenies to pictures section if anyone is interested in checking them out.
Thanks, mate. Where are the textures? I can´t find them in the download section.
Regards.
Fitzcarraldo :Kaleun_Salute:
boogieman335
06-28-19, 10:29 PM
Thanks, mate. Where are the textures? I can´t find them in the download section.
Regards.
Fitzcarraldo :Kaleun_Salute:
They are in the Silent Hunter 5 graphics section. The mod is listed as Boogie's Refit.
A few screenshots are posted in the pictures section so you can get some Idea of the changes.
fitzcarraldo
06-29-19, 11:35 AM
They are in the Silent Hunter 5 graphics section. The mod is listed as Boogie's Refit.
A few screenshots are posted in the pictures section so you can get some Idea of the changes.
Found it. Many thanks! Going for them.
http://www.subsim.com/radioroom/downloads.php?do=file&id=5495
Regards.
Fitzcarraldo :Kaleun_Salute:
Tonci87
06-29-19, 06:28 PM
So, as promised I had a good and hard look at the Großdeutscher Rundfunk radio station.
Currently almost all events on that radio station get played on the wrong dates, sometimes even in the wrong year. This was not a mistake by VDR!
The person who originally created this radio station mod basically just assigned random dates to the "Meldungen aus dem Führerhauptquartier", the Wochenschau newsreels, speeches and the other interesting radio shows on that station.
I have now tried to assign each event file to the correct date.
Sadly this is not possible with every event, especially not with many Wochenschau reports, since I was not able to research the correct date when they were aired for the first time.
Where I could not assign an event to a specific date I researched the events that are talked about in the sound file and tried to place the event on a plausible date.
Wochenschau front reports often have a few days added to them, since the production must have taken at least a few days IRL life as well.
Many events are repeated once on the same day, just in case you miss the first broadcast because you are underwater ;)
A lot of research and a lot of time has gone into this rework, but if you find any errors please feel free to point them out.
I basically had to listen to every sound file in the events folder. You know you have listened to too much NS propaganda when you unconsciously start to hum the Englandlied :D
The reworked events.ini file can, for the next 14 days, be accessed here
http://www.mediafire.com/file/iv445vfjw1iktrg/events.ini/file
Take the file and put it in this folder after you have made a backup of the old events.ini file:
C:\Games\Silent Hunter 5\data\Sound\Radio\Grossdeutscher Rundfunk\Events
Do this while you are in the bunker!
I have asked VDR to include it in the next update.
Want to know when the events will be played?
Open the file and the entries StartDate and StartTime will giver you this information for each event.
Please note that StartTime gives the time in GMT, not in your local time!
Have fun listening to the latest news, it really adds a lot of immersion :Kaleun_Cheers:
vdr1981
06-30-19, 08:47 AM
Thank you very much Tonci87! I don't speek German but still, I also noticed that many radio events are somehow "out of sync" with in game dates. I couldn't do much about it and I even decided not to ask any native German for help because I was aware that this would be a really time consuming process.
Luckily, there are still people who care...:yep::up:
fitzcarraldo
06-30-19, 08:50 AM
Many thanks Tonci. I will try it now. :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
06-30-19, 08:51 AM
I posted a small texture pack for TWOS in the downloads section and added a couple of screenies to pictures section if anyone is interested in checking them out.
The textures look great and are totally compatible with TWoS. Adopted in my installation.
Many thanks!
Fitzcarraldo :Kaleun_Salute:
boogieman335
06-30-19, 04:54 PM
The textures look great and are totally compatible with TWoS. Adopted in my installation.
Many thanks!
Fitzcarraldo :Kaleun_Salute:
Thanks, I tried to keep the changes simple and not to cause any problems with vdr's fine work.
Some of them are very subtle like the engine room floor stains, and tweaking the shadow maps.
I am glad you are enjoying them.
On a side note since tonci87 did such a wonderful job of fixing some of those radio sound files it caused me to remember something I have been playing with. It is a file that uses HRTF sound to simulate
3d surround sound in headphones. I have a home recording studio as I am a musician by trade and sometimes upload sound files for use in games, soundtracks etc. , and I was playing around with it in several games
I have including SH5 and it works surprising well. It is a mod that someone posted for Skyrim game.It certainly makes those storms at sea immersive. Here is a link for anyone who wants to try it.
https://www.nexusmods.com/skyrim/mods/98346?tab=files
Tonci87
07-02-19, 10:38 AM
Thanks, I tried to keep the changes simple and not to cause any problems with vdr's fine work.
Some of them are very subtle like the engine room floor stains, and tweaking the shadow maps.
I am glad you are enjoying them.
On a side note since tonci87 did such a wonderful job of fixing some of those radio sound files it caused me to remember something I have been playing with. It is a file that uses HRTF sound to simulate
3d surround sound in headphones. I have a home recording studio as I am a musician by trade and sometimes upload sound files for use in games, soundtracks etc. , and I was playing around with it in several games
I have including SH5 and it works surprising well. It is a mod that someone posted for Skyrim game.It certainly makes those storms at sea immersive. Here is a link for anyone who wants to try it.
https://www.nexusmods.com/skyrim/mods/98346?tab=files
That sounds interesting, do we just dump the files in the SH5 folder?
boogieman335
07-03-19, 12:14 AM
That sounds interesting, do we just dump the files in the SH5 folder?
Yep just put them in the SH5 folder and run the game like normal. You want notice any difference in speakers but the algorithm in the .dll that comes with it configures a doppler effect that simulates what you should hear in headphones as if you were there. Some games I tried it with
work better than others. And some scenarios worked better than others.
anyway just wanted to give a heads up about it since your working with the radio files reminded of it. I didn't mean to hijack vdr's TWoS thread. I just meant to announce my texture pack where people that play TWOS would see it. So I'll shut up now and let folks get back to discussing TWOS.:Kaleun_Cheers:
vdr1981
07-03-19, 01:47 AM
Yep just put them in the SH5 folder and run the game like normal. You want notice any difference in speakers but the algorithm in the .dll that comes with it configures a doppler effect that simulates what you should hear in headphones as if you were there. Some games I tried it with
work better than others. And some scenarios worked better than others.
anyway just wanted to give a heads up about it since your working with the radio files reminded of it. I didn't mean to hijack vdr's TWoS thread. I just meant to announce my texture pack where people that play TWOS would see it. So I'll shut up now and let folks get back to discussing TWOS.:Kaleun_Cheers:
No problems boogieman335. Your post are very constructive and informative...Thank you for your ideas and have a nice day! :salute:
boogieman335
07-03-19, 12:57 PM
No problems boogieman335. Your post are very constructive and informative...Thank you for your ideas and have a nice day! :salute:
Oh no Sir...….……..Thank You for TWOS ! And you have a nice day too.
SatThuVoBui
07-12-19, 12:19 AM
So, I'm happy to report to my fellow TWoS kaleunen that during my patrol in the North Atlantic immediately to the west of Britain, I successfully engaged and sunk a Nelson-class BB earning myself around another 33,500 tons and the 3rd warship target sunk during this patrol.
The engagement took about one hour and a half long including the time to set up for the intercept and do my TDC calculations using attack disc and RAOFB wheel. The battleship was one of two capital ships in the center of a fleet escorted by light-cruisers and destroyers - the other being an Illustrious-class CV.
This is by far the most excitement I've ever had from this mod, and would like to express my utmost gratitudes to those responsible for keeping this game going long after its expiration.
There is a question I'd like to ask however. Prior to engaging the battleship, I sent out contact reports via my radioman to the BdU notifying them of the location and direction of the fleet. To my knowledge, there were no other u-boats operating around the vicinity and neither did I see any Luftwaffe aircraft anywhere around. Yet to my amazement, apparently the Illustrious carrier and at least one other destroyer sunk after the Nelson class BB even though I visually confirmed all four of my torpedoes impacted on the one battleship.
Is there a possibility that my game may have gone unstable? I was genuinely curious as to how that happened, so I "cheated" and used my free-view camera to inspect the 3d models of the Illustrious and the destroyer while they were still surfaced and on fire, yet I did not see any torpedo holes or any signs of damage on them aside from the flames. Is there a bug that causes ships to explode when other ships in the convoy are struck? Have my game files gone corrupt? Just asking to hear if anyone else has come upon this problem, or if anyone can shine a light as to what might be going on?
:k_confused:
vdr1981
07-12-19, 06:38 AM
So, I'm happy to report to my fellow TWoS kaleunen that during my patrol in the North Atlantic immediately to the west of Britain, I successfully engaged and sunk a Nelson-class BB earning myself around another 33,500 tons and the 3rd warship target sunk during this patrol.
The engagement took about one hour and a half long including the time to set up for the intercept and do my TDC calculations using attack disc and RAOFB wheel. The battleship was one of two capital ships in the center of a fleet escorted by light-cruisers and destroyers - the other being an Illustrious-class CV.
This is by far the most excitement I've ever had from this mod, and would like to express my utmost gratitudes to those responsible for keeping this game going long after its expiration.
There is a question I'd like to ask however. Prior to engaging the battleship, I sent out contact reports via my radioman to the BdU notifying them of the location and direction of the fleet. To my knowledge, there were no other u-boats operating around the vicinity and neither did I see any Luftwaffe aircraft anywhere around. Yet to my amazement, apparently the Illustrious carrier and at least one other destroyer sunk after the Nelson class BB even though I visually confirmed all four of my torpedoes impacted on the one battleship.
Is there a possibility that my game may have gone unstable? I was genuinely curious as to how that happened, so I "cheated" and used my free-view camera to inspect the 3d models of the Illustrious and the destroyer while they were still surfaced and on fire, yet I did not see any torpedo holes or any signs of damage on them aside from the flames. Is there a bug that causes ships to explode when other ships in the convoy are struck? Have my game files gone corrupt? Just asking to hear if anyone else has come upon this problem, or if anyone can shine a light as to what might be going on?
:k_confused:
Hi SatThuVoBui :salute: Thank you for your kind words! You are quite welcome!
Really strange indeed. Could be that the escaping CV collided with a destroyer which was speeding up to your approximate location. Do you have a game save ?
Do you use any non-TWoS mods maybe?
excel4004
07-12-19, 10:05 AM
I posted a small texture pack for TWOS in the downloads section and added a couple of screenies to pictures section if anyone is interested in checking them out.
Where? Which picture section? Pls post the link, thx! :D
Muckenberg
07-12-19, 11:15 AM
http://www.subsim.com/radioroom/downloads.php?do=file&id=5495 :Kaleun_Salute:
SatThuVoBui
07-12-19, 04:07 PM
Hi SatThuVoBui :salute: Thank you for your kind words! You are quite welcome!
Really strange indeed. Could be that the escaping CV collided with a destroyer which was speeding up to your approximate location. Do you have a game save ?
Do you use any non-TWoS mods maybe?
I do have save files, although apparently they aren't titled the same as they are in-game, so I can't tell which one corresponds to the the save *prior* to the engagement and which one is my "current" save.
As for additional mods, that would be a hard no. I am not running any mods except for TWoS as I understand that it's not intended to be used with any other mods aside from itself.
boogieman335
07-12-19, 09:17 PM
Hi guys,
Just to let you know I just posted an updated version of my texture pack for TWOS. This one has the boat textures and uniform textures set up as separate mod folders. The uniforms are a little more period correct from the photos I have seen and have been completely reworked. The boat textures have some changes also to give a little more detail. Can be installed in bunker or out.
The pack is in the SH5 graphics section or here:
https://www.mediafire.com/file/rfgofgpwn61a82c/Boogie%27s_Refit_for_TWOS_ver_1.2.zip/file
:Kaleun_Cheers:
boogieman335
07-12-19, 09:21 PM
Where? Which picture section? Pls post the link, thx! :D
http://www.subsim.com/radioroom/album.php?albumid=1237
These are from the original pack. The new pack ver 1.2 has a few more details and separate and different uniforms.
boogieman335
07-12-19, 10:22 PM
I do have save files, although apparently they aren't titled the same as they are in-game, so I can't tell which one corresponds to the the save *prior* to the engagement and which one is my "current" save.
As for additional mods, that would be a hard no. I am not running any mods except for TWoS as I understand that it's not intended to be used with any other mods aside from itself.
Best way to tell the difference between saves is the realtime time of the save file. Read the alternate campaign progression pdf in TWOS documentation and you'll see what I'm talking about.
As for using mods with TWOS there are a few exceptions that are safe to use. For example the one from Dynamic environment 2.9 that changes the water color from the murky green to blue, that's because Dynamic Environment 2.9 is part of TWOS. Also {shameless plug here} my texture mod which I made for use with TWOS. But it only contains textures and a tweaked HDR filter file for the interior lighting changes that I made. It doesn't alter any file that changes gameplay.
rebelegy
07-13-19, 02:16 AM
hii guys iam new to game play some uboat its good but the silent haunter another way to play but i want mods and priority for automatic TDc and auto way tracking to ship then when i lock it keep tracking the ship ? , and thanks for moders mates for great work i now download the mod wolfs of steel last one full and update
update: i see the video the mod change the map the look of Ui of attack periscope but the sample one is good ? i think for me i just need auto tracking ship lock and Tdc Automatic and if i can put all crew member officers in bottom of screen to order them .
drake_80
07-13-19, 05:30 AM
Hi guys!
How to download TWOS? Tried 5 times with dap, getright, no way...at half download it stops
boogieman335
07-13-19, 07:33 AM
hii guys iam new to game play some uboat its good but the silent haunter another way to play but i want mods and priority for automatic TDc and auto way tracking to ship then when i lock it keep tracking the ship ? , and thanks for moders mates for great work i now download the mod wolfs of steel last one full and update
update: i see the video the mod change the map the look of Ui of attack periscope but the sample one is good ? i think for me i just need auto tracking ship lock and Tdc Automatic and if i can put all crew member officers in bottom of screen to order them .
If I understand you correctly I think what you need is to use the JGSME to enable the TWoS Ui auto target id mod that comes with TWOS. Then just set options at game start while in the bunker before saving. Then after you start your campaign when you select a ship to target click on the torpedo officer at the bottom. There is a little target icon you select that and it locks the automatic tracking. It will turn yellow. Then the left two icons to have the AOB and everything
figured for you. then press space and launch. Be aware though that early game torpedo's sometimes miss any way. The further in the game you get the torpedo's improve.
vdr1981
07-13-19, 08:17 AM
I do have save files, although apparently they aren't titled the same as they are in-game, so I can't tell which one corresponds to the the save *prior* to the engagement and which one is my "current" save.
As for additional mods, that would be a hard no. I am not running any mods except for TWoS as I understand that it's not intended to be used with any other mods aside from itself.
You can open ReplayInfo.rep file from within the gamesave and read it's true name...
rebelegy
07-13-19, 10:33 AM
If I understand you correctly I think what you need is to use the JGSME to enable the TWoS Ui auto target id mod that comes with TWOS. Then just set options at game start while in the bunker before saving. Then after you start your campaign when you select a ship to target click on the torpedo officer at the bottom. There is a little target icon you select that and it locks the automatic tracking. It will turn yellow. Then the left two icons to have the AOB and everything
figured for you. then press space and launch. Be aware though that early game torpedo's sometimes miss any way. The further in the game you get the torpedo's improve.
hii i do it i just download it the NewUIs with TDC for SH5 by TheDarkWraith
version 7.4.2 and its great make it like auto but with some manual too i loved all i need now to know now how i get skin and why there is just one upgrade in first of game and the electric torpedo i afraid to use it they say captains fail with it , and last thing how when massage from radio come i stop it from make my time fast loop get off and are there any just one video to make make understand get the longitude and altitude (https://www.google.com/search?client=firefox-b-d&q=silent+hunter+understand+longitude+and+altitude&spell=1&sa=X&ved=0ahUKEwjByLHCm7LjAhVaAmMBHeIWDdUQkeECCCooAA) and get ship placement last seen after i put the mod i cant find any ship by luck near the England coast for my first patrol !
update :my first ship with out maneuvering in mod lol i dead
Aktungbby
07-13-19, 11:42 AM
drake_80! :Kaleun_Salute: & rebeleegy!:Kaleun_Salute:
rebelegy
07-13-19, 12:12 PM
drake_80! :Kaleun_Salute: & rebeleegy!:Kaleun_Salute: hii man :Kaleun_Cheers:why i feel that my logo pic like mate wearing a bra in head same as Little Nicky from hell
propbeanie
07-13-19, 04:19 PM
Why, that hat is standard government issue. You will wear it, and you will like it! ... :D
I am joking, of course. When your status changes from Nub to the next level up, your picture will change. See How does this forum ranking system work? (https://www.subsim.com/radioroom/showthread.php?p=131825#post131825) for the officially linked info. Or, if you join SubSim (https://www.subsim.com/radioroom/faq.php?faq=subsim_navy#faq_subsim_navy30) (FAQs Section link), then you are able to upload a custom picture for your avatar, like some have done. On this page, that would be excel4004, Aktungbby, and myself... Rest assured, the picture will change. Sometimes, it is not for the better... :har: - but they never last long. Belated "Welcome to SubSim!" :subsim:
:salute:
rebelegy
07-14-19, 07:34 AM
Why, that hat is standard government issue. You will wear it, and you will like it! ... :D
I am joking, of course. When your status changes from Nub to the next level up, your picture will change. See How does this forum ranking system work? (https://www.subsim.com/radioroom/showthread.php?p=131825#post131825) for the officially linked info. Or, if you join SubSim (https://www.subsim.com/radioroom/faq.php?faq=subsim_navy#faq_subsim_navy30) (FAQs Section link), then you are able to upload a custom picture for your avatar, like some have done. On this page, that would be excel4004, Aktungbby, and myself... Rest assured, the picture will change. Sometimes, it is not for the better... :har: - but they never last long. Belated "Welcome to SubSim!" :subsim:
:salute: :har: i know just joking
rebelegy
07-14-19, 07:35 AM
now i install the big mod wolf of steel i hope the pc not die :D
up date iam now Swabbie ola he like solider not see woman for long time and he will die for it
i hope the mod have selective style to take what i like while setup
done the fresh install of game
now going to add the mod :timeout: guys i dont need make mod folder with jsgme_setup right ? the Mod will make every thing right some one say something
update:
its just 8 mods where is the rest from 20 and i cant see the 12 !
i cant upload photo here directly ? must upload in external link ?
UPDATE: i cant control the uboat even i cant find my self in map are i the yellow X mark i click and i cant put the course ??! the map are very bright the first map better can i change it for the old one with same mod pack
THEBERBSTER
07-14-19, 09:13 AM
A Warm Welcome To The Subsim Community > rebelegy
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
rebelegy
07-14-19, 09:39 AM
A Warm Welcome To The Subsim Community > rebelegy
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
thx for welcome Captain , i figure it out its real navigation mode ! i must know my self first where i am in map first that is hard lol
but i want ask directly sir i have track the instructions of install the mod i want sent pic here but dont know how i log in discord have time to see in discord channel i upload them from while
update : i figure it out form your videos sir i must patch something i dont get it after chose language its the patched of game file of darkwarith i dont click the 40 times :)
update : the mood now work very well just two things i hope change English voice for crew get it back boz looking for log delay me some seconds and the bright map even i low the bright if i can make the standard map back , can i make that ? and the line of course too its grey not blue like first , i dont know how i dont see this game before its great and mods are more great that community like 13 years work in this game ! any another game will lost in memory but this like it not to forget boz i think its challenge and can benefit to learn you how to survive and too understand navigation , and close to my work in ships i Mechanic in merchant navy and some times when i look in brigade get crazy to understand captain sure the chief the big one and some officers , and some times AB mocking me to see me looking and say to me you cant understand that by looking like you do in engine room , i say to him we have numbers too but away high and another field , he try like every Ab or new noob in ships that the engine Deportment vs Navigation Department Are noobs and they better then us in value , but that mind are low to understand that the two department are like mind and heart and the two have mind and heart but like Divided
vdr1981
07-14-19, 11:42 AM
thx for welcome Captain , i figure it out its real navigation mode ! i must know my self first where i am in map first that is hard lol
but i want ask directly sir i have track the instructions of install the mod i want sent pic here but dont know how i log in discord have time to see in discord channel i upload them from while
update : i figure it out form your videos sir i must patch something i dont get it after chose language its the patched of game file of darkwarith i dont click the 40 times :)
Watch this video carefully mate and don't "experiment" anything...
https://www.youtube.com/watch?v=hRnfsN4Er_Q&t=925s
rebelegy
07-14-19, 12:08 PM
Watch this video carefully mate and don't "experiment" anything...
https://www.youtube.com/watch?v=hRnfsN4Er_Q&t=925s
thx mate , but what about the map can i keep all that good stuff in mod but change the to original map looking i cant see the latitude in edge of map
and its so bright its damage the eye and impossible to find the numbers and thx for all :up:
rebelegy
07-14-19, 01:48 PM
removed it i cant hold any more lol want play it i think i miss the true and beautiful cinematic and environment of mod but there many things i cant handle it the bright of map the TDC is not auto and TheDarkWraith alone is good the ship identify auto with gunner tap not like the wolf pack speed meter work to here it not want to work i think i miss something
Tonci87
07-15-19, 11:04 AM
So, I'm happy to report to my fellow TWoS kaleunen that during my patrol in the North Atlantic immediately to the west of Britain, I successfully engaged and sunk a Nelson-class BB earning myself around another 33,500 tons and the 3rd warship target sunk during this patrol.
The engagement took about one hour and a half long including the time to set up for the intercept and do my TDC calculations using attack disc and RAOFB wheel. The battleship was one of two capital ships in the center of a fleet escorted by light-cruisers and destroyers - the other being an Illustrious-class CV.
This is by far the most excitement I've ever had from this mod, and would like to express my utmost gratitudes to those responsible for keeping this game going long after its expiration.
There is a question I'd like to ask however. Prior to engaging the battleship, I sent out contact reports via my radioman to the BdU notifying them of the location and direction of the fleet. To my knowledge, there were no other u-boats operating around the vicinity and neither did I see any Luftwaffe aircraft anywhere around. Yet to my amazement, apparently the Illustrious carrier and at least one other destroyer sunk after the Nelson class BB even though I visually confirmed all four of my torpedoes impacted on the one battleship.
Is there a possibility that my game may have gone unstable? I was genuinely curious as to how that happened, so I "cheated" and used my free-view camera to inspect the 3d models of the Illustrious and the destroyer while they were still surfaced and on fire, yet I did not see any torpedo holes or any signs of damage on them aside from the flames. Is there a bug that causes ships to explode when other ships in the convoy are struck? Have my game files gone corrupt? Just asking to hear if anyone else has come upon this problem, or if anyone can shine a light as to what might be going on?
:k_confused:
Probably collisions in the panic after your torpedoes hit
rebelegy
07-17-19, 09:10 AM
guys i downloaded it again i real like it and now i understand how to change it in TWoS - OptionsFileEditorViewer but i try to use auto dc calculations but its not work well are there something new i look in guide of THEBERBSTER (https://www.subsim.com/radioroom/member.php?u=303079) and i try it but its missing are there is better auto tdc Mod work with Wolf pack ?
vdr1981
07-17-19, 09:34 AM
guys i downloaded it again i real like it and now i understand how to change it in TWoS - OptionsFileEditorViewer but i try to use auto dc calculations but its not work well are there something new i look in guide of THEBERBSTER (https://www.subsim.com/radioroom/member.php?u=303079) and i try it but its missing are there is better auto tdc Mod work with Wolf pack ?
Hi rebelegy,
I can't understand exactly what is the problem but auto TDC works just fine in TWoS. All you have to do is to disable "manual targeting system" in gameplay settings (in game) menu. No need for additional OFEV adjustments or anything else...From that moment on, just point your your scope/UZO at the target and TDC solutions will adjust automatically ("auto TDC").
https://www.youtube.com/watch?v=FgbzTzg1k0w
https://www.youtube.com/watch?v=ZWbRum4NwKs
rebelegy
07-17-19, 11:11 AM
Hi rebelegy,
I can't understand exactly what is the problem but auto TDC works just fine in TWoS. All you have to do is to disable "manual targeting system" in gameplay settings (in game) menu. No need for additional OFEV adjustments or anything else...From that moment on, just point your your scope/UZO at the target and TDC solutions will adjust automatically ("auto TDC").
https://www.youtube.com/watch?v=FgbzTzg1k0w
https://www.youtube.com/watch?v=ZWbRum4NwKs
its work but its miss i think now boz its ship of Poland while its get attack and boz that its change its coruse , now i have more strange things after BdU say to me go to kiel i cant start the new mission boz i cant find it in map the colors like that killing me i cant play for 10 mint and my eye get me feel headache
and i want to know how to open the TWoS - OptionsFileEditorViewer to change the map color i can open the mods but the first area that i can do that in it i just see it only when install the mod just , and the waypoint to like the the darkwarith mod its better for eye , and that what i try to open https://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41
https://www.subsim.com/radioroom/picture.php?albumid=1240&pictureid=10454
look how its pic look while i try understand the patch file editor and try mods its come with me by luck that fixed the contract and bright ? after reinstall mods i don't know what i do to fix it my screen is 1240 1024 and i set fix of 5:4
update now i find how to open the file to change colors but i cant find the way point to set it or the sea colors and all lands
vdr1981
07-17-19, 12:43 PM
Try this...Open "Silent Hunter 5\data\Scripts\Menu\IO_StrategicMap_Settings.py" with notepad and change marked text to "False"...
# Created by TheDarkWraith for IO_StrategicMap_Mod
# Edited by Obelix 04/15/2011 @ 0140
###### IO_Strategic_map options ############
#+++++ specific IO_Strategic_map items ++++++++
#
# is the dripped visible?
# change below to either True or False
IOSMDrippedEnabled = False
# is the NavMapSeal visible (stam)?
# change below to either True or False
IOSMNavMapSealEnabled = True
# is the Plastic Texture visible?
# change below to either True or False
IOSMPlasticTextureEnabled = True
I'm sure you'll see the map much better...:yep:
rebelegy
07-17-19, 01:14 PM
Try this...Open "Silent Hunter 5\data\Scripts\Menu\IO_StrategicMap_Settings.py" with notepad and change marked text to "False"...
# Created by TheDarkWraith for IO_StrategicMap_Mod
# Edited by Obelix 04/15/2011 @ 0140
###### IO_Strategic_map options ############
#+++++ specific IO_Strategic_map items ++++++++
#
# is the dripped visible?
# change below to either True or False
IOSMDrippedEnabled = False
# is the NavMapSeal visible (stam)?
# change below to either True or False
IOSMNavMapSealEnabled = True
# is the Plastic Texture visible?
# change below to either True or False
IOSMPlasticTextureEnabled = TrueI'm sure you'll see the map much better...:yep:
thx :up: man i will try now i will install it again i hope that change map color its sick , for some time i try to install thedarkwrith 7.5.0 but with patch files the new method but i fail the guide must be the patch program and the the darkwrith mod combined
https://www.subsim.com/radioroom/showpost.php?p=2182954&postcount=2
and this
https://www.subsim.com/radioroom/showpost.php?p=2182973&postcount=7
where snapshot of darkwrith to get all patched selected and go further of installation i put the mods D:ubisoft\Silenthunter5 then install the TDW_GenericPatcher_v_1_0_168_0 and open it and make 30 times then the select that i stop in its stage where is snapshot of darkwrith or its in TDW_GenericPatcher and if that which one i use !
why i cant take the map and all waypoint of ship going direction form darkwrith colors and put in wolf pack ?
Tonci87
07-17-19, 01:20 PM
thx :up: man i will try now i will install it again i hope that change map color its sick , for some time i try to install thedarkwrith 7.5.0 but with patch files the new method but i fail the guide be must the patch program and the the darkwrith mod combined
https://www.subsim.com/radioroom/showpost.php?p=2182954&postcount=2
and this
https://www.subsim.com/radioroom/showpost.php?p=2182973&postcount=7
where snapshot of darkwrith to get all patched selected and go further of installation i put the mods D:ubisoft\Silenthunter5 then install the TDW_GenericPatcher_v_1_0_168_0 and open it and make 30 times then the select that i stop in its stage where is snapshot of darkwrith or its in TDW_GenericPatcher and if that which one i use !
I very strongly advise you to just stick to TWOS and to not, under any circumstances, add any additional mods.
I´m sorry to be so blunt, but you show that you still have a lot to learn about how SH5 and modding for that game works.
Both the Generic file patcher, and TDW New UIs are already included in TWOS
You do not need to install them! :timeout:
Just follow the TWOS install instructions to the letter and play the game.
If you have any issues after that, everybody will be happy to help you.
rebelegy
07-17-19, 01:29 PM
I very strongly advise you to just stick to TWOS and to not, under any circumstances, add any additional mods.
I´m sorry to be so blunt, but you show that you still have a lot to learn about how SH5 and modding for that game works.
Both the Generic file patcher, and TDW New UIs are already included in TWOS
You do not need to install them! :timeout:
Just follow the TWOS install instructions to the letter and play the game.
If you have any issues after that, everybody will be happy to help you.
man thx and you know i don't try add any another mod , after i get headache from colors i uninstall the wolf pack and get back to try darkwrith but new one 7,5,0 but i fail its colors are calming for eye the blue great with land colors and the way point arrows are bigger and blue , and man iam noob in mods , i hope wolf pack give option to darkwrith colors
rebelegy
07-17-19, 01:56 PM
https://www.subsim.com/radioroom/picture.php?albumid=1240&pictureid=10455how how to fix this in sh5 like that but in kdii its work
rebelegy
07-17-19, 02:22 PM
vdr1981 (https://www.subsim.com/radioroom/member.php?u=263063) man its worked thx :Kaleun_Cheers::subsim:
vdr1981
07-17-19, 02:37 PM
https://www.subsim.com/radioroom/picture.php?albumid=1240&pictureid=10455how how to fix this in sh5 like that but in kdii its work
That's normal. KSD SH5 server is dead for quite some time now. You can still use the program with its various functions though...:yep:
vdr1981 (https://www.subsim.com/radioroom/member.php?u=263063) man its worked thx :Kaleun_Cheers::subsim:
:up:
Tonci87
07-17-19, 04:24 PM
I´m currently playing Western Approaches (starts in March 1941), and I noticed something that is historically off.
As the game informs me, I´m now part of 6th U-Boat flotilla based in St. Nazaire.
Unfortunately the 6th Flotilla did not exist between December 1939 and September 1941, and it was not transferred to St. Nazaire until February 1942.
It would be more appropriate if during this campaign I was part of 7th flotilla, which was based in St. Nazaire from September 1940 to August 1944. :yep:
vdr1981
07-17-19, 05:45 PM
I´m currently playing Western Approaches (starts in March 1941), and I noticed something that is historically off.
As the game informs me, I´m now part of 6th U-Boat flotilla based in St. Nazaire.
Unfortunately the 6th Flotilla did not exist between December 1939 and September 1941, and it was not transferred to St. Nazaire until February 1942.
It would be more appropriate if during this campaign I was part of 7th flotilla, which was based in St. Nazaire from September 1940 to August 1944. :yep:
Thanks Tonci, I'll check it out...:yep:
EDIT:
Enigma addon enabled or not?
I've checked the file and this is the message...
All U-boats involved in operation Western Approaches have been assigned to 7th flotilla based in St Nazaire, France. BdU
Not sure what is going on...:hmmm:
vdr1981
07-17-19, 06:36 PM
A rare sight in TWoS...RMS Queen Mary. :o
I couldn't catch here, she was too fast...:wah:
https://i.postimg.cc/qvJMbdCT/SH5-Img-2019-07-18-01-19-54.png
https://i.postimg.cc/dV5QgS8T/SH5-Img-2019-07-18-01-17-42.png
https://i.postimg.cc/BvySnL7S/SH5-Img-2019-07-18-01-20-21.png
rebelegy
07-18-19, 03:00 AM
That's normal. KSD SH5 server is dead for quite some time now. You can still use the program with its various functions though...:yep:
:up:
thx man i try find interest in it :up:
rebelegy
07-18-19, 04:05 AM
guys the auto Tdc i sure not work are there something i miss i lock target get ship name and its mist to find torp will hit in each area in ship unlock ship change torp speed the tdc act with change of speed i locked x an all that steps now lock Tdc again and unlock open torp tube fire but noting come close ship and when come one time and very good in middle its miss under the ship in the darkwrith when i work with the green arrows an lock like i that i miss 1 form 10 i kill all ships now i never kill one from start of game lol are there is something
XenonSurf
07-18-19, 04:43 AM
A rare sight in TWoS...RMS Queen Mary. :o
I couldn't catch here, she was too fast...:wah:
https://i.postimg.cc/qvJMbdCT/SH5-Img-2019-07-18-01-19-54.png
https://i.postimg.cc/dV5QgS8T/SH5-Img-2019-07-18-01-17-42.png
https://i.postimg.cc/BvySnL7S/SH5-Img-2019-07-18-01-20-21.png
Nice pics, Veko, I think the ship is there because of your popularity: people hire a passenger ship and go on sightseeing, they want to watch you at work :D
Greetings,
:Kaleun_Cheers:XS
vdr1981
07-18-19, 09:13 AM
guys the auto Tdc i sure not work are there something i miss i lock target get ship name and its mist to find torp will hit in each area in ship unlock ship change torp speed the tdc act with change of speed i locked x an all that steps now lock Tdc again and unlock open torp tube fire but noting come close ship and when come one time and very good in middle its miss under the ship in the darkwrith when i work with the green arrows an lock like i that i miss 1 form 10 i kill all ships now i never kill one from start of game lol are there is something
Press "space" few times on target. Your XO will tell you when auto TDC is active...
To all: I've just figured out that there is indeed some little difference in how auto TDC works with map contacts enabled and disabled (no idea why is this so) but again, the basic procedure is almost the same. Press "space" few times on target until you get the announcement that auto TDC is active, point the scope and shoot...I really can not understand why this still posses such a problem for some payers...:hmmm: No idea how can I make it much simpler than that. I can not rewrite auto TDC routine in SH5, it's how it is...
XenonSurf
07-18-19, 10:55 AM
Press "space" few times on target. Your XO will tell you when auto TDC is active...
To all: I've just figured out that there is indeed some little difference in how auto TDC works with map contacts enabled and disabled (no idea why is this so) but again, the basic procedure is almost the same. Press "space" few times on target until you get the announcement that auto TDC is active, point the scope and shoot...I really can not understand why this still posses such a problem for some payers...:hmmm: No idea how can I make it much simpler than that. I can not rewrite auto TDC routine in SH5, it's how it is...
I think your new dialogue in the XO improves a lot the understanding about Auto-TDC, but many players who are used to play SH3/SH4 think Auto-TDC will work after a single lock to the target and then firing, which will miss most of the time. But i agree: you can hardly do more than that, for me your XO dialogue is crystal clear...
Question: is it possible to somehow revert the TDW NewUis 7_x_x part of the mod to play again with the 3-circles method of the stockgame for Auto TDC? I ask this also because I want to re-introduce it optionally in my other modlist. If i would take away the NewUIs I could then play with 3-circle method, but obviously I don't want to miss all the UI features. Thanks!
vdr1981
07-18-19, 11:08 AM
Question: is it possible to somehow revert the TDW NewUis 7_x_x part of the mod to play again with the 3-circles method of the stockgame for Auto TDC? I ask this also because I want to re-introduce it optionally in my other modlist. If i would take away the NewUIs I could then play with 3-circle method, but obviously I don't want to miss all the UI features. Thanks!
That can be done in OFEV IIRC...
XenonSurf
07-18-19, 11:12 AM
That can be done in OFEV IIRC...
Thanks for your fast response, I appreciate! I will take a look. Of course, I do not suggest you point to that for TWoS, this would be terrible... :)
Tonci87
07-18-19, 01:24 PM
Thanks Tonci, I'll check it out...:yep:
EDIT:
Enigma addon enabled or not?
I've checked the file and this is the message...
All U-boats involved in operation Western Approaches have been assigned to 7th flotilla based in St Nazaire, France. BdU
Not sure what is going on...:hmmm:
Yes, Enigma enabled, but I must have misremembered, I just checked and it seems to say 7th flotilla everywhere.
Maybe I got confused because I read here that I´m in the 6th flotilla now:
https://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2
vdr1981
07-20-19, 09:22 AM
Yes, Enigma enabled, but I must have misremembered, I just checked and it seems to say 7th flotilla everywhere.
Maybe I got confused because I read here that I´m in the 6th flotilla now:
https://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2
Rgr that! :up:
Tonci87
07-20-19, 05:09 PM
Is it possible to install star shell launchers on some ships in convoys, or the destroyers?
It should be according to "I want the starshell gun on a ship!.txt" in C:\Games\Silent Hunter 5\The Wolves of Steel - Documentation\Other Readme Files and Docs\FX_Update_0_0_22_ByTheDarkWraith
vdr1981
07-21-19, 09:46 AM
Is it possible to install star shell launchers on some ships in convoys, or the destroyers?
It should be according to "I want the starshell gun on a ship!.txt" in C:\Games\Silent Hunter 5\The Wolves of Steel - Documentation\Other Readme Files and Docs\FX_Update_0_0_22_ByTheDarkWraith
Currently 13 ship types are equipped with star shell launchers and ship horns as well, so there is a good chance that in every convoy will be at least few ships with these capabilities. I could add more but only for imported dat ships because we are still missing proper tool for gr2 editing...However , it would be somewhat strange if too many SS are fired once you are spotted IMO.
Search "5InchStarShellGun" (13 hits in 13 files)
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NAGC_C2Appalachian\NAGC_C2Appalachian.e qp (1 hits)
Line 289: LinkName=5InchStarShellGun;NULL
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NAGP_CarlPeters\NAGP_CarlPeters.eqp (1 hits)
Line 36: LinkName=5InchStarShellGun;NULL
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NAMC_Komet\NAMC_Komet.eqp (1 hits)
Line 82: LinkName=5InchStarShellGun;NULL
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NAMC_Patroclus\NAMC_Patroclus.eqp (1 hits)
Line 153: LinkName=5InchStarShellGun;NULL
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NAMC_Penguin\NAMC_Penguin.eqp (1 hits)
Line 83: LinkName=5InchStarShellGun;NULL
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NC_Waziristan\NC_Waziristan.eqp (1 hits)
Line 75: LinkName=5InchStarShellGun
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NC_Waziristan_CS\NC_Waziristan_CS.eqp (1 hits)
Line 75: LinkName=5InchStarShellGun
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NKL_North_Sands\NKL_North_Sands.eqp (1 hits)
Line 23: LinkName=5InchStarShellGun
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NKL_WarSupplies\NKL_WarSupplies.eqp (1 hits)
Line 142: LinkName=5InchStarShellGun;NULL
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NKMSS_WarMelody\NKMSS_WarMelody.eqp (1 hits)
Line 33: LinkName=5InchStarShellGun
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NLL\NLL.eqp (1 hits)
Line 141: LinkName=5InchStarShellGun;NULL
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NLL_WarSupplies\NLL_WarSupplies.eqp (1 hits)
Line 142: LinkName=5InchStarShellGun;NULL
D:\INSTALIRANE IGRE-Win7\Silent Hunter 5\data\Sea\NPL_Conte_Verde2\NPL_Conte_Verde2.eqp (1 hits)
Line 148: LinkName=5InchStarShellGun
https://www.subsim.com/radioroom/attachment.php?attachmentid=2848&d=1563722730
Tonci87
07-21-19, 11:00 AM
I thought it might be appropriate for the destroyers to send up starshells when they detect a torpedo attack
vdr1981
07-21-19, 11:12 AM
I thought it might be appropriate for the destroyers to send up starshells when they detect a torpedo attack
That's not possible due to several reasons. First, almost all destroyers are gr2 format which is very difficult to edit. Still this can be (maybe) bypassed with few tricks in TDW's gr2 editor. Second, SS guns are just that - guns, and they are used only when your sub is visually spotted. Same goes for ship horns and my solution for harbor air raid sirens...
Tonci87
07-21-19, 11:17 AM
That's not possible due to several reasons. First, almost all destroyers are gr2 format which is very difficult to edit. Still this can be (maybe) bypassed with few tricks in TDW's gr2 editor. Second, SS guns are just that - guns, and they are used only when your sub is visually spotted. Same goes for ship horns and my solution for harbor air raid sirens...
Ah OK then
vdr1981
07-23-19, 09:18 AM
Currently 13 ship types are equipped with star shell launchers and ship horns as well, so there is a good chance that in every convoy will be at least few ships with these capabilities.
I did some further testing and it seems that many of mentioned 13 ship types are actually missing bones for SS guns and ship horns even though they have been properly set in corresponding eqp files. :hmmm:
I will fix this in the next update which is almost ready. :yep: I'm going to rename unused hydrophone and sonar bones for merchants (they don't need them) and use them as new bones for SS and horns dummy guns...:yep: I'll also add missing reflector bones for some merchants ect...
Still fixing modder's oversights even after all these years...:) :subsim::salute:
Tonci87
07-23-19, 12:31 PM
I did some further testing and it seems that many of mentioned 13 ship types are actually missing bones for SS guns and ship horns even though they have been properly set in corresponding eqp files. :hmmm:
I will fix this in the next update which is almost ready. :yep: I'm going to rename unused hydrophone and sonar bones for merchants (they don't need them) and use them as new bones for SS and horns dummy guns...:yep: I'll also add missing reflector bones for some merchants ect...
Still fixing modder's oversights even after all these years...:) :subsim::salute:
That sounds awesome, the next update is promising to be very nice :Kaleun_Salute:
next update which is almost ready. :yep:
Made my day :up:
Speaking of further updates, I did some googling on composition of various navies during WW2. Below (spoiler tags in order not to clog the thread) are some suggestions based on what I found, with links to websites I found info on - perhaps they might be of use to you:
Albania:
REMOVE: Armed Trawler: Albania was conquered and annexed by Italy in April 1939 (https://en.wikipedia.org/wiki/Albanian_Naval_Force). While Italians created a puppet Albanian state, Albanian navy was abolished and their military incorporated into Italian forces. As such, no warships should be flying Albanian ensign (which is a post-war ensign btw (https://en.wikipedia.org/wiki/Flag_of_Albania)) during WW2. I have no sources on civilian ships, they might have kept Albanian flag or just sail under Italian flag.
Australia:
ADD: London CA class: A ship of this class (https://en.wikipedia.org/wiki/HMS_Shropshire) was given to Australian navy in 1943.
China:
ADD: Junk, Sampan, Large Sampan: these traditional fishing vessels were as popular in China as in Japan, in fact both ship designs originate from China. It's only fair to add them to Chinese roster as well (Photo - Sampans and junks in Hong Kong harbour, around 1920 (https://www.granger.com/results.asp?image=0115989&screenwidth=&screenwidth=1366))
REMOVE: VW DD
ADD: Medium Gunboat, Small Gunboat, and perhaps Kriegsfischkutter:
While China had destroyers and cruisers in interwar period, by 1939 they were either sunk or captured by Japanese, and what remained in service were mostly old river and coastal gunboats or MTBs. Antiquated-looking gunboats we have in Japan's roster would be a better choice to represent Chinese navy than VW DD which China never used. Source (https://www.naval-encyclopedia.com/ww2/chinese-navy-1930-45)
Finland
ADD: PTElco clone: Finland used a number of MTB's in Baltic: italian built MAS or British Thornycroft MTBs. While not exactly an Elco, they were similar enough for Elco to stand in for them quite accurately: Ship list (https://en.wikipedia.org/wiki/Finnish_motor_torpedo_boats_of_World_War_II), Photo (https://gebirgstruppe.files.wordpress.com/2012/07/tumblr_m7dkuau0oj1qbsnsoo1_1280.jpg?w=640), Photo2 (https://modelingmadness.com/review/misc/ships/italy/reyjyf.jpg)
Free Norway
ADD:Flower, Town. REMOVE: VW: Free Norway Navy currently has only VW DD and U class sub in its warship roster. Historically, during WW2 Norway forces fighting alongside Royal Navy were equipped by British and Americans with, among other ships: 6 Flower Corvettes and 6 Town Class DDs. Replacing VW type (which Norway did not use) with those ships would make Free Norway both more accurate and diverse. Source (https://en.wikipedia.org/wiki/List_of_Royal_Norwegian_Navy_ships)
Free Poland
ADD: U-Class: Polish Navy fighting alongside RN during WW2 had 2 U-Class subs: ORP Sokol (https://en.wikipedia.org/wiki/ORP_Sok%C3%B3%C5%82_(1940)) and ORP Dzik (https://en.wikipedia.org/wiki/ORP_Dzik_(P52)), which proved very effective in the Med.
India:
REMOVE: VW DD, ADD: Black Swan, Flower, River. List of Royal Indian Navy ships available here (https://en.wikipedia.org/wiki/Royal_Indian_Navy#1934%E2%80%931945) doesn't include any destroyers at all, but it does include 4 River class frigates, 7 Black Swan sloops and a single Flower corvette.
Italy
ADD: PTElco clone: Italy widely used MAS MTBs (photo1) (https://en.wikipedia.org/wiki/MAS_(motorboat)#/media/File:MAScamo.jpg) (photo2) (https://en.wikipedia.org/wiki/MAS_(motorboat)#/media/File:MAS_526(528).jpg) in Mediterranean campaigns. Elco is similar enough to MAS to stand in for them nicely (perhaps with different camouflage). Ideally, stripping 2 out of 4 torpedo racks would also give them historical capabilities (all MAS I can find on photos seem to have 2 torpedo racks only)
Nicaragua:
REMOVE: Armed Trawler. Navy of Nicaragua was not formed until 1980 (https://ejercito.mil.ni/contenido/unidades-militares/fn/fn-historia.html). There are mentions of some patrol boats being used by Niacarguan National Guard in 1970s but no sources I've found mention any warships whatsoever in Nicaraguan service during WW2.
Panama:
REMOVE: VW, Armed Trawler: Panama's Navy was not estabilished until 1964 (https://www.globalsecurity.org/military/world/centam/pa-navy.htm). As such, any warships under flag of Panama are historically incorrect.
vdr1981
07-25-19, 12:06 AM
Made my day :up:
Speaking of further updates, I did some googling on composition of various navies during WW2. Below (spoiler tags in order not to clog the thread) are some suggestions based on what I found, with links to websites I found info on - perhaps they might be of use to you:
Albania:
REMOVE: Armed Trawler: Albania was conquered and annexed by Italy in April 1939 (https://en.wikipedia.org/wiki/Albanian_Naval_Force). While Italians created a puppet Albanian state, Albanian navy was abolished and their military incorporated into Italian forces. As such, no warships should be flying Albanian ensign (which is a post-war ensign btw (https://en.wikipedia.org/wiki/Flag_of_Albania)) during WW2. I have no sources on civilian ships, they might have kept Albanian flag or just sail under Italian flag.
Australia:
ADD: London CA class: A ship of this class (https://en.wikipedia.org/wiki/HMS_Shropshire) was given to Australian navy in 1943.
China:
ADD: Junk, Sampan, Large Sampan: these traditional fishing vessels were as popular in China as in Japan, in fact both ship designs originate from China. It's only fair to add them to Chinese roster as well (Photo - Sampans and junks in Hong Kong harbour, around 1920 (https://www.granger.com/results.asp?image=0115989&screenwidth=&screenwidth=1366))
REMOVE: VW DD
ADD: Medium Gunboat, Small Gunboat, and perhaps Kriegsfischkutter:
While China had destroyers and cruisers in interwar period, by 1939 they were either sunk or captured by Japanese, and what remained in service were mostly old river and coastal gunboats or MTBs. Antiquated-looking gunboats we have in Japan's roster would be a better choice to represent Chinese navy than VW DD which China never used. Source (https://www.naval-encyclopedia.com/ww2/chinese-navy-1930-45)
Finland
ADD: PTElco clone: Finland used a number of MTB's in Baltic: italian built MAS or British Thornycroft MTBs. While not exactly an Elco, they were similar enough for Elco to stand in for them quite accurately: Ship list (https://en.wikipedia.org/wiki/Finnish_motor_torpedo_boats_of_World_War_II), Photo (https://gebirgstruppe.files.wordpress.com/2012/07/tumblr_m7dkuau0oj1qbsnsoo1_1280.jpg?w=640), Photo2 (https://modelingmadness.com/review/misc/ships/italy/reyjyf.jpg)
Free Norway
ADD:Flower, Town. REMOVE: VW: Free Norway Navy currently has only VW DD and U class sub in its warship roster. Historically, during WW2 Norway forces fighting alongside Royal Navy were equipped by British and Americans with, among other ships: 6 Flower Corvettes and 6 Town Class DDs. Replacing VW type (which Norway did not use) with those ships would make Free Norway both more accurate and diverse. Source (https://en.wikipedia.org/wiki/List_of_Royal_Norwegian_Navy_ships)
Free Poland
ADD: U-Class: Polish Navy fighting alongside RN during WW2 had 2 U-Class subs: ORP Sokol (https://en.wikipedia.org/wiki/ORP_Sok%C3%B3%C5%82_(1940)) and ORP Dzik (https://en.wikipedia.org/wiki/ORP_Dzik_(P52)), which proved very effective in the Med.
India:
REMOVE: VW DD, ADD: Black Swan, Flower, River. List of Royal Indian Navy ships available here (https://en.wikipedia.org/wiki/Royal_Indian_Navy#1934%E2%80%931945) doesn't include any destroyers at all, but it does include 4 River class frigates, 7 Black Swan sloops and a single Flower corvette.
Italy
ADD: PTElco clone: Italy widely used MAS MTBs (photo1) (https://en.wikipedia.org/wiki/MAS_(motorboat)#/media/File:MAScamo.jpg) (photo2) (https://en.wikipedia.org/wiki/MAS_(motorboat)#/media/File:MAS_526(528).jpg) in Mediterranean campaigns. Elco is similar enough to MAS to stand in for them nicely (perhaps with different camouflage). Ideally, stripping 2 out of 4 torpedo racks would also give them historical capabilities (all MAS I can find on photos seem to have 2 torpedo racks only)
Nicaragua:
REMOVE: Armed Trawler. Navy of Nicaragua was not formed until 1980 (https://ejercito.mil.ni/contenido/unidades-militares/fn/fn-historia.html). There are mentions of some patrol boats being used by Niacarguan National Guard in 1970s but no sources I've found mention any warships whatsoever in Nicaraguan service during WW2.
Panama:
REMOVE: VW, Armed Trawler: Panama's Navy was not estabilished until 1964 (https://www.globalsecurity.org/military/world/centam/pa-navy.htm). As such, any warships under flag of Panama are historically incorrect.
Thanks for your research kapuhy, I'll keep your suggestion in mind for future updates...:yep: Many of the unrealistic appearances from the museum aren't used in the campaign at all. They are just there. I'll see to fix the roster but I'll have to be careful in order not screw up something in the campaign. :yep:
Muckenberg
07-25-19, 09:08 AM
Greetings Wolves.
In the attack on the convoy, I noticed one anomaly on the ship. Modern Cargo ship 10 450 GRT has a Kriegsmarine box with a swastika on board.:):)
I am sorry for my English.
vdr1981
07-25-19, 05:14 PM
Greetings Wolves.
In the attack on the convoy, I noticed one anomaly on the ship. Modern Cargo ship 10 450 GRT has a Kriegsmarine box with a swastika on board.:):)
I am sorry for my English.
Shhh...Those are captured crates! :)
gclarkso
07-26-19, 03:02 PM
Thoughts on creating several "return to stock" mods for this awesome add-on?
For me I would like to see
1) the original Nav map. Currently, lat/lon numbers aren't easy to see.
2)The Sub Systems page in English. I know this one has been discussed before. Would be great to have a choice.
vdr1981
07-26-19, 04:42 PM
For me I would like to see
1) the original Nav map. Currently, lat/lon numbers aren't easy to see.
https://www.subsim.com/radioroom/showpost.php?p=2618930&postcount=12417 :salute:
boogieman335
07-26-19, 10:35 PM
Thoughts on creating several "return to stock" mods for this awesome add-on?
For me I would like to see
1) the original Nav map. Currently, lat/lon numbers aren't easy to see.
2)The Sub Systems page in English. I know this one has been discussed before. Would be great to have a choice.
http://www.subsim.com/radioroom/show...1&postcount=41
This helps some to change the Lat/ Lon numbers to white. And I too wish those numbers were in
a little larger font.:Kaleun_Salute:
Tonci87
07-27-19, 01:58 PM
Thoughts on creating several "return to stock" mods for this awesome add-on?
For me I would like to see
1) the original Nav map. Currently, lat/lon numbers aren't easy to see.
2)The Sub Systems page in English. I know this one has been discussed before. Would be great to have a choice.
If anybody might be kind enough to point me to where the german text is in the game files, I might try to translate it so that VDR can include it in an optional mod.
vdr1981
07-28-19, 07:04 AM
If anybody might be kind enough to point me to where the german text is in the game files, I might try to translate it so that VDR can include it in an optional mod.
Equipment names are located in submarine upcge files but I don't think I'll be adding yet another optional mod for this. It's not a good idea to have standalone mod as well because it will probably become outdated pretty soon and that will create problems...
vdr1981
07-28-19, 07:15 AM
New update is ready for download Captains!
https://i.postimg.cc/B6VMf8jX/SH5-Img-2019-07-21-08-08-16.png
TWoS v2.2.14 changelog:
- Added tooltips description how to use built in Navmarks/Supermars functions.
- Updated events.ini file by Tonci87. Corrected Grossdeutscher Rundfunk radio station news broadcast dates trough out the entire war.
- Improved XO TDC dialogs - Auto TDC active/inactive.
- Added missing star shell guns and ship whistles for several merchant types and auxiliary cruisers.
- Added missing search lights for several merchant types and auxiliary cruisers.
- Nation's roster historical fixes as suggested by kapuhy.
- Various "under the hull" campaign file fixes and improvements.
- Ingame TWoS credits page updated with latest outstanding TWoS supporters/donors : Sebastian Loof, Isaac Bordelon and Ernesto Sanchez Lliso. Thank you very much and happy hunting Captains!
Download links are in my signature...
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy hunting!
excel4004
07-28-19, 07:22 AM
Again and again.. a very good update! :up:
Thanks to all the people which worked together on this patch! :salute:
Tonci87
07-28-19, 07:53 AM
Thank you for another amazing update:Kaleun_Applaud:
By the way, you guys can check the events.ini file in the folder
C:\Games\Silent Hunter 5\data\Sound\Radio\Grossdeutscher Rundfunk\Events
to see when a news event will be played on the radio.
Keep in mind that the start time refers to the time in GMT, not your local time wherever your boat happens to be at that moment. You can see the current time in GMT when you hover your mouse over the digital clock in the upper right corner, or if you click on it. You stopwatch will also show the time in GMT if you are using time compression.
I have actually copied all events files for the radio stations (I have a few additional ones) on my phone in a folder (so that I do not have to ALT-TAB) and I have named them something like GroßDeutRF19410602 which is basically name, year, month, day so that the files will be displayed with the first upcoming event at the top. That way I always know when the next event will be played and I only have to look up the time. I just rename the file according to the next event after one has passed.
Equipment names are located in submarine upcge files but I don't think I'll be adding yet another optional mod for this. It's not a good idea to have standalone mod as well because it will probably become outdated pretty soon and that will create problems...
You are probably right VDR, I thought the names would be in some kind of a localisation file, but they are in the file with all the equipment values. So every time on of those values changes all the work would have to be redone. Honestly guys, you can easily see what each part is by reading a little bit of the parts description. After some time you will also have learned the German names.
If you do not understand at all what a part is supposed to be, then write the name in here and I will try to explain. :salute:
fitzcarraldo
07-28-19, 11:07 AM
Thanks for the update! Downloading now.
Best regards.
Fitzcarraldo :Kaleun_Salute:
Tonci87
07-28-19, 04:48 PM
I made another tutorial video, this time explaining why your diveplane controllers will get you killed
https://www.youtube.com/watch?v=IrXEyxwmQBg
Enjoy
Torpedo
07-29-19, 03:02 AM
Thanks Vecko for resurrecting an almost dead simulator!
Torpedo:Kaleun_Salute::Kaleun_Applaud:
skin-nl
07-29-19, 06:25 AM
Great work Vecko :Kaleun_Salute:
The Geth
08-03-19, 03:34 PM
Nice, thanks for the update!
I have an inquiry on adding music to the Großdeutscher Rundfunk mod. Is there anything in particular I would need to do beside just adding the files to the proper folder(s)? And for that matter, which folder(s) would that be?
gclarkso
08-03-19, 03:42 PM
https://www.subsim.com/radioroom/showpost.php?p=2618930&postcount=12417 :salute:
Thank you!
vdr1981
08-04-19, 01:36 AM
Nice, thanks for the update!
I have an inquiry on adding music to the Großdeutscher Rundfunk mod. Is there anything in particular I would need to do beside just adding the files to the proper folder(s)?
?
Nothing in particular. The music files have to be in wav or ogg format ...
And for that matter, which folder(s) would that be?
data/sounds/radio/Großdeutscher Rundfunk
if I remember correctly. I'm not near my moddind computer now...
Tonci87
08-04-19, 08:33 AM
So, I have made a video where I attack a huge convoy consisting of over 40 ships. I do not know if the stock game had such huge convoys, but Wolves of steel certainly does have them :)
https://www.youtube.com/watch?v=ozi3e6m-bEc
The Geth
08-04-19, 05:06 PM
snip
Thanks! I think that was the issue, I was trying to put MP3 files in there. Time to get busy converting, I suppose! :Kaleun_Salute:
vdr1981
08-05-19, 12:14 AM
So, I have made a video where I attack a huge convoy consisting of over 40 ships. I do not know if the stock game had such huge convoys, but Wolves of steel certainly does have them :)
https://www.youtube.com/watch?v=ozi3e6m-bEc
Love your videos Tonci!:up::salute:
fire-fox
08-10-19, 10:13 AM
don't know if this will be a Bug ( if so ill move to the Bug list )
running Twos 2.2.14 (realnav/port smoke/encoded)
Its 08/08/40 07:26 GMT
just inserted an agent of the fatherland! :Kaleun_Salute: in a next bay to the west of Londonderry. and exiting to the north west.
came across a Intermediate Tanker (3500T) in a SES/S course doing 11kts.
setup and ready to loss a tin fish but then notice its flying the German flag !?!?! :timeout:
its in AM53 - 55' 56N/8' 2W (140km nor west of Londonderry). looks like it was making for Londonderry
that cant be right - right ? . . .
vdr1981
08-11-19, 01:04 AM
don't know if this will be a Bug ( if so ill move to the Bug list )
running Twos 2.2.14 (realnav/port smoke/encoded)
Its 08/08/40 07:26 GMT
just inserted an agent of the fatherland! :Kaleun_Salute: in a next bay to the west of Londonderry. and exiting to the north west.
came across a Intermediate Tanker (3500T) in a SES/S course doing 11kts.
setup and ready to loss a tin fish but then notice its flying the German flag !?!?! :timeout:
its in AM53 - 55' 56N/8' 2W (140km nor west of Londonderry). looks like it was making for Londonderry
that cant be right - right ? . . .
Hi fire-fox!
That's probable German support tanker which is trying to brake for the Atlantic. Due to random nature of the game units can sometimes take strange and illogical routs. I'll try to prevent this in some of the future updates but this may be more complicated than it sounds. Thanks for your report! Happy hunting!:salute:
fire-fox
08-11-19, 01:53 AM
Hi fire-fox!
That's probable German support tanker which is trying to brake for the Atlantic. Due to random nature of the game units can sometimes take strange and illogical routs. I'll try to prevent this in some of the future updates but this may be more complicated than it sounds. Thanks for your report! Happy hunting!:salute:
Yes that’s what I thought at the time, that it might be the AI trying to pull a John Wayne - Sea Chase. no problem.:Kaleun_Cheers:
Hello
The megamod is updated over time but can you the campaign continue when you update the megamod?
vdr1981
08-12-19, 02:14 AM
Hello
The megamod is updated over time but can you the campaign continue when you update the megamod?
Yes, but v2.2.9 and newer aren't gamesave compatible with previous versions...
ok
and if you install in port between patrols the new version can be ?
Hi,vdr1981, after I installed The Wolves of Steel v2.2.14, my recognition manual can be opened, but it.No ship information available, What's wrong with that?
THEBERBSTER
08-13-19, 04:52 AM
A Warm Welcome To The Subsim Community > Wzh
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
I am from china,my english not very good please help me for my only problem "after I installed The Wolves of Steel v2.2.14, my recognition manual can be opened, but it.No ship information available, What's wrong with that?"
Thank you very much!
A Warm Welcome To The Subsim Community > Wzh
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
I am from china,my english not very good please help me for my only problem "after I installed The Wolves of Steel v2.2.14, my recognition manual can be opened, but it.No ship information available, What's wrong with that?"
Thank you very much!
Aktungbby
08-13-19, 09:43 PM
Wzh!:Kaleun_Salute:
Wzh!:Kaleun_Salute:
Have you ever encountered such a situation?
Hello folks! It´s been a long time since I´ve played SH5 with TWS.
I´d like to "take it easy" on my way back to TWS, so: can I play without real navigation? Can I also play with the icons (I remember something called "smoke wind and fire addon")?
Thanks!
Hello folks! It´s been a long time since I´ve played SH5 with TWS.
I´d like to "take it easy" on my way back to TWS, so: can I play without real navigation? Can I also play with the icons (I remember something called "smoke wind and fire addon")?
Thanks!
Real Navigation is optional part of TWoS, you can play without it.
Real Navigation is optional part of TWoS, you can play without it.
Thank you very much, sir. And how do I enable map contacts o TWS?
Kind regards
DasBootSim
08-18-19, 06:53 AM
Thank you very much, sir. And how do I enable map contacts o TWS?
Kind regards
I assume Real Navigation disables the map contacts because the position of the U-boat is unknown. If the mod is not installed, then it should be looked for in the options inside the game :hmmm:
DasBootSim
08-18-19, 07:00 AM
I am from china,my english not very good please help me for my only problem "after I installed The Wolves of Steel v2.2.14, my recognition manual can be opened, but it.No ship information available, What's wrong with that?"
Thank you very much!
This is from scripts
currentshipfolder = GetSH5InstallPath() + "\\data\\Sea\\" + currentship
# change the sil picture
newsil = currentshipfolder + "\\" + currentship + "_sil.dds"
#ScriptManagerManaged.Trace( "newsil=" + newsil )
TDWFileUtils.ChangeMITexture( Pagelayout_SOAN_Unit_Profile, newsil, GetSH5InstallPath() + "\\data\\Menu\\Gui\\Layout\\CurrentSOAN.dds", True )
#ScriptManagerManaged.Trace( "sil texture changed successfully" )
# get the ship info
Pagelayout_SOAN_Unit_Name.Text = tdwsoan.GetCurrentShipInCategory()[ 0 ].ToUpper()
cfgfile = currentshipfolder + "\\" + currentship + ".cfg"
aitfile = currentshipfolder + "\\" + currentship + ".ait"
This way data is taken from files in ships-folders in \data\sea
*_sil.dds is ship pictures
*.cfg and *.ait is ship data
Check this folder if exist files and correct data.
:hmmm:
Files may be from other mods
Tonci87
08-22-19, 11:13 AM
http://www.youtube.com/watch?v=aE8lsG6qnXs
So, the second attack on that huge convoy. It is a long video because the destroyers found me this time :timeout:
fitzcarraldo
08-24-19, 12:45 PM
I am from china,my english not very good please help me for my only problem "after I installed The Wolves of Steel v2.2.14, my recognition manual can be opened, but it.No ship information available, What's wrong with that?"
Thank you very much!
Welcome aboard! :Kaleun_Applaud:
Fitzcarraldo :Kaleun_Salute:
Hans Hansen
08-26-19, 06:59 AM
Hey everybody,
I haven't gone hunting much lately. But today I felt in the mood to sink some freighters. :)
I updated TWOS, but when I get to the bunker I see a large black box with no decorations/frame at all covering approximately 1/4 of the screen top left. Also there are two smaller ones obviously related to "user charts - scrollable" and another one with no input but some options "clear", "cancel" and "accept" and another asking me to set some colors.
What the heck is that and how can I make it disappear?
Aktungbby
08-26-19, 12:20 PM
Hey everybody,
I haven't gone hunting much lately. But today I felt in the mood to sink some freighters. :)
Hans Hanson!:Kaleun_Thumbs_Up::Kaleun_Salute: your first post since 7/2012!, that's the infamous :subsim: seven-year-itch imho not just a 'mood' thing! :O:A PM to Theberbster regarding you TWoS issues may be helpful to you.
Hans Hansen
08-26-19, 12:31 PM
Hans Hanson!:Kaleun_Thumbs_Up::Kaleun_Salute: your first post since 7/2012!, that's the infamous :subsim: seven-year-itch imho not just a 'mood' thing! :O:A PM to Theberbster regarding you TWoS issues may be helpful to you.
LOL. Yes, it's been a while. It is even longer ago that I provided some SH5-artwork.
https://www.subsim.com/radioroom/album.php?albumid=340
Currently I am preparing a clean install - both SH5 and TWOS.
Perhaps (most probably) my probs will be solved afterwards. ;)
THEBERBSTER
08-26-19, 01:21 PM
A Warm Welcome Back To The Subsim Community > Hans Hansen
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
08-26-19, 01:33 PM
And lo! it came to pass:Kaleun_Party:
Hi All,
For the life of me I cant find the install manual for this... link?
hauangua
08-28-19, 01:10 AM
Hi All,
For the life of me I cant find the install manual for this... link?
http://www.mediafire.com/file/5ru57hxn7d8f0f3/The_Wolves_of_Steel_2.2_Install_instructions.pdf/file
:salute:
vudriga
08-30-19, 12:51 AM
Hey !
I made clean install of the game, installed latest TWOS ,run through generic patcher, but when I get to the bunker, or on the sea, or in the sub, I see a large black box with no decorations/frame at all covering approximately 1/4 of the screen top left. Also there are two smaller ones obviously related to "user charts - scrollable" and another one with no input but some options
What is that, and how can I make it disappear?:06:
James Tiberius Kirk
08-30-19, 03:10 AM
Hi everybody!
After a long pause, I decided to install SH5 again. Long ago I tried the WoS mod, and i wish to use it again.
Questions:
1) Is it compatible with the 'Real navigation' mod? If yes, is the sequence of installation important (first WoS then 'real navigation')?
2) Long ago I played SH5 with a mod (I forgot it's name), which modified the acceleration (decreased) and turning radius (increased) of the ships. I used the mod with the WoS, so it was compatible. Is the ships movement (without that mod) still unrealistic, or the new WoS mod solved this problem?
Aktungbby
08-30-19, 03:15 AM
James Tiberius Kirk:Kaleun_Salute:
1) Is it compatible with the 'Real navigation' mod? If yes, is the sequence of installation important (first WoS then 'real navigation')?
Real navigation is included in TWoS as one of its optional submods, you can choose to enable it in JGSME during/after TWoS installation.
THEBERBSTER
08-30-19, 04:30 AM
A Warm Welcome Back To The Subsim Community > James Tiberius Kirk
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
fitzcarraldo
08-30-19, 11:11 AM
Hi everybody!
After a long pause, I decided to install SH5 again. Long ago I tried the WoS mod, and i wish to use it again.
Questions:
1) Is it compatible with the 'Real navigation' mod? If yes, is the sequence of installation important (first WoS then 'real navigation')?
2) Long ago I played SH5 with a mod (I forgot it's name), which modified the acceleration (decreased) and turning radius (increased) of the ships. I used the mod with the WoS, so it was compatible. Is the ships movement (without that mod) still unrealistic, or the new WoS mod solved this problem?
Welcome aboard, James Tiberius! Peace and prosperity!
Be more agressive and logical!
Regards.
Fitzcarraldo :Kaleun_Salute:
Tonci87
09-01-19, 03:05 PM
Hi guys, I have an issue and I am at a loss at what to do.
My game reliably CTDs at 8AM GMT on the 24.05.1941
I can reproduce this every time. And now I can not continue my campaign.
Mods used to test the issue:
Generic Mod Enabler - v2.6.0.157
[C:\Spiele\Silent Hunter 5\TWoS_Parts]
TWoS Aspect Ratio Fix 8x5
TWoS Encrypted BdU Orders
TWoS FX_Reduc. Fires and Expl
TWoS Harbors Chimney Smoke
TWoS Real Navigation
TWoS Remove Sub Flags
TWoS SM Interior_Food Stocks
TWOS restore captain's icon 1 by JCWolf
Now could this have anything to do with the Bismarck sinking the hood? Is there any game event that gets triggered at that time?
BTW, I´m near Tenerife, so nowhere near the Bismarck
H3r0d0tu5
09-02-19, 01:35 PM
Hi,
I recently got that urge to go back to playing TWOS after some time away but I've encountered a problem. Yesterday I launched the game and continued my campaign and everything was plain sailing.
But today, Steam started an automatic update to SH5 and now whenever I launch the game it starts up as vanilla SH5 (v1.2). As far as I can tell, all the TWOS files are still there, but the exe just acts as if they're not installed.
Does anyone have any idea how to fix this? Hopefully without a clean re-install
Hi!
After the last uplay update, I´ve been having CTDs all the time on my "Mare Nostrum" campaign. It happens when I´m reaching the north african coast (some 300 miles away).
Anyone here has the same ctds?
propbeanie
09-02-19, 10:45 PM
Hi,
I recently got that urge to go back to playing TWOS after some time away but I've encountered a problem. Yesterday I launched the game and continued my campaign and everything was plain sailing.
But today, Steam started an automatic update to SH5 and now whenever I launch the game it starts up as vanilla SH5 (v1.2). As far as I can tell, all the TWOS files are still there, but the exe just acts as if they're not installed.
Does anyone have any idea how to fix this? Hopefully without a clean re-install
When Steam updates your game, it puts it back the way Steam thinks it should be, ala Microsoft, or your cell fone... You will have to re-do the TWoS mod... However, you are in a strange place from my perspective. I haven't had a Steam SH5 update, so I'm not sure what you'll have to remove to start over... but TWoS does now have a Steam-specific installer, so use that... Is your Steam install maybe from the SH5 v1.1 days, and you're just now getting updated to v1.2 maybe? :salute:
propbeanie
09-02-19, 10:46 PM
Hi,
I recently got that urge to go back to playing TWOS after some time away but I've encountered a problem. Yesterday I launched the game and continued my campaign and everything was plain sailing.
But today, Steam started an automatic update to SH5 and now whenever I launch the game it starts up as vanilla SH5 (v1.2). As far as I can tell, all the TWOS files are still there, but the exe just acts as if they're not installed.
Does anyone have any idea how to fix this? Hopefully without a clean re-install
When Steam updates your game, it puts it back the way Steam thinks it should be (Stock), ala Microsoft, or your cell fone - and overwrites the mod files in the game folders... You will have to re-do the TWoS mod... However, you are in a strange place from my perspective. I haven't had a Steam SH5 update, so I'm not sure what you'll have to remove to start over... but TWoS does now have a Steam-specific installer, so use that... Is your Steam install maybe from the SH5 v1.1 days, and you're just now getting updated to v1.2 maybe? :salute:
fitzcarraldo
09-03-19, 08:38 AM
Hi!
After the last uplay update, I´ve been having CTDs all the time on my "Mare Nostrum" campaign. It happens when I´m reaching the north african coast (some 300 miles away).
Anyone here has the same ctds?
Best for you: for a few bucks buy the DVD or dowload version. Preferibly do not use Steam with SH5....
Good luck!
Fitzcarraldo :salute:
boogieman335
09-03-19, 10:37 PM
When Steam updates your game, it puts it back the way Steam thinks it should be (Stock), ala Microsoft, or your cell fone - and overwrites the mod files in the game folders... You will have to re-do the TWoS mod... However, you are in a strange place from my perspective. I haven't had a Steam SH5 update, so I'm not sure what you'll have to remove to start over... but TWoS does now have a Steam-specific installer, so use that... Is your Steam install maybe from the SH5 v1.1 days, and you're just now getting updated to v1.2 maybe? :salute:
If you have the disk space then copy the install to a different folder and then run TWoS install on it. After it completes and the installer changes the SH5. exe file you dont' have to have it in Steam to launch. It will still need to launch the UBI soft thingie but you can run it completely out side of Steam from a desktop shortcut. It more or less converts it to the same exe file the DVD version uses.
vdr1981
09-06-19, 08:09 AM
Hi guys, I have an issue and I am at a loss at what to do.
My game reliably CTDs at 8AM GMT on the 24.05.1941
I can reproduce this every time. And now I can not continue my campaign.
Mods used to test the issue:
Generic Mod Enabler - v2.6.0.157
[C:\Spiele\Silent Hunter 5\TWoS_Parts]
TWoS Aspect Ratio Fix 8x5
TWoS Encrypted BdU Orders
TWoS FX_Reduc. Fires and Expl
TWoS Harbors Chimney Smoke
TWoS Real Navigation
TWoS Remove Sub Flags
TWoS SM Interior_Food Stocks
TWOS restore captain's icon 1 by JCWolf
Now could this have anything to do with the Bismarck sinking the hood? Is there any game event that gets triggered at that time?
BTW, I´m near Tenerife, so nowhere near the Bismarck
The problem is solved and download links for new version 2.2.15 are in my signature. Good weekend Captains! :salute:
DicheBach
09-07-19, 03:56 PM
Wow this mod :) AMAZING! :Kaleun_Thumbs_Up:
When I launch KSD Commander, I can see it is connecting to my save file directory, but the "login" window on the upper right; is that to the Uplay servers? My username and pw for Uplay account don't seem to work. I get some kind of error right as the app launches about maximum characters exceeded, so maybe that accounts for it?
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