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KSCyrus
04-03-20, 10:45 AM
Hi KSCyrus (https://www.subsim.com/radioroom/member.php?u=353984). It's pretty much the same in TWoS as well. What was the composition of the convoy? Are you sure you didn't encounter specialized hunter killer group? Location? Year?



Tip how to shake them: Stay undetected for some time, make them think that you aren't really there anymore...:03:

It was just a standard Merchant Convoy and not a Taskforce, with exactly 11 Destroyers Escorting about 40-50 Merchant ships Southwest of Dakar November 1941. If i had encountered a dedicated Hunter killer Taskforce with the sole purpose of hunting Subs then i wouldnt complain, but the fact is that all 11 Destroyers were like "Yeah, lets just stop escorting these merchants and leave them to their fate" something that the Admiralty in WW2 would have never done for a single Sub

Edit: Also i tried staying undetected even going as far as stoping the engines altogether but that doesnt help when they 11 destroyers Keep pinging you ;(

diamondthree
04-03-20, 07:58 PM
Hi, i'm kind of new to this, there's probably an easy answer. I'm playing my first campaign and I've finished the Sept1-4 mission and docked in Kiel . I want to take the Scapa Flow mission but it's not available. When I actually launch on the mission to the eastern coastal zone, it shows the Scapa Flow mission on the map now because time has passed, but if I dock immediately to take it, I'm well past the window of opportunity.

How do I make this work? Do I need to go back to a save during the prior Poland mission and wait for a certain date before docking? So that the time frames match up?

I've heard I could use the KSD Commander to change the days in port but that app seems to do nothing for me, it won't save the changes I make to days in port and the app doesn't launch the game when I click [Start the Game]. Besides even if I could change the days in port manually, I still don't know what the actual window is to take the Scapa Flow mission.

Thanks in advance for the help. I'm really kind of new to this so it's probably something really obvious and easy. I hope.

Tonci87
04-03-20, 08:09 PM
Hi, i'm kind of new to this, there's probably an easy answer. I'm playing my first campaign and I've finished the Sept1-4 mission and docked in Kiel . I want to take the Scapa Flow mission but it's not available. When I actually launch on the mission to the eastern coastal zone, it shows the Scapa Flow mission on the map now because time has passed, but if I dock immediately to take it, I'm well past the window of opportunity.

How do I make this work? Do I need to go back to a save during the prior Poland mission and wait for a certain date before docking? So that the time frames match up?

I've heard I could use the KSD Commander to change the days in port but that app seems to do nothing for me, it won't save the changes I make to days in port and the app doesn't launch the game when I click [Start the Game]. Besides even if I could change the days in port manually, I still don't know what the actual window is to take the Scapa Flow mission.

Thanks in advance for the help. I'm really kind of new to this so it's probably something really obvious and easy. I hope.


https://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2


It doesn´t matter though that you did not request the mission to break the fortress. You can sail there and do it anyway as long as the mission is active.

reedca82
04-03-20, 09:46 PM
So I took a depth charge, managed to use speed to maintain depth until all zones were at 0% flooding and under control. My boat still sinks in this situation and the damage screen is clearly inaccurate as each zone shows 0% flooding. It's a little annoying as there are 5 destroyers circling overhead and I cant maintain depth without flank speed. I have a savegame on hand of the situation.

diamondthree
04-04-20, 07:56 AM
It doesn´t matter though that you did not request the mission to break the fortress. You can sail there and do it anyway as long as the mission is active.

OH! Thank you. Awesome. Gonna do it this morning then! Much appreciated!

fitzcarraldo
04-04-20, 11:28 AM
So I took a depth charge, managed to use speed to maintain depth until all zones were at 0% flooding and under control. My boat still sinks in this situation and the damage screen is clearly inaccurate as each zone shows 0% flooding. It's a little annoying as there are 5 destroyers circling overhead and I cant maintain depth without flank speed. I have a savegame on hand of the situation.

Do you use manual dive planes? Try it. What is your level of hull damage? Are your electric engines working well? The boat can sink without flooding, too.

Regards.

Fitzcarraldo :salute:

Aktungbby
04-04-20, 01:36 PM
KSCyrus!:Kaleun_Salute: A TRIFLE BELATEDLY...FORGIVE OUR MANNERS!:shucks:

THEBERBSTER
04-04-20, 03:36 PM
A Warm Welcome To The Subsim Community >KSCyrus
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

Tonci87
04-05-20, 11:42 AM
I also noticed that something might be wrong with the flooding in the game, or more accurately with how it is displayed. I think we got that problem since the new Interface for U Boat Systems was introduced.

Once I got damaged and had some flooding. The Interface showed me a flooding level of zero for all compartments, but when I walked through the boat multiple compartments had water in them. The boat also had trouble keeping its depth, so I know it was a graphical glitch.

Since I did not get damaged agin after that I was not yet able to verify the issue and therefore did not report it.

We have a serious problem if we are not able to trust the damage reports in the Sub System interface....

vdr1981
04-05-20, 12:40 PM
We have a serious problem if we are not able to trust the damage reports in the Sub System interface....
We can trust it but note that not all the compartment have percentual flooding values displayed. You'll only see percentual damage values for these compartments. For example, U-raum (aft crew quarters) and conning tower. Note that damaged ballast tanks will also make your boat very hard to control underwater...
Yes, TWoS is hard and not really optimized for reckless Captains. :yep::D:salute:

vdr1981
04-05-20, 01:06 PM
I have updated official TWoS install instructions so that anyone with installation related problems may have more info about how to set up and prepare SH5 for TWoS...:yep:


http://www.mediafire.com/file/5ru57hxn7d8f0f3/The_Wolves_of_Steel_2.2_Install_instructions.pdf/file


Check it out and happy hunting! :salute:

Tonci87
04-05-20, 01:07 PM
We can trust it but note that not all the compartment have percentual flooding values displayed. You'll only see percentual damage values for these compartments. For example, U-raum (aft crew quarters) and conning tower. Note that damaged ballast tanks will also make your boat very hard to control underwater...
Yes, TWoS is hard and not really optimized for reckless Captains. :yep::D:salute:

This was not the case in my example. I had water in the engine room, however, the flooding percentage for that compartment was 0.

vdr1981
04-05-20, 01:10 PM
This was not the case in my example. I had water in the engine room, however, the flooding percentage for that compartment was 0.
That is possibility, visual flooding effects can not be 100% in sync with the "real" flooding which effects ships physics...

Tonci87
04-05-20, 01:11 PM
That is possibility, visual flooding effects can not be 100% in sync with the "real" flooding which effects ships physics...

OK, so trust the numbers, not your eyes ;)

Tonci87
04-05-20, 07:43 PM
Finished my first Operation Drumbeat Patrol

Tonci. Patrol #20. 2/10/1942http://il2cg.il2sturmovik.net/KSDService/Site/Images/Captains/404.jpg
-------------------------------------------------------
Patrol #20
-------------------------------------------------------
12/12/1941 3:00:00 PM Out on patrol from the base Lorient
12/24/1941 Objective achieved Meet with U-459 to refuel
12/30/1941 2:03:00 AM Destroyed Large Merchant Ship, 7745 tons, Long 73° 59' W, Lat 37° 27' N
1/9/1942 Objective achieved Resupply from KM Nordmark
1/14/1942 2:17:00 PM Destroyed Large Liner, 35006 tons, Long 73° 17' W, Lat 38° 40' N
1/15/1942 2:49:00 AM Destroyed Medium Steam Freighter, 5311 tons, Long 73° 47' W, Lat 37° 54' N
1/15/1942 Objective achieved BDU 0145/18/12/41 20 _||WENQ RHRB HGIF RMXQ CRJK ZNNR NHYG KHLV OONF HZCT SGVN KDYS BZZQ ITTZ ESNV MJRI FPUI MKVD WENQ RHRB
1/15/1942 3:08:00 AM Destroyed Parcel Freighter, 3038 tons, Long 73° 49' W, Lat 37° 55' N
1/15/1942 3:18:00 AM Destroyed Coastal Schooner, 914 tons, Long 73° 49' W, Lat 37° 55' N
1/18/1942 8:32:00 AM Destroyed Intermediate Tanker 4500t, 4918 tons, Long 74° 32' W, Lat 38° 03' N
1/18/1942 8:59:00 AM Destroyed Ranger Medium Tanker, 3430 tons, Long 74° 32' W, Lat 38° 01' N
1/18/1942 10:28:00 PM Destroyed Small Old Split Merchant, 2429 tons, Long 74° 33' W, Lat 36° 53' N
1/19/1942 8:26:00 AM Destroyed Modern Cargo Ship, 10669 tons, Long 73° 32' W, Lat 38° 09' N
1/19/1942 10:57:00 AM Destroyed Large Old Steam Freighter, 7076 tons, Long 73° 27' W, Lat 38° 15' N
1/23/1942 12:46:00 PM Destroyed Somers Destroyer, 1850 tons, Long 75° 05' W, Lat 35° 22' N
2/5/1942 10:39:00 AM Destroyed Medium Steam Freighter, 5198 tons, Long 19° 22' W, Lat 45° 04' N
2/10/1942 9:09:50 AM Completion of a patrol in the base Lorient
Torpedoes launched: 15
Impact: 10
Missed: 5
Sinking tonnage: 87,584
Merit: 3040
Raiting increased by 2
Patrol time: 60 days
-------------------------------------------------------


A second Happy Time indeed :D

vdr1981
04-06-20, 04:39 AM
Finished my first Operation Drumbeat Patrol

Tonci. Patrol #20. 2/10/1942http://il2cg.il2sturmovik.net/KSDService/Site/Images/Captains/404.jpg
-------------------------------------------------------
Patrol #20
-------------------------------------------------------
12/12/1941 3:00:00 PM Out on patrol from the base Lorient
12/24/1941 Objective achieved Meet with U-459 to refuel
12/30/1941 2:03:00 AM Destroyed Large Merchant Ship, 7745 tons, Long 73° 59' W, Lat 37° 27' N
1/9/1942 Objective achieved Resupply from KM Nordmark
1/14/1942 2:17:00 PM Destroyed Large Liner, 35006 tons, Long 73° 17' W, Lat 38° 40' N
1/15/1942 2:49:00 AM Destroyed Medium Steam Freighter, 5311 tons, Long 73° 47' W, Lat 37° 54' N
1/15/1942 Objective achieved BDU 0145/18/12/41 20 _||WENQ RHRB HGIF RMXQ CRJK ZNNR NHYG KHLV OONF HZCT SGVN KDYS BZZQ ITTZ ESNV MJRI FPUI MKVD WENQ RHRB
1/15/1942 3:08:00 AM Destroyed Parcel Freighter, 3038 tons, Long 73° 49' W, Lat 37° 55' N
1/15/1942 3:18:00 AM Destroyed Coastal Schooner, 914 tons, Long 73° 49' W, Lat 37° 55' N
1/18/1942 8:32:00 AM Destroyed Intermediate Tanker 4500t, 4918 tons, Long 74° 32' W, Lat 38° 03' N
1/18/1942 8:59:00 AM Destroyed Ranger Medium Tanker, 3430 tons, Long 74° 32' W, Lat 38° 01' N
1/18/1942 10:28:00 PM Destroyed Small Old Split Merchant, 2429 tons, Long 74° 33' W, Lat 36° 53' N
1/19/1942 8:26:00 AM Destroyed Modern Cargo Ship, 10669 tons, Long 73° 32' W, Lat 38° 09' N
1/19/1942 10:57:00 AM Destroyed Large Old Steam Freighter, 7076 tons, Long 73° 27' W, Lat 38° 15' N
1/23/1942 12:46:00 PM Destroyed Somers Destroyer, 1850 tons, Long 75° 05' W, Lat 35° 22' N
2/5/1942 10:39:00 AM Destroyed Medium Steam Freighter, 5198 tons, Long 19° 22' W, Lat 45° 04' N
2/10/1942 9:09:50 AM Completion of a patrol in the base Lorient
Torpedoes launched: 15
Impact: 10
Missed: 5
Sinking tonnage: 87,584
Merit: 3040
Raiting increased by 2
Patrol time: 60 days
-------------------------------------------------------


A second Happy Time indeed :D
Nice one! :salute: if you have any more suggestions regarding OD campaign please let me know...:yep:

XenonSurf
04-08-20, 04:44 PM
I have updated official TWoS install instructions so that anyone with installation related problems may have more info about how to set up and prepare SH5 for TWoS...:yep:


http://www.mediafire.com/file/5ru57hxn7d8f0f3/The_Wolves_of_Steel_2.2_Install_instructions.pdf/file


Check it out and happy hunting! :salute:


Hi Veco,
it would be fine if you put this link on your 1st page of this mod, so potential new players know what they are gonna deal with...
I say this because I just linked a player to this mod and he says "I don't know what to do". And I'm not joking :D


Bye,
:Kaleun_Cheers:XS

kapuhy
04-09-20, 05:04 AM
@Vecko,

A small question - I stumbled upon this while testing my ship.

What is the reason for Rudders in Zones.cfg file to be defined as non destructible? I was thinking these were supposed to fall off like propellers do:

[Rudders]
Category=Propulsion
Multiplier=1.000000
Flotability=0.000000
HitPoints=60
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=60
CargoType=None

vdr1981
04-09-20, 01:50 PM
@Vecko,

A small question - I stumbled upon this while testing my ship.

What is the reason for Rudders in Zones.cfg file to be defined as non destructible? I was thinking these were supposed to fall off like propellers do:

[Rudders]
Category=Propulsion
Multiplier=1.000000
Flotability=0.000000
HitPoints=60
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=60
CargoType=None
Hm, I don't remember really...:hmmm: I'm not even sure that I change it. It's better not to touch it for now. It could be that I changed it in fly due to some encountered issues which I can not remember right now.

vdr1981
04-09-20, 01:58 PM
Hi Veco,
it would be fine if you put this link on your 1st page of this mod, so potential new players know what they are gonna deal with...
I say this because I just linked a player to this mod and he says "I don't know what to do". And I'm not joking :D


Bye,
:Kaleun_Cheers:XS
Sure, but from some reason I'm not able to edit my old posts. Moderators?


Anyway, download link for install instructions is available on the main TWoS download page since long time ago...

XenonSurf
04-09-20, 02:35 PM
Sure, but from some reason I'm not able to edit my old posts. Moderators?


Anyway, download link for install instructions is available on the main TWoS download page since long time ago...


Ah ok, so next time I will link any interested player to the download section.


Have a nice time!
Greetings,
:Kaleun_Cheers:XS

Tonci87
04-09-20, 05:51 PM
I noticed something that is bothering me and I´m curious to know if that can be improved.

When Aircraft attack you, they immediately break off their attack as soon as you dive below the waves. They do not try to drop their bombs in the area where you have been last.

I think that is a shame and it makes aircraft much less dangerous. Also I do not think that any aircraft can be armed with depth charges, because they would never use them effectively.
It is a very different Experience in SH3 GWX, where aircraft are the biggest danger to you.

Id it possible to improve Aircraft AI, so that they drop their ordinance even if your sub is already below the waves?

vdr1981
04-10-20, 10:15 AM
I noticed something that is bothering me and I´m curious to know if that can be improved.

When Aircraft attack you, they immediately break off their attack as soon as you dive below the waves. They do not try to drop their bombs in the area where you have been last.

I think that is a shame and it makes aircraft much less dangerous. Also I do not think that any aircraft can be armed with depth charges, because they would never use them effectively.
It is a very different Experience in SH3 GWX, where aircraft are the biggest danger to you.

Id it possible to improve Aircraft AI, so that they drop their ordinance even if your sub is already below the waves?


Unfortunately nothing regarding airplanes AI can't be improved or at least I don't know how to do it. TDW's IRAI improves things to the some extent but still, airplanes AI is one of the weakest points of SH5 in my opinion as well...

Tonci87
04-10-20, 11:51 AM
Unfortunately nothing regarding airplanes AI can't be improved or at least I don't know how to do it. TDW's IRAI improves things to the some extent but still, airplanes AI is one of the weakest points of SH5 in my opinion as well...

Do you think it is possible to look at the SH3 GWX implementation and learn from that? Or does SH5 work in a very different way?

vdr1981
04-11-20, 05:21 AM
Do you think it is possible to look at the SH3 GWX implementation and learn from that? Or does SH5 work in a very different way?
I'm not 100% about this but I really doubt that would make any noticeable difference. The problem is that even default airplanes AI in SH3 and 4 is quite good and functional while in SH5 is completely broken.



Also , if you take a look into SH3/4 files you'll see that literally only few files control planes performances (airstrike.cfg ?) while in SH5 is completely different story due to scripts introduction...

Tonci87
04-11-20, 07:22 AM
So the default AI is already missing too much functionality to significantly improve it. Shame. But then we just have to take it as it is.

By the way, in order to make aircraft a little bit more dangerous, I would like to enable the option that Carriers can launch Aircraft. I remember that it was advised to not do that. Why was that again? What could happen?

Tonci87
04-11-20, 11:05 AM
A new video, this one shows how I managed to sink so much tonnage in my last patrol :)

https://www.youtube.com/watch?v=Nlatj5_jYLM

vdr1981
04-11-20, 12:51 PM
So the default AI is already missing too much functionality to significantly improve it. Shame. But then we just have to take it as it is.

By the way, in order to make aircraft a little bit more dangerous, I would like to enable the option that Carriers can launch Aircraft. I remember that it was advised to not do that. Why was that again? What could happen?


Aircraft carriers will spawn airplanes just like any other airbase regardless of mentioned patch. I'm not really sure what was TDW 's intention with those patches but they definitely don't do anything useful in the game. You can easily create test mission to confirm this.



From my testing I learned that those patches will only spawn airplanes on carrier's deck but the planes will instantly fall down to see, not really nice bug to see...

Tonci87
04-11-20, 01:28 PM
Aircraft carriers will spawn airplanes just like any other airbase regardless of mentioned patch. I'm not really sure what was TDW 's intention with those patches but they definitely don't do anything useful in the game. You can easily create test mission to confirm this.



From my testing I learned that those patches will only spawn airplanes on carrier's deck but the planes will instantly fall down to see, not really nice bug to see...

Oh, OK. Then I´ll leave the patch deactivated :)

Bilge_Rat
04-12-20, 09:36 AM
After several years off, I reinstalled SH5 and the TWOS mod. I have to say I am very impressed. It is very easy to instal and has a nice mix of mods.

I only have one issue, the are numbers in the top left corner that look like a FPS counter. How do I turn that off? Ctrl+F8 does not work.

fitzcarraldo
04-12-20, 01:45 PM
After several years off, I reinstalled SH5 and the TWOS mod. I have to say I am very impressed. It is very easy to instal and has a nice mix of mods.

I only have one issue, the are numbers in the top left corner that look like a FPS counter. How do I turn that off? Ctrl+8 does not work.

The keys for see FPS in game are Ctrl+F8.

But I think you have active the FPS counter in Uplay (?). Go to your Uplay settings and put it off.

Regards.

Fitzcarraldo :salute:

Bilge_Rat
04-13-20, 05:25 AM
That was it, thanks.

vdr1981
04-13-20, 12:46 PM
Regards.

Fitzcarraldo :salute:
Hey Fitzcarraldo, I promised you before an optional mod which will roll back env changes introduced in v2.2.17, so here it is. Sorry for the delay friend. Happy hunting and and #Stayathomeandplaysilenthunter5withwolvesofsteelmo d :).

http://www.mediafire.com/file/v9jr6z0ue2q9ult/Old_TWoS_Env_files.rar/file

fitzcarraldo
04-13-20, 07:04 PM
Hey Fitzcarraldo, I promised you before an optional mod which will roll back env changes introduced in v2.2.17, so here it is. Sorry for the delay friend. Happy hunting and and #Stayathomeandplaysilenthunter5withwolvesofsteelmo d :).

http://www.mediafire.com/file/v9jr6z0ue2q9ult/Old_TWoS_Env_files.rar/file


Many thanks for the addon! you are very kind.

Best regards and #stayathomehuntingwithTWoS.

Fitzcarraldo :salute:

Tonci87
04-14-20, 06:20 PM
Another great patrol on the American East Coast

Tonci. Patrol #21. 5/3/1942http://il2cg.il2sturmovik.net/KSDService/Site/Images/Captains/404.jpg
-------------------------------------------------------
Patrol #21
-------------------------------------------------------
3/13/1942 5:09:50 PM Out on patrol from the base Lorient
3/28/1942 12:57:00 PM Destroyed North Carolina Battleship, 35000 tons, Long 60° 02' W, Lat 39° 38' N
3/30/1942 Objective achieved Resupply from U-132
3/31/1942 12:02:00 AM Destroyed Liberty Ship (War Supplies), 7171 tons, Long 64° 49' W, Lat 34° 24' N
4/2/1942 10:25:00 PM Destroyed Amphibious Group Command Ship, 7602 tons, Long 71° 30' W, Lat 40° 23' N
4/3/1942 Objective achieved Infiltrate a spy in the harbor southbound of Long Island
4/4/1942 3:30:00 AM Destroyed Small Oiler, 2822 tons, Long 72° 56' W, Lat 39° 01' N
4/4/1942 3:36:00 AM Destroyed Medium Old Split Freighter, 5243 tons, Long 72° 55' W, Lat 39° 02' N
4/4/1942 10:05:00 AM Destroyed T3 Tanker, 11338 tons, Long 73° 39' W, Lat 38° 28' N
4/4/1942 3:46:00 PM Destroyed Large Freighter 8200t, 8718 tons, Long 73° 25' W, Lat 38° 25' N
4/5/1942 8:52:00 PM Destroyed Hog Island Type A Freighter, 4243 tons, Long 73° 34' W, Lat 37° 40' N
4/10/1942 9:54:00 PM Destroyed Medium Composite Freighter, 4052 tons, Long 75° 07' W, Lat 35° 08' N
4/10/1942 11:35:00 PM Destroyed Coal Freighter 2900t, 3100 tons, Long 75° 08' W, Lat 35° 18' N
4/11/1942 3:15:00 PM Destroyed Parcel Freighter, 3059 tons, Long 75° 55' W, Lat 34° 28' N
5/3/1942 5:18:08 AM Completion of a patrol in the base Lorient

Sinking tonnage: 92,348
Merit: 4280
Raiting increased by 3
Patrol time: 51 days
-------------------------------------------------------
5/3/1942 The new rank is Kapitan zur see


I´m now also Ace of the month for May 1942 :D

Jokerman
04-15-20, 04:09 AM
Hey all,

Hope everyone is safe and well.

Tonci87, I've recently been following your youtube videos ... thanks for the publishing .... ich habe das information uber der "4 bearings method" wirklich gut gefunden :yeah:

TWoS mod is excellent and thanks to the Mod Team for the work. Gratuity sent also.

Fair seas...

S!

Tonci87
04-16-20, 05:30 PM
Hi VDR,

I just experienced something that should not happen.

The date is 08.06.1942 and I was just attacked by three Beaufort Torpedo bombers in BE77. That is the Mid Atlantic.
I had a look into the Mission file for OP Drumbeat, and there are two Beaufort Patrols coming from the Azores.
But the Azores shouldn´t be available as a base until October 1943.

Could you please delete them for the next patch?

Thank you.

vdr1981
04-17-20, 05:32 AM
Hi VDR,

I just experienced something that should not happen.

The date is 08.06.1942 and I was just attacked by three Beaufort Torpedo bombers in BE77. That is the Mid Atlantic.
I had a look into the Mission file for OP Drumbeat, and there are two Beaufort Patrols coming from the Azores.
But the Azores shouldn´t be available as a base until October 1943.

Could you please delete them for the next patch?

Thank you.


That's strange because Azores airbase has game entry date set to 12th Dec 1943 and doesn't exist in OD campaign. :hmmm: Last night I also came close to the Azores and there was no airplane activity. Considering that this airbase have an elite skill, it's impossible that game wouldn't send at least few planes on close range like that.



Could it be that planes you saw were spawned from some aircraft carrier?
Could you upload the gamesave you've mentioned?

Tonci87
04-17-20, 05:36 AM
That's strange because Azores airbase has game entry date set to 12th Dec 1943 and doesn't exist in OD campaign. :hmmm: Last night I also came close to the Azores and there was no airplane activity. Considering that this airbase have an elite skill, it's impossible that game wouldn't send at least few planes on close range like that.



Could it be that planes you saw were spawned from some aircraft carrier?
Could you upload the gamesave you've mentioned?

No no, if you open Operation_Drumbeat.pj in the missioneditor, and start a simulation from for example 06/1942, you will see that there are two groups just spawning at the Azores. I don´t think the Airbase has anything to do with it.

vdr1981
04-17-20, 05:55 AM
No no, if you open Operation_Drumbeat.pj in the missioneditor, and start a simulation from for example 06/1942, you will see that there are two groups just spawning at the Azores. I don´t think the Airbase has anything to do with it.
Yes, I'm aware of that but I always thought that those planes aren't actually visible in the game. I may have to double check that...:hmmm: Like you said, maybe its better to remove/delete Lajes airbase from early campaigns all together, just to be on the safe side...:hmmm:

vdr1981
04-17-20, 04:53 PM
Yes, I'm aware of that but I always thought that those planes aren't actually visible in the game. I may have to double check that...:hmmm: Like you said, maybe its better to remove/delete Lajes airbase from early campaigns all together, just to be on the safe side...:hmmm:
Hmm yes...It seems that the "Threat zones" are causing problems. Namely, these zones will provoke inactive airbases to spawn airplane groups. I'm not really sure why is this happening but it smells like yet another broken "feature". After several hours of testing I didn't see any use of these "threat zones", only problems...I'll have to deal with this issue in the next update. :yep:

Tonci87
04-17-20, 06:27 PM
Hmm yes...It seems that the "Threat zones" are causing problems. Namely, these zones will provoke inactive airbases to spawn airplane groups. I'm not really sure why is this happening but it smells like yet another broken "feature". After several hours of testing I didn't see any use of these "threat zones", only problems...I'll have to deal with this issue in the next update. :yep:

That is interesting. I didnt consider what purpose the threat zones serve

GrenSo
04-20-20, 08:27 AM
@vdr1981: What do you think about the Small Motor Coaster from kapuhy, you can find here https://www.subsim.com/radioroom/downloads.php?do=file&id=5581, to add this one in next version?

vdr1981
04-20-20, 09:57 AM
@vdr1981: What do you think about the Small Motor Coaster from kapuhy, you can find here https://www.subsim.com/radioroom/downloads.php?do=file&id=5581, to add this one in next version?
Working on it... :yep: https://www.subsim.com/radioroom/showpost.php?p=2664604&postcount=11


I am also working on whole bunch of other campaign related things, including global improvement of world's shipping lines, shipping groups and other campaign files. I cant give the exact ETA date for the next update but when it's done it will definitely have a lot of important improvements...:yep:

ShootingFish86
04-22-20, 08:42 PM
Hello,

Firstly an apology for if this has been asked before: I scanned 10 pages back and didn't see any question related to the issue im having.

Secondly, A warm thank you for the hard work in putting this mod together. Its really something of beauty.

I'm returning to the game and the mod after quite some time away and I think I have it all installed correctly. I am using a uPlay downloaded version, though i am using Uplay in offline mode so as to not get the patch that breaks the mod. I also am using the .exe file that was recommended in the work around information. The game loads, the save file loads. The game is playable and the mod appears to work. Here's the catch, or catches:

If i speak to my second in command, i have the first two dialogue options, then the numbers 3,4,5,6,7,8 are clickable but do not show any text. If i click these I am presented with 2 or 3 more options, all just numbers and no text. When i click one, the guy will say "okay" or something else in the affirmative, do a couple of quarter turns and then something will happen in the report log to indicate that i asked for a depth sounding, or whatever it was. The point being, the commands in the dialogue menu are working i just can't see what they are. I would appreciate somebody telling me what I have done wrong and possibly, how to fix it. Similarly, there is an icon in the top left corner of the screen when using map, and this one just has a list of tickboxes with no text to denote what each option box does.

The second issue i am having is that the report log, by which i mean the little window in the bottom right corner that gives me a text readout of what my crew told me, is spamming numbers. Usually, it is the number 5. if i press Q a bigger version of the log appears, but it does not seem to display this long list of numbers, and indeed doesn't show nearly as many entries as i am actually getting in the smaller window. Again, i feel like i might have done something wrong at installation.

Help is appreciated. Thank you

Aktungbby
04-22-20, 09:22 PM
ShootingFish86!:Kaleun_Salute:

THEBERBSTER
04-23-20, 03:51 AM
A Warm Welcome To The Subsim Community > ShootingFish86
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

gap
04-23-20, 06:57 AM
Continuing in this thread the conversation on neutral ships and German engagement rules (https://www.subsim.com/radioroom/showthread.php?p=2665208#post2665208) started in kapuhy's Small Motor Coaster REL thread (https://www.subsim.com/radioroom/showthread.php?p=2660579#post2660579), because it belongs better here.

Kapuhy sorry again for having derailed your thread :salute:


Yes , I perfectly understand what you mean and I had similar toughs my self as well, but when I think of it and how much work these changes would actually require, I must I admit I tend to get scared a bit. :D


I have plans to ease up a bit neutral traffic in "legitimate" hostile waters for first two campaign chapters (problem of neutral ships in hostile waters isn't so pronounced in later war years) and I'll certainly reach out to you when I start to work on these stuff...:yep:


On a bright side, my introduction of illuminated vessels in TWoS took away large part of players confusion regarding targets selection. We now even have an add-on which will make certain nation to use only illuminated vessels until it joins to one of the confronted coalitions...:yep:

I am glad to learn that we share similar ideas, and whenever you will be ready to further develop them, I will be more than happy to ease your work both with historical research and by offering my modding skills.

Among the other things, I have been recently working on a still unreleased ensign mod which features realistic flags with correct aspect ratios (most of them are taken from pictures of real, weathered, WWII-era merchant and naval ensigns displayed in museums) and adds a few new nations to the game. I think that both features would make a nice addition for TWoS and that they could be part of our common effort to make SH5's sea traffic closer to the WWII-era one, but I am also in on putting my hands on ship units equipment and skins, campaign files, radio messages, etc.

Finally, I will leave you a few examples just to make clearer what I have in mind.


Fact #1 (from Wikipedia (https://en.wikipedia.org/wiki/Neutrality_Patrol)):
«President Franklin D. Roosevelt declared the United States' neutrality on September 5 [1939], and declared the naval patrol a Neutrality Patrol. Roosevelt's initiation of the Neutrality Patrol, which in fact also escorted British ships, as well as orders to U.S. Navy destroyers first to actively report U-boats, then "shoot on sight", meant American neutrality was honored more in the breach than observance.
[...] At the beginning of 1941, President Roosevelt secretly organized a protection-of-shipping task force 24, given the designation of Support Force, United States Atlantic Fleet, under the command of Rear Admiral Arthur L. Bristol. Ships, planes, funding, and personnel were assigned in January and February, and operations began in March.
[...] To augment the fleet units already engaged in the Neutrality Patrol which President Roosevelt had placed around the eastern seaboard and Gulf ports, the United States Navy recommissioned 77 destroyers and light minelayers which had lain in reserve at either Philadelphia or San Diego. In Newfoundland on August 9, 1941, President Roosevelt agreed to provide American destroyers as escorts for the Canada to Iceland portion of HX convoys and westbound ON convoys. USS Greer ineffectively engaged U-652 on September 4; and on September 11 President Roosevelt declared Axis ships entered the neutrality zone at their own risk, and ordered the U.S. Navy to attack any vessel threatening ships under American escort. HX 150 sailed September 16, 1941, as the first convoy with American escort. ON 18 sailed September 24 as the first westbound convoy with American escort. The Gleaves-class destroyer Kearny was torpedoed while escorting Convoy SC 48 on October 17, 1941. The destroyer Reuben James was torpedoed and sunk on October 31, 1941, while escorting Convoy HX 156 with a loss of 100 lives».

In game: I think TWoS' version of defsides.cfg has still a 'FreeAmerican' nation I had setup for representing the escorts involved in Neutrality Patrols, and the few American merchants that were attacked by German U-boats when the USA were still officially neutral. Nonetheless, I think this 'nation' was never actually used.
What I would do, is to assign some minelayers (if available) and some old destroyers of the appropriate classes to the FreeAmerican roster. Starting from early 1941, when the Support Force was organized, these escort vessels should patrol the Est Coast of North and South America within an area described by this chart (https://en.wikipedia.org/wiki/Neutrality_Patrol#/media/File:Declaration_of_Panama_map.png). I doubt the Nazis to be aware of those patrols, so should the players incautiously move their patrol zones too far west, they would risk suffering a surprise-attack by an apparently neutral warship (unless they are reading these notes, in which case they will be more prudent lol). Nonetheless, shortly after 11 September, when Roosevelt 'officialized' those patrol and their 'hostile' nature towards German submarines, a radio message should be dispatched warning all the Atlantic boats about the risk of being attacked by US destroyers patrolling the Neutrality Zone. Moreover, starting from the day 16 and the day 24 of the same month, 'FreeAmerican' destroyers should start escorting convoys of the HX and ON series respectively (other North Atlantic convoys might be involved too, and we will find them out). Again, the player wouldn't be aware about these US-escorted convoys until he sees one, or until he receives a BdU message reporting that US escorts have been spotted within Allied convoys and instructing U-baot captains on how to deal with them (= avoid them or... be aggressive with them :arrgh!:)


Fact# 2 (desumed from uboat.net (https://uboat.net/allies/merchants/) and u-historia.com (http://www.u-historia.com/uhistoria/historia/inhistoria.htm)): after the Fall of France and prior to its liberation, a number of Vichy French vessels were attacked and sunk by German U-boats because they were not conforming with the Vichy French neutrality markings, or because they were suspected of radioing the U-boat position to the enemy. According to the essay Ordinary Sailors: The French Navy, Vichy and the Second World War (https://researchrepository.wvu.edu/cgi/viewcontent.cgi?article=7893&context=etd) «A further flavor of the restrictions under
which the French continued to operate was provided at a conference in Wiesbaden between the German Minister Plenipotentiary Hemmen and Admiral Michelier on 3 August 1940, where conditions were laid down for the departure of five French refrigerated vessels. Namely that three days’ notice of the departure of each vessel should be provided, along with routes and points of departure; the ships had to fly the French flag above a yellow flag, with French colors painted visibly on the sides and bridgework, surrounded by a yellow border on a black background and illuminated at night; it was forbidden to zig-zag; routes used by British convoys should be avoided and a safe distance maintained from Gibraltar; French crews should prevent under any circumstances ships or cargo falling into British hands. In addition, the ships should sail directly from Dakar to Bordeaux, individually and successively, meaning that one had to arrive at its destination before the next could cast off».

In game: during the German occupation all the French sea traffic should stay away from British-controlled areas and be composed by solitary ships. Moreover, all the Vichy ships should be illuminated at night and they should display the identification markings described above. In the same time, a 'FreeVichy' roster should be created. A few of its ships could miss some of the prescribed marking and/or night lights. Their traffic should be (very) scarce. It can be made to follow the same routes as regular Vichy shipping, but a few ships might be done to sail in small groups and/or to be bound for British waters. The more we mix-up thefe infractions to German rules, the more difficult will be the identification of potential French enemies by the player. Of course, shortly after the Fall of France, we should receive the usual BdU message instructing us on the rules to which French ships must attain not to be considered smugglers or spies. Even a single infraction would candidate them as valid targets.


Fact# 3 (desumed from uboat.net (https://uboat.net/allies/merchants/) and u-historia.com (http://www.u-historia.com/uhistoria/historia/inhistoria.htm)): in the course of the war, a number of neutral fishing trawlers (IIRC mostly Spanish and Portuguese) were sunk by U-bowts South of Ireland because they were fishing too close to the British border.

In game: we should create 'Free' copies of the appropriate nations and place one or more classes of fishing trawlers in their roster. These vessels should be made to move back and forth from their territorial waters to open sea areas in front of Southern Ireland (we can desume those areas from the logs of U-boats who actually sunk neutral fishing boats). At the same time, we should make sure that no 'true' neutral fishing vessel is sailing that close to British waters. After the Fall of France, a radio message will inform the player that fishing activities in NE Atlantic have been restricted to the South of a certain latitude, and all the fishing vessels crossing that line are to be considered valid targets irrespective of their nationality.

Jimbuna
04-23-20, 08:09 AM
Welcome to SubSim ShootingFish86 :salute:

ShootingFish86
04-23-20, 09:08 AM
Thank you for the warm welcome guys. Despite being a member of subsim since 2017 i haven't actually posted or replied before lol.

Having done some more digging, I discovered this in the documentation for the mod:

"- Most of the ingame texts are missing (Flotilla objectives, map options settings, message box entries ect)
Remove "read only" attributes from your main SH5 install folder and run the game with administration rights."

The problem is that setting the folder to read-only doesn't stick. I guess this is something to do with it being the uPlay download version in the uPlay games folder. When i change the attributes of all the files in the SH5 folder it takes a few minutes, succeeds but then instantly reverts back to read-only.

Does anyone know a workaround? The missing text doesn't exactly break the game, so long as i learn what all the missing dialogue options are and commit them to my memory but im sure you can appreciate this is an extra step that is rather annoying

gap
04-23-20, 11:08 AM
Hi ShootingFish86 and welcome aboard!

Lately the U-play version of the game has shown many compatibility issues. This is unfortunate indeed.

Probably someone else will pop up with a better suggestion, but I would recommend you to get another version of the game. Preferably the CD version, or even the Steam version, whose compatibility issues with TWoS have been finally solved. These days SH5 is so cheap that you can buy it (again) for the same price of a packet of cigarettes (I know, I know, smoking is not a good habit :O:).

Alternatively, you could try looking for a "trial" version of the game, if you know what I mean, and activate it with the credentials you bought from Uplay. That should work as well, you won't loose any functionality, and it wont cost to you any (extra) penny.

boogieman335
04-23-20, 11:36 AM
Thank you for the warm welcome guys. Despite being a member of subsim since 2017 i haven't actually posted or replied before lol.

Having done some more digging, I discovered this in the documentation for the mod:

"- Most of the ingame texts are missing (Flotilla objectives, map options settings, message box entries ect)
Remove "read only" attributes from your main SH5 install folder and run the game with administration rights."

The problem is that setting the folder to read-only doesn't stick. I guess this is something to do with it being the uPlay download version in the uPlay games folder. When i change the attributes of all the files in the SH5 folder it takes a few minutes, succeeds but then instantly reverts back to read-only.

Does anyone know a workaround? The missing text doesn't exactly break the game, so long as i learn what all the missing dialogue options are and commit them to my memory but im sure you can appreciate this is an extra step that is rather annoying

Don't know if this will help but if you are running the latest version of Windows 10 version 1909 you might have to make an exception in your windows security setting s for SH5 in the ransomware portion. Its the setting that keeps files from making changes to your protected folders including the My Documents section where game saves are stored. I know when I first updated my system I had to make exceptions for several games to get them to save and work properly. I use the Steam version so I don't really know about the Uplay version though.

boogieman335
04-24-20, 08:21 PM
For those of you that use my Boogie's Refit texture mod I have posted a new version. This is version 3.0 and is a complete texture package for interiors, exteriors, the bunker, as well as reworked uniforms with higher resolution and compressed with DXt5 format for better frame rates.
screens here:https://imgur.com/gallery/viQB4no

edit: I forgot to mention in the readme in the file that I included some cloud tweaks derived from U190's great SH5 Real clouds mod. I changed them slightly to work with reshade to avoid color banding in the preset I made. My apoligies for neglecting the mention. If you don't use reshade you might want to download that mod and let it over write mine. As pretty much everyone else in the world I have been at home and even though as a music producer/engineer I do quite a bit of mixing here in my home studio I found my self caught up on projects and had time to fix some of the things in my mod that have been bothering me. I was supervised by Oreo the cat, and except for a quick catnip break we have labored all day on this. Thank those of you that use my mod and get pleasure from it. Be safe, don't let the Corona bug bite.

Lugermann
04-25-20, 04:43 AM
For those of you that use my Boogie's Refit texture mod I have posted a new version. This is version 3.0 and is a complete texture package for interiors, exteriors, the bunker, as well as reworked uniforms with higher resolution and compressed with DXt5 format for better frame rates.
screens here:https://imgur.com/gallery/viQB4no

edit: I forgot to mention in the readme in the file that I included some cloud tweaks derived from U190's great SH5 Real clouds mod. I changed them slightly to work with reshade to avoid color banding in the preset I made. My apoligies for neglecting the mention. If you don't use reshade you might want to download that mod and let it over write mine. As pretty much everyone else in the world I have been at home and even though as a music producer/engineer I do quite a bit of mixing here in my home studio I found my self caught up on projects and had time to fix some of the things in my mod that have been bothering me. I was supervised by Oreo the cat, and except for a quick catnip break we have labored all day on this. Thank those of you that use my mod and get pleasure from it. Be safe, don't let the Corona bug bite.

Superb! Thanks for the great work! :Kaleun_Salute:

But, it's normal this?

https://i.ibb.co/1MGn1db/error1.jpg (https://ibb.co/C6KtgMW)

https://i.ibb.co/b5XCT2r/error2.jpg (https://ibb.co/QvMTLC6)

In the game the Real Navigaton it seems to work well...

THEBERBSTER
04-25-20, 05:20 AM
Hi Lugermann
The Real Navigation Mod needs to be last so it is not over written by any other mod.
Peter

ShootingFish86
04-25-20, 06:27 AM
Hi ShootingFish86 and welcome aboard!

Lately the U-play version of the game has shown many compatibility issues. This is unfortunate indeed.

Probably someone else will pop up with a better suggestion, but I would recommend you to get another version of the game. Preferably the CD version, or even the Steam version, whose compatibility issues with TWoS have been finally solved. These days SH5 is so cheap that you can buy it (again) for the same price of a packet of cigarettes (I know, I know, smoking is not a good habit :O:).

Alternatively, you could try looking for a "trial" version of the game, if you know what I mean, and activate it with the credentials you bought from Uplay. That should work as well, you won't loose any functionality, and it wont cost to you any (extra) penny.

I'm sure my wife meant well when she bought me the uPlay version lol. she probably didn't intend for it to be the worst possible version to buy for modding (and it annoyed me slightly that i had to install yet another launcher onto my computer). I don't mind buying another version of the game but unfortunately my search has been fruitless. It seems that steam uk does not sell it for cheap (it is available only as part of a collection for £25). Disc copies are available on eBay, but only from germany at a price of around £14. Not to sound like a cheapstake but i begrudge paying that amount of money for a game i already own, particularly when the money won't actually go towards the developers and count in a "make more of this game, people like it" kind of way.

I may have to sit on this for a little while, and once world events mean i can go back to work i may rethink and loosen the purse strings a little.

Thanks for your reply

Lugermann
04-25-20, 06:37 AM
Hi Lugermann
The Real Navigation Mod needs to be last so it is not over written by any other mod.
Peter



In this case:

https://i.ibb.co/yBc0dWk/error4.jpg (https://ibb.co/vv61VZd)

https://i.ibb.co/9tQSdkN/error3.jpg (https://ibb.co/Zmq7bpV)


Thanks!

:Kaleun_Salute:

boogieman335
04-25-20, 10:23 AM
In this case:

https://i.ibb.co/yBc0dWk/error4.jpg (https://ibb.co/vv61VZd)

https://i.ibb.co/9tQSdkN/error3.jpg (https://ibb.co/Zmq7bpV)


Thanks!

:Kaleun_Salute:

The files reffered to won't break your game either way. They are just a thicker version of the line your pencil draws on the map to make them easier to see for tired old eyes like mine. If they concern you you can delete them from the mod. That is the only thing they do. Thanks for the kind words.

Lugermann
04-25-20, 10:45 AM
The files reffered to won't break your game either way. They are just a thicker version of the line your pencil draws on the map to make them easier to see for tired old eyes like mine. If they concern you you can delete them from the mod. That is the only thing they do.

Oh, it's perfect for me too.

Great work. Great mod.

:Kaleun_Applaud:.

fitzcarraldo
04-25-20, 11:33 AM
Awesome Boogieman! Looks really nice in my TWoS. I got to make work Reshade with KSD start button so I'm very happy and quarantined.

Many thanks for the great work.

And a request: Is there a way to put full beards to the crew? That little beard of the watchman seems too cared for an Uboat after 30 days on patrol...

Best regards.

Fitzcarraldo :salute:

boogieman335
04-25-20, 01:20 PM
Awesome Boogieman! Looks really nice in my TWoS. I got to make work Reshade with KSD start button so I'm very happy and quarantined.

Many thanks for the great work.

And a request: Is there a way to put full beards to the crew? That little beard of the watchman seems too cared for an Uboat after 30 days on patrol...

Best regards.

Fitzcarraldo :salute:

Sorry but I don't know how to do that. That NPC already had a problem with the head being to big, as the guy who made the original mighty fine crew mod stated in his thread when he developed it. Also he had a weird glitch where he changes uniform 2 times when going to and from the bridge. I managed to fix that. The other NPC enlisted change uniform when they get to their station. I changed the navigator because the coat he wore before always had clipping issues and has a normal map that doesn't line up with textures very well. The uniforms are not completely history accurate in this game. TWoS comes with ones that are more like the tropical uniforms worn in the Med or south Atlantic. According to the replicators web site the blue grey uniforms were the most common worn by crews in the Atlantic. The first officers jacket could be blue grey with the shoulder boards I used on him or it could be the kakhi or od green colored denim one with different shoulder boards. Same for the topedo men fore and aft, and the now the navigator. The dark sweaters aren't really the dark blue pullovers but they are close enough that I put the torpedo, and underwater spec on their sleeves and gave them a seaman rank. I just think it looks better. If you prefer the green one on the first officer the texture is in my first mod, its the same resolution. The uniforms in this mod are all double resolution of the originals and compressed with dxt5 compression to preserve frame rates. This game has original textures that are some in dxt5 some dxt 1, some rgb8. A lot of different compressions and resolutions. I think this is why the frame rates always drop in Kiel because so many different compressions, but short of going through and converting every texture in the game there is no way to change it.

boogieman335
04-25-20, 01:27 PM
Oh, it's perfect for me too.

Great work. Great mod.

:Kaleun_Applaud:.

Thanks, I just wish I could figure out how to make the Latitude and Longitude numbers a little bigger on the map. I already colored them white in my game thanks to one of Peter's tutorials. LOL

gap
04-25-20, 03:21 PM
I'm sure my wife meant well when she bought me the uPlay version lol. she probably didn't intend for it to be the worst possible version to buy for modding (and it annoyed me slightly that i had to install yet another launcher onto my computer). I don't mind buying another version of the game but unfortunately my search has been fruitless. It seems that steam uk does not sell it for cheap (it is available only as part of a collection for £25). Disc copies are available on eBay, but only from germany at a price of around £14. Not to sound like a cheapstake but i begrudge paying that amount of money for a game i already own, particularly when the money won't actually go towards the developers and count in a "make more of this game, people like it" kind of way.

I may have to sit on this for a little while, and once world events mean i can go back to work i may rethink and loosen the purse strings a little.

Thanks for your reply

I can imagine how you feel ShootingFish and I could undersign some of your phrases. Buying back the game would have been an option if the price was a fairer one, but it seems that these days that's not the case.
I am sure that there are better way to solve your issue (I myself gave you an alternative), and that eventually you will manage playing TWoS in all its splendour.

gap off :salute:

propbeanie
04-25-20, 03:55 PM
I'm sure my wife meant well when she bought me the uPlay version lol. she probably didn't intend for it to be the worst possible version to buy for modding (and it annoyed me slightly that i had to install yet another launcher onto my computer). I don't mind buying another version of the game but unfortunately my search has been fruitless. It seems that steam uk does not sell it for cheap (it is available only as part of a collection for £25). Disc copies are available on eBay, but only from germany at a price of around £14. Not to sound like a cheapstake but i begrudge paying that amount of money for a game i already own, particularly when the money won't actually go towards the developers and count in a "make more of this game, people like it" kind of way.

I may have to sit on this for a little while, and once world events mean i can go back to work i may rethink and loosen the purse strings a little.

Thanks for your reply
I'm sure Peter missed your post, but he has a "fix" for the UPlay version that will allow you do use TWoS:

Uplay Download Version Fix For SH5 And TWoS (https://www.subsim.com/radioroom/showthread.php?p=2568507#post2568507)

gap
04-25-20, 05:15 PM
I'm sure Peter missed your post, but he has a "fix" for the UPlay version that will allow you do use TWoS:

Uplay Download Version Fix For SH5 And TWoS (https://www.subsim.com/radioroom/showthread.php?p=2568507#post2568507)

:up:

zeus
04-26-20, 03:36 PM
hello

the mega mod TWO is very good in everything
a question: in the campaign is there any opportunity to create wolfpacks with AI submarines?
If there is, I suppose it will be very limited.

GrenSo
04-27-20, 07:50 AM
Working on it... :yep: https://www.subsim.com/radioroom/showpost.php?p=2664604&postcount=11


I am also working on whole bunch of other campaign related things, including global improvement of world's shipping lines, shipping groups and other campaign files. I cant give the exact ETA date for the next update but when it's done it will definitely have a lot of important improvements...:yep:


Great to here and I look forward for the next release.
Please take all the time you need. Or like we say in German: "Gut Ding will Weile haben." :Kaleun_Wink:

nemeor
04-27-20, 03:05 PM
Hello everyone,

Thank you a lot VDR for your work.

I love this mod, but the sound of the flak is horrible ! I want to change it (by a more realistic), can you tell me where can i found the song of the flak inside the folder of silent hunter 5 ? I will change it and i will give you the new sound VDR. :Kaleun_Salute:

reedca82
04-27-20, 07:24 PM
Currently in Happy Times, and the generic sink convoy/a tanker at said marker missions are just frustrating as I never am able to accomplish them. It seems convoys never pass through that area (I'm guessing 200km) before it expires/turns red/fails.

Am I missing something? I prefer the old style "patrol X grid" where you'd at least see that get accomplished.

Anyway, just some feedback.

Aktungbby
04-27-20, 08:25 PM
nemeor!:Kaleun_Salute:

THEBERBSTER
04-28-20, 04:49 AM
A Warm Welcome To The Subsim Community > memeor
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

Jimbuna
04-28-20, 06:05 AM
Welcome to SubSim nemeor :salute:

nemeor
04-28-20, 07:55 AM
Thanks ! :Kaleun_Cheers:

willi04hunter
04-29-20, 01:01 PM
Installation

Texas Red
04-29-20, 07:45 PM
There were a few problems I would encounter that annoyed me very much.
So, after I completed North Western Approaches, I get the screen that would usually be displayed after you quit to menu or quit the game. Y'know, the missions, tonnage sunk, status etc? I was like, "This is strange" and I click next and the screen pops up that would usually resemble the end of a campaign chapter, a color U-boat photo with some text off to the side.

I felt like I had completed the campaign chapter way to quickly. So I reloaded and reloaded the game only to get the same results.

Any way to fix this?

vdr1981
05-01-20, 11:40 AM
OK, I'm pretty much done with campaign files editing for all campaign chapters, lots of fixes, new and rearranged traffic lines, new coastal shipping lines, no more our of place traffic (like German support tankers in the middle of English channel or allied ships in dangerous waters within Luftwaffe reach) ect ect. Detailed change log will follow...:yep:


I'll now try to replace German logn range support missions ship with proper type-XIV "Milchkühe" boat from GWX. Fingers crossed...:)


https://i.postimg.cc/TYqb6Tpf/Capture.jpg

Texas Red
05-01-20, 12:25 PM
Great! Cannot wait!

fitzcarraldo
05-01-20, 12:50 PM
OK, I'm pretty much done with campaign files editing for all campaign chapters, lots of fixes, new and rearranged traffic lines, new coastal shipping lines, no more our of place traffic (like German support tankers in the middle of English channel or allied ships in dangerous waters within Luftwaffe reach) ect ect. Detailed change log will follow...:yep:


I'll now try to replace German logn range support missions ship with proper type-XIV "Milchkühe" boat from GWX. Fingers crossed...:)


Milkcows! That's awesome!

Waiting the new update. Many thanks!

Fitzcarraldo :salute:

vdr1981
05-01-20, 02:17 PM
Great! Cannot wait!

Milkcows! That's awesome!

Waiting the new update. Many thanks!

Fitzcarraldo :salute:
Well, it's not going to a real "looker" but it'll be better to have a real milch-cow for in-patrol refitting instead of currently used Dithermarschen class tankers and type VIIC U-boats...What do you thing guys?


https://i.postimg.cc/Pq5j3Q81/SH5-Img-2020-05-01-21-07-25.jpg

fitzcarraldo
05-01-20, 02:46 PM
Good for me.

Great job!

Fitzcarraldo :salute:

Muckenberg
05-02-20, 01:16 AM
Hello
This is very great news that there will be a type XIV in the game. And the exchange for some tankers and merchant ships will be more beneficial for the game. I look forward to a new update.


One more question. Would it be a big problem to increase the range of supply ships? After all, the circling is not very natural. And a little bit of that search for a supply ship would also be quite faithful.
:Kaleun_Salute:

kapuhy
05-02-20, 04:51 AM
Well, it's not going to a real "looker" but it'll be better to have a real milch-cow for in-patrol refitting instead of currently used Dithermarschen class tankers and type VIIC U-boats...What do you thing guys?

Loving it!

I've been reading a book on "milk cows" recently... these guys had one of the hardest jobs ever. Looking forward to see them in game.

Will it be able to submerge? I don't know if this is already in game's radio messages but standing orders were not to submerge your boat in event of air attack during refuelling and provide cover until milk cow is safely under water.

vdr1981
05-02-20, 07:05 AM
Loving it!

I've been reading a book on "milk cows" recently... these guys had one of the hardest jobs ever. Looking forward to see them in game.

Will it be able to submerge?
I don't think so, at least not for now. It will have AI of a regular armed replenishment merchant (type=100). I don't want to take any chances for now since submarines AI is very questionable to say the least.



Still have to solve few problems though, for example AI sonarmen can detect her but player can not so any tips will be useful...:hmmm:

gap
05-02-20, 09:14 AM
Well, it's not going to a real "looker" but it'll be better to have a real milch-cow for in-patrol refitting instead of currently used Dithermarschen class tankers and type VIIC U-boats...What do you thing guys?

If you ask me, where/when historically appropriate milch-cows will make a nice addition. Keep in mind that the first patrol by a Type XIV U-boat started on late March '42, and the last of them was sunk on 12 Jun 1944. During this interval they surely played an important role in the Battle of the Atlantic, especially during Operation Torch, yet you should also consider that only 10 U-boats of this class were in commission, the majority of them not entering active service before summer '42 (some of them much later) and being killed in action between spring and autumn '43. Five out of ten didn't manage carrying out more than three sorties and, of those, three were killed during their first patrol.

On the other hand, before the first "Milch Cows" started their service, and alongside them (after their commissioning) a number of German auxiliary ships - oilers, supply vessels, but also commerce riders - carried out replenishment duties in the North and South Atlantic and in the Indian Ocean, refitting among the other German vessels a considerable number of U-boats. This is to say that completely replacing the Dithmarschen (or any other ships used in that role in the OHII campaing and in the current TWoS campaign) with the Type U-boat, would be historically inaccurate and detrimental to the variety of the game.

If you want to know more on the U-boat replenishment operations that involved a ship as the supply vessel, you will find more details at the following links:

https://www.subsim.com/radioroom/showthread.php?p=1945324&highlight=replenishment#post1945324
https://www.subsim.com/radioroom/showthread.php?p=1950598#post1950598

Unfortunately most of the pictures and of the charts that illustrated my lists went lost, but should you need those charts I can recreate some of them. Moreover, if you think that a list of all the U-boats the are know for having been replenished by another U-boat (with dates and locations) might ease your task, I will gladly collect that information for you.


Still have to solve few problems though, for example AI sonarmen can detect her but player can not so any tips will be useful...:hmmm:

I should have a look into the files. Can you upload them somewhere?

Tonci87
05-02-20, 11:04 AM
By the way, is it possible to disable Torpedo replenishment at sea?
I don´t think that Torpedoes were replenished at sea IRL, or am I wrong?

gap
05-02-20, 12:31 PM
By the way, is it possible to disable Torpedo replenishment at sea?
I don´t think that Torpedoes were replenished at sea IRL, or am I wrong?

I think I have read reports where some U-boats received a small amount of torpedoes from replenishment vessels. I can't say if that was a common practice, but it made sense anyway: what would have been the point of keeping the boats longer at sea, if they couldn't get a fresh load of their main weapon?

Tonci87
05-02-20, 12:53 PM
I think I have read reports where some U-boats received a small amount of torpedoes from replenishment vessels. I can't say if that was a common practice, but it made sense anyway: what would have been the point of keeping the boats longer at sea, if they couldn't get a fresh load of their main weapon?

Fuel, Water, Food

I just can´t imagine Torpedo replenishment being done easily at sea. Passing a fuel line and provisions, ok. But trying to lower a really heavy and long torpedo with a crane onto a very small area on a very small vessel, that will be severely affected by even small waves? There is just too much that can go wrong. My impression is that U´boats returned to port once their torpedoes were all fired.

The replenishment at sea was needed when the journey to the patrol area was very long, or if if took a long time for a boat to find enough targets.

I do not have hard data to back that up, but I never saw anything claiming that Torpedoes were replenished at sea.

vdr1981
05-02-20, 01:21 PM
If you ask me, where/when historically appropriate milch-cows will make a nice addition. Keep in mind that the first patrol by a Type XIV U-boat started on late March '42, and the last of them was sunk on 12 Jun 1944. During this interval they surely played an important role in the Battle of the Atlantic, especially during Operation Torch, yet you should also consider that only 10 U-boats of this class were in commission, the majority of them not entering active service before summer '42 (some of them much later) and being killed in action between spring and autumn '43. Five out of ten didn't manage carrying out more than three sorties and, of those, three were killed during their first patrol.

On the other hand, before the first "Milch Cows" started their service, and alongside them (after their commissioning) a number of German auxiliary ships - oilers, supply vessels, but also commerce riders - carried out replenishment duties in the North and South Atlantic and in the Indian Ocean, refitting among the other German vessels a considerable number of U-boats. This is to say that completely replacing the Dithmarschen (or any other ships used in that role in the OHII campaing and in the current TWoS campaign) with the Type U-boat, would be historically inaccurate and detrimental to the variety of the game.

If you want to know more on the U-boat replenishment operations that involved a ship as the supply vessel, you will find more details at the following links:

https://www.subsim.com/radioroom/showthread.php?p=1945324&highlight=replenishment#post1945324
https://www.subsim.com/radioroom/showthread.php?p=1950598#post1950598

Unfortunately most of the pictures and of the charts that illustrated my lists went lost, but should you need those charts I can recreate some of them. Moreover, if you think that a list of all the U-boats the are know for having been replenished by another U-boat (with dates and locations) might ease your task, I will gladly collect that information for you.



I should have a look into the files. Can you upload them somewhere?


Thanks for the info Gap.:up: I'll certainly try to follow historical facts as much as possible...


By the way, is it possible to disable Torpedo replenishment at sea?
I don´t think that Torpedoes were replenished at sea IRL, or am I wrong?
No, I don't think that's possible. It all or nothing in SH games...


https://i.postimg.cc/L8v4zKkV/SH5-Img-2020-05-02-19-32-20.jpg https://i.postimg.cc/yNd1jQvC/SH5-Img-2020-05-02-19-39-09.jpg

kapuhy
05-02-20, 02:03 PM
By the way, is it possible to disable Torpedo replenishment at sea?
I don´t think that Torpedoes were replenished at sea IRL, or am I wrong?

It was done. Speaking from memory, since I've given the book on it back to library, but it had reports of U-boats (not just "milk cows", but also attack boats returning from patrol with torpedoes for whatever reason - damage, lack of fuel, etc) being odered by BdU to transfer their torpedoes to another boat.

gap
05-02-20, 02:40 PM
It was done. Speaking from memory, since I've given the book on it back to library, but it had reports of U-boats (not just "milk cows", but also attack boats returning from patrol with torpedoes for whatever reason - damage, lack of fuel, etc) being odered by BdU to transfer their torpedoes to another boat.

Yes, I have read.similar reports. Not only torpedoes were transferred from attack boat to attack boat, but fuel as well.

Tonci87
05-02-20, 03:59 PM
Yes, I have read.similar reports. Not only torpedoes were transferred from attack boat to attack boat, but fuel as well.

I really wonder how they did it.

kapuhy
05-02-20, 05:57 PM
I really wonder how they did it.

https://www.subsim.com/radioroom/showpost.php?p=1850085&postcount=9

Tonci87
05-02-20, 06:52 PM
https://www.subsim.com/radioroom/showpost.php?p=1850085&postcount=9

Thanks for that!

Damn sailors are crafty

gap
05-03-20, 07:12 AM
Thanks for that!

Damn sailors are crafty

:03:

Lugermann
05-03-20, 08:44 AM
Thanks for the info Gap.:up: I'll certainly try to follow historical facts as much as possible...



Maybe this is useful.

Know war cruises of type XIV:

https://i.ibb.co/dQ05Zs7/IMG-1494.jpg (https://ibb.co/brgKtj7)
https://i.ibb.co/7KVkKjS/IMG-1495.jpg (https://ibb.co/QMnDMpJ)
https://i.ibb.co/tsSFm8t/IMG-1496.jpg (https://ibb.co/wWTj0MX)

Source: The Milk Cows. U-Boat Tankers at War 1941-1945. John White. Pen & Sword Military, 2009.

Lugermann
05-03-20, 09:23 AM
A few U-Boats type XB (long-range minelayers) were used as resupply boats.

gap
05-03-20, 10:30 AM
Maybe this is useful.

Know war cruises of type XIV:

Source: The Milk Cows. U-Boat Tankers at War 1941-1945. John White. Pen & Sword Military, 2009.

Good info Lugermann.

Personally I use u-boat.net (https://uboat.net/types/xiv.htm) for patrol logs as it offers information on daily U-boat positions.

Another good website is u-historia.com (http://www.u-historia.com/uhistoria/historia/inhistoria.htm) as it contains reports of the main events in each U-boat patrol.

By crossing the information of the two websites above, I have noticed that rendezvous areas for resupplying operations were not random, but planned at fixed locations, and often these locations didn't change for months. My statement above applies for sure to auxiliary (surface) tankers, but it probably can be extended also to U-boat-to-U-boat resupplies.


A few U-Boats type XB (long-range minelayers) were used as resupply boats.

As noted by kapuhy, in case of necessity or when the circumstances made it fit, any long-range U-boat could be used as support vessel for other U-boats. Just as an example, during their long passage from Europe to the Far East, several type IX U-boats of the so called 'Monsun Gruppe' were diverted to fuel other boats. :yep:

Lugermann
05-03-20, 11:35 AM
As noted by kapuhy, in case of necessity or when the circumstances made it fit, any long-range U-boat could be used as support vessel for other U-boats. Just as an example, during their long passage from Europe to the Far East, several type IX U-boats of the so called 'Monsun Gruppe' were diverted to fuel other boats. :yep:

Yes, due the loss of a U-tanker.

The Monsun Gruppe had a complex refueling plan. First, the IXC40s and IXCs were to refuel on the outbound leg from the Type XIV U-tanker U-462, which sailed from France. Second, all boats were to replenish from the German tanker Brake in the Indian Ocean, then proceed to patrol areas. On the return voyage, the boats were to refuel again from Brake in the Indian Ocean and from another XIV U-tanker near the Azores on the final leg..

The U-462 mentioned was forced to abort his mission and therefore not could refuel the Monsun boats. This vital task was reasigned to the type XIV U-487 which sailed from France, but this U-tanker was lost before the refueling operation.

gap
05-03-20, 12:54 PM
Yes, due the loss of a U-tanker.

Yes, definitely, I had forgot mentioning this part of the story, thank you for mentioning it!

Exception made for the Type XIV, no U-boat was meant to play the support role. But due to the small number of available U-tankers (and to the vulnerability inherent to their duties), in several occasions other U-boat types had to be used as stop-gap supply vessels.

skin-nl
05-05-20, 01:22 PM
You did great work with the type XIV Vecko :up:

kapuhy
05-06-20, 04:29 AM
Well, it's not going to a real "looker" but it'll be better to have a real milch-cow for in-patrol refitting instead of currently used Dithermarschen class tankers and type VIIC U-boats...What do you thing guys?

From your screenshot it looks like you're importing it as .dat, right? If you wish, I could try to convert it to .gr2 format. Not that it looks bad now, quite the opposite, but shadows, 3D damage and visibility through water would make it even cooler.

vdr1981
05-07-20, 10:46 AM
From your screenshot it looks like you're importing it as .dat, right? If you wish, I could try to convert it to .gr2 format. Not that it looks bad now, quite the opposite, but shadows, 3D damage and visibility through water would make it even cooler.
Hey Kapuhy, sorry for late reply...:salute:
That sounds good but it shouldn't be high on your priority list in my opinion. :yep:Maybe once when you are done with your current work on small coasters? Type XIV won't be so common in the campaign after all and many Captains wont even live to see it. :D

Texas Red
05-07-20, 11:29 AM
Hey vdr1981,

Would it be possible to make better-looking ice on ships? What I mean is like ice on the gun barrels, etc. Basically ice everywhere like it would've been in freezing temperatures.

Also, you made a great mod! Thanks a bunch! :Kaleun_Salute:

kapuhy
05-08-20, 02:28 AM
Hey Kapuhy, sorry for late reply...:salute:
That sounds good but it shouldn't be high on your priority list in my opinion. :yep:Maybe once when you are done with your current work on small coasters? Type XIV won't be so common in the campaign after all and many Captains wont even live to see it. :D

Yes, I was thinking of maybe converting some ships from .dat to .gr2 after my current coaster project is complete. It would be worth it especially for multi-hulled ships that currently cannot break in half from critical hit.

excel4004
05-08-20, 05:48 AM
OK, I'm pretty much done with campaign files editing for all campaign chapters, lots of fixes, new and rearranged traffic lines, new coastal shipping lines, no more our of place traffic (like German support tankers in the middle of English channel or allied ships in dangerous waters within Luftwaffe reach) ect ect. Detailed change log will follow...:yep:


I'll now try to replace German logn range support missions ship with proper type-XIV "Milchkühe" boat from GWX. Fingers crossed...:)


https://i.postimg.cc/TYqb6Tpf/Capture.jpg


Awesome work Vecko!! :D:up:


Happy to see the new campaign changes too! :subsim:

vdr1981
05-08-20, 06:22 AM
Yes, I was thinking of maybe converting some ships from .dat to .gr2 after my current coaster project is complete. It would be worth it especially for multi-hulled ships that currently cannot break in half from critical hit.
That would be really great. :up::yep:
I have one question regarding your small motor coaster. Would you prefer to keep it as a standalone mod or do I have the permission to implement the original version into the TWoS? I've added full support for her, including new coastal traffic lines, new groups, destinations ect. I've also made few tweaks in damage model to fix earlier mentioned issues although the boat still isn't too much damage resistant (such small ship shouldn't be after all IMO :03:)
Of course, I would prefer the second option since many new players have problems with manual modding. That way we can have both, a standalone mod for people with custom modlists and also one version in TWoS which we can improve later if necessary. :yep:

nemeor
05-08-20, 10:56 AM
Hello VDR, thank you very much for your work,

in the game, the sound of the flak gun (anti-air) is horrible, do you know where i can find the file source to change it ? (because i don't find the file)

I will change it and i will send you the new one :Kaleun_Salute:

kapuhy
05-08-20, 02:48 PM
That would be really great. :up::yep:
I have one question regarding your small motor coaster. Would you prefer to keep it as a standalone mod or do I have the permission to implement the original version into the TWoS? I've added full support for her, including new coastal traffic lines, new groups, destinations ect. I've also made few tweaks in damage model to fix earlier mentioned issues although the boat still isn't too much damage resistant (such small ship shouldn't be after all IMO :03:)
Of course, I would prefer the second option since many new players have problems with manual modding. That way we can have both, a standalone mod for people with custom modlists and also one version in TWoS which we can improve later if necessary. :yep:

Feel free to implement my coaster or any other ships I'll make in TWoS. Your megamod is the reason I didn't flush SH5 from my drive within a week from buying the game and I'll be glad for my ships to feature in it :salute:

I've made some fixes to motor coaster as well (improved model a bit, fixed texture errors and remade damage model as well). I'll post an updated version this weekend, so you can use my model/texture tweaks along with your damage model if you wish.

Tonci87
05-08-20, 03:19 PM
Hello VDR, thank you very much for your work,

in the game, the sound of the flak gun (anti-air) is horrible, do you know where i can find the file source to change it ? (because i don't find the file)

I will change it and i will send you the new one :Kaleun_Salute:

It might be P02_$MGun_muzzle_flash.wav found in
\Silent Hunter 5\data\Sound

All Sound files are in that folder, and I the folders within it. If that is not the correct file, you will have to search for a bit.

vdr1981
05-08-20, 03:33 PM
Feel free to implement my coaster or any other ships I'll make in TWoS. Your megamod is the reason I didn't flush SH5 from my drive within a week from buying the game and I'll be glad for my ships to feature in it :salute:

I've made some fixes to motor coaster as well (improved model a bit, fixed texture errors and remade damage model as well). I'll post an updated version this weekend, so you can use my model/texture tweaks along with your damage model if you wish.
Excellent! :up: The v2.2.18 update is ready and I'm waiting for your files. Cheers! :salute:

Texas Red
05-08-20, 08:40 PM
Cannot wait for the update!
What if we already have the Small Motor coaster mod enabled? Do we just disable the mod?

That is probably a n00b question though......

vdr1981
05-09-20, 05:44 AM
Cannot wait for the update!
What if we already have the Small Motor coaster mod enabled? Do we just disable the mod?

That is probably a n00b question though......
Yes, just disable the mod and delete it. Right now you can see new coaster only in museum and form the next update it will become part of the campaign as well...:yep:

LesBaker
05-09-20, 05:56 AM
in the game, the sound of the flak gun (anti-air) is horrible, do you know where i can find the file source to change it ? (because i don't find the file)


Hi nemeor,
here's a sound file of an actual 2cm C/30 firing, just extract and replace the current P02_$Mgun_muzzle_flash.wav file found in Data/Sound folder.




http://www.mediafire.com/file/b3k5n8x4joui37q/P02_%2524MGun_muzzle_flash.wav/file




Happy Hunting


Les

Tonci87
05-09-20, 06:52 AM
Hi nemeor,
here's a sound file of an actual 2cm C/30 firing, just extract and replace the current P02_$Mgun_muzzle_flash.wav file found in Data/Sound folder.




http://www.mediafire.com/file/b3k5n8x4joui37q/P02_%2524MGun_muzzle_flash.wav/file




Happy Hunting


Les

Don´t bother with that soundfile, there is someone talking in the background. Very distracting.

But I agree, the sound we have in the game is not that good

LesBaker
05-09-20, 07:06 AM
Don´t bother with that soundfile, there is someone talking in the background. Very distracting.

But I agree, the sound we have in the game is not that good




Hi Tonci87,
you must be confusing this file with somthing else there is no talking at all just the sound of the gun firing once.


Les

Tonci87
05-09-20, 07:25 AM
Hi Tonci87,
you must be confusing this file with somthing else there is no talking at all just the sound of the gun firing once.


Les

Listen closely, with headphones

LesBaker
05-09-20, 08:51 AM
Listen closely, with headphones


Ok my appolgies the hearing must be getting bad, i've rescanned a sound clip from an original sound track of 'Die Deutsche wochenschau' that has no voices in it.


http://www.mediafire.com/file/ypdjom6f3ec9d0h/P02_%2524MGun_muzzle_flash.wav/file




enjoy


Les

nemeor
05-09-20, 09:12 AM
Thanks !

VDR, can you add this to the wolves of steel ?

The game will be better !

vdr1981
05-09-20, 09:15 AM
Thanks !

VDR, can you add this to the wolves of steel ?

The game will be better !
It doesn't work in my game. The guns are "mute" from some reason...:hmmm:

Tonci87
05-09-20, 09:16 AM
No it won´t. Yes, the sound does not have voices this time, but you can tell that it is an extract from an old Wochenschau.
The quality and compression is horrible. I can guarantee you that a 2cm FLAK does not sound like that in real life.

Also you have to be careful with simply replacing sounds. You will notice that the sound we have in game now is short. No echo, no fade, no reverb.
Why is that? Because it is a sound that is intended to basically play on repeat very fast, to be in synch with the firing animation and the bullets coming out of the gun. If you want to replace the sound, you essentially have to make one that has the same characteristics.

Lugermann
05-09-20, 02:59 PM
Superb, Vecko!

Thanks for your work :Kaleun_Applaud:

fitzcarraldo
05-09-20, 04:44 PM
Awesome work, Vecko!

Waiting the update. I´m in St. Nazaire, waiting "updated" orders (I think these changes need a bunker start to work). It is as...a quarantine.

Many thanks! :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

vdr1981
05-09-20, 05:28 PM
Awesome work, Vecko!

Waiting the update. I´m in St. Nazaire, waiting "updated" orders (I think these changes need a bunker start to work). It is as...a quarantine.

Many thanks! :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

OK, so there you have it Fitz...:salute:

https://i.postimg.cc/ZnRSMdbD/twos800.jpg


v2.2.18 Changelog:

- Added Kapuhy's "Ghost Ships Fix", a large number of equipment/deck crew improvements and fixes for many SH3/SH4 imported coastal and other vessels.
- Added set of improvements for "Operation Drumbeat" campaign proposed by Tonci87 (Flotilla objectives start/ending dates and instructional radio messages).
- Added special chart which contains corrections for manual local apparent noon latitude calculation in SH5/TWoS world, for Captains who wish to perform full manual navigation using built in sextant. (Charts-Real navigation-LAN corrections)
- Fixed long standing stock game/OHII problem where still inactive airbases would spawn airplane groups before airbase activation date.
- Implemented new ship type in proper gr2 format - Small Motor Coaster created by Kapuhy!
- Added network of coastal traffic lines for various war theaters in all campaigns which will be used by various coastal merchants, trawlers and other coastal vessels available in the game (UK, Scandinavia, France, Spain, Mediterranean ect).
- Redesigned traffic, convoys, ocean liners campaign layers and sea traffic lines for all campaign chapters.
- Added at least 30-40% more individual sea traffic (groups of 1 to 2 ships) for many previously unused harbors for all campaign chapter. Somewhat safe and protected waters will feel much more alive from now.
- Fixed large number of errors and oddities from stock and OHII campaign files. Added much more minor fixes and game improvement as well.
- Redesigned sea threat zones which will correctly redirect sea traffic during their journey. No more oddities like allied merchants near axis controlled ports/airspace or German supply ships in English channel.
- Added Type-XIV "milk-cow" sub to the German roster which will take part in submarine sea refitting operation between early 1942 to mid 1944.
- In addition to Dithmarschen Supply Ship, German auxiliary crusers and few other merchant types will from now take their role in U-boats replenishment operations as well.
- A big thank you for the latest outstanding TWoS supporters/donors:Thomas "excel4004" Pentenrieder, Peter "THEBERBSTER" Scott, Peter Tregear, Matthias Giebichenstein, Ioannis Voulimeneas, Attila Kriszt, Stanislav Shchebetov, Thomas R Flaherty, Javier Benedicto Higuera, Stefano "Procione"" Scalmani, Dale Francisco, Jacques Alary and John Wall.
- *Installation note: The update can be installed anytime but some of the changes may require fresh campaign restart in order to be activated. For Captains who do not wish to restart their current campaign changes will be activated at the beginning of the next campaign chapter.


DOWNLOAD full standalone TWoS v2.2.18 installer (https://www.subsim.com/radioroom/downloads.php?do=file&id=4861)

DOWNLOAD v2.2.xx to v2.2.18 Update (https://www.subsim.com/radioroom/downloads.php?do=file&id=5035)

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

fitzcarraldo
05-09-20, 06:26 PM
OK, so there you have it Fitz...:salute:




Lockdown finished!

Many thanks! Downloading now.

Can I start from the bunker in St. Nazaire with the changes? Is it needed a full campaign chapter start or a bunker start running an actual chapter is possible?

I returned to base (runing Western Approachs) and I´m now in a St. Nazaire bunker.

Awesome work!

Fitzcarraldo :Kaleun_Salute:

GrenSo
05-10-20, 02:36 AM
OK, so there you have it Fitz...:salute:

https://i.postimg.cc/ZnRSMdbD/twos800.jpg


v2.2.18 Changelog:

- Added Kapuhy's "Ghost Ships Fix", a large number of equipment/deck crew improvements and fixes for many SH3/SH4 imported coastal and other vessels.
- Added set of improvements for "Operation Drumbeat" campaign proposed by Tonci87 (Flotilla objectives start/ending dates and instructional radio messages).
- Added special chart which contains corrections for manual local apparent noon latitude calculation in SH5/TWoS world, for Captains who wish to perform full manual navigation using built in sextant. (Charts-Real navigation-LAN corrections)
- Fixed long standing stock game/OHII problem where still inactive airbases would spawn airplane groups before airbase activation date.
- Implemented new ship type in proper gr2 format - Small Motor Coaster created by Kapuhy!
- Added network of coastal traffic lines for various war theaters in all campaigns which will be used by various coastal merchants, trawlers and other coastal vessels available in the game (UK, Scandinavia, France, Spain, Mediterranean ect).
- Redesigned traffic, convoys, ocean liners campaign layers and sea traffic lines for all campaign chapters.
- Added at least 30-40% more individual sea traffic (groups of 1 to 2 ships) for many previously unused harbors for all campaign chapter. Somewhat safe and protected waters will feel much more alive from now.
- Fixed large number of errors and oddities from stock and OHII campaign files. Added much more minor fixes and game improvement as well.
- Redesigned sea threat zones which will correctly redirect sea traffic during their journey. No more oddities like allied merchants near axis controlled ports/airspace or German supply ships in English channel.
- Added Type-XIV "milk-cow" sub to the German roster which will take part in submarine sea refitting operation between early 1942 to mid 1944.
- In addition to Dithmarschen Supply Ship, German auxiliary crusers and few other merchant types will from now take their role in U-boats replenishment operations as well.
- *Installation note: The update can be installed anytime but some of the changes may require fresh campaign restart in order to be activated. For Captains who do not wish to restart their current campaign changes will be activated at the beginning of the next campaign chapter.





Many many thx for you hard work and all supports of it. :Kaleun_Thumbs_Up:


Can you can tell us which changes are only active after a starting an new camapign?
At the moment I am in front of New York at Drumbait and it was a hard work untill now. ;)

vdr1981
05-10-20, 04:23 AM
@fitzcarraldo and GrenSo,
Unfortunately, everything campaign related require campaign restart or advancement to the next campaign chapter. This is common for all SH games...

gap
05-10-20, 08:02 AM
https://i.postimg.cc/ZnRSMdbD/twos800.jpg

Good work Vecko :up:

Torpedo
05-10-20, 12:22 PM
Hi Vecko!!!
OUTSTANDING work!
Torpedo :Kaleun_Salute:

ShipSinkerIan13
05-10-20, 03:08 PM
MY auto target ID isnt working, any help? Yes I do have the right things loaded on JSGME

gap
05-10-20, 05:26 PM
MY auto target ID isnt working, any help? Yes I do have the right things loaded on JSGME

Hi Ian, I think Vecko disabled this command because XO always identifying the target in a fraction of second and with encyclopedic precision, wasn't too realistic. If memory serves, someone in the past had created a TwOS patch which re-enabled the auto-ID command, but I have no idea where it can be found nor if it is still compatible with the current TWoS version.

fitzcarraldo
05-10-20, 08:08 PM
Hi Ian, I think Vecko disabled this command because XO always identifying the target in a fraction of second and with encyclopedic precision, wasn't too realistic. If memory serves, someone in the past had created a TwOS patch which re-enabled the auto-ID command, but I have no idea where it can be found nor if it is still compatible with the current TWoS version.


There is an addon mod in TWoS for Auto target ID.

See in JSGME.

Regards.

Fitzcarraldo :salute:

gap
05-10-20, 08:20 PM
There is an addon mod in TWoS for Auto target ID.

See in JSGME.

Regards.

Fitzcarraldo :salute:

Thank you for integrating my answer Fitz, my bad for not knowing TWoS addon mods :salute:

Zinmar
05-10-20, 08:23 PM
I was wondering if the VII C/41 with the 4 minelayer tubes was in the bow modeled in this mod. They don't have to be operational I'm just hoping that it is there.

OltzS Dobenecker
05-10-20, 08:42 PM
Title says it all-
While submerged, currently on first mission off Danzig, I can only sail my submarine in reverse. Any ahead commands are met with the number being highlighted, but with no engine action, sound, or propeller movement. Using Wolves of Steel only.

Thanks for the help

* update* I found that sailing ahead underwater is odd- the only control that seems to work is ahead standard (3). However, it orders the boat into maximum speed (5). Meanwhile, 5 reduces down to all stop (0). Essentially no speed controls underwater. Only on or off. Meanwhile, reverse seems to be similar in that it is back emergency or nothing (4 or 0). I could use some help or guidance. Should I just reinstall everything?

fire-fox
05-11-20, 06:20 AM
Title says it all-
While submerged, currently on first mission off Danzig, I can only sail my submarine in reverse. Any ahead commands are met with the number being highlighted, but with no engine action, sound, or propeller movement. Using Wolves of Steel only.

Thanks for the help

* update* I found that sailing ahead underwater is odd- the only control that seems to work is ahead standard (3). However, it orders the boat into maximum speed (5). Meanwhile, 5 reduces down to all stop (0). Essentially no speed controls underwater. Only on or off. Meanwhile, reverse seems to be similar in that it is back emergency or nothing (4 or 0). I could use some help or guidance. Should I just reinstall everything?


ok, here. you might need to do a full deinstall + registry clear and then reinstall SH5 and reapply a new download of TWoS 2.2.18

fitzcarraldo
05-11-20, 07:18 AM
Title says it all-
While submerged, currently on first mission off Danzig, I can only sail my submarine in reverse. Any ahead commands are met with the number being highlighted, but with no engine action, sound, or propeller movement. Using Wolves of Steel only.

Thanks for the help

* update* I found that sailing ahead underwater is odd- the only control that seems to work is ahead standard (3). However, it orders the boat into maximum speed (5). Meanwhile, 5 reduces down to all stop (0). Essentially no speed controls underwater. Only on or off. Meanwhile, reverse seems to be similar in that it is back emergency or nothing (4 or 0). I could use some help or guidance. Should I just reinstall everything?

In the FAQ of TWoS-see post 1-it is explained the control of speed in TWoS. Personally, I prefer to manage the underwater speed via the speedometer and not the telegraph. Example, you want 3 knots, so put 3 knots in the speedometer. The telegraph has a problem with the several orders, a problem from TDW patches.

Regards.

Fitzcarraldo :salute:

GrenSo
05-11-20, 08:23 AM
Title says it all-
While submerged, currently on first mission off Danzig, I can only sail my submarine in reverse. Any ahead commands are met with the number being highlighted, but with no engine action, sound, or propeller movement. Using Wolves of Steel only.

Thanks for the help

* update* I found that sailing ahead underwater is odd- the only control that seems to work is ahead standard (3). However, it orders the boat into maximum speed (5). Meanwhile, 5 reduces down to all stop (0). Essentially no speed controls underwater. Only on or off. Meanwhile, reverse seems to be similar in that it is back emergency or nothing (4 or 0). I could use some help or guidance. Should I just reinstall everything?


Do you use the keyboard or mouse click to command the speed?

vdr1981
05-11-20, 09:35 AM
Should I just reinstall everything?
Most likely...

Sokolov
05-11-20, 09:36 PM
Ok, so great mod... Ok. Just 1 campaign anything, ok. Some harbours defended by mines and coastal, but have no ships, some defended nothung and you can pumoping your tonnage that way is no reality, so much years of work and still those BUGS, no destroyers near port, but if you damaged coastal from long distance, first shot - you in ass (sorry for this word). Ugly environment. I understand sh5 is broken game form begin, but there are few things that easy can make game better. TWoS? it's - 1 (from five), i respect your work, but wrote the truth. Don't blame me. Reaaly just one man worked for sence here - he is DarkWraith, who been work wrom sh3 as Raserboy

Zinmar
05-11-20, 10:27 PM
I gather nobody knows about the type VII C/41 then?

THEBERBSTER
05-12-20, 04:10 AM
A Warm Welcome To The Subsim Community > Danya
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

Chubster
05-12-20, 11:53 AM
Hi all....I’m currently running 2.2:17.... do I need to uninstall that and then install this or just “run it over the top” if it’s the first option how do I do that without uninstalling the whole game....I’m currently on 100000 tonnes on this patrol and don’t wanna lose it 😀

Chubster
05-12-20, 12:02 PM
I have noticed that I have very annoying commands being repeated any time I touch the torpedoes settings.....flooding torpedo tubes, opening door etc etc...I have installed English voices over the top, would this cause the issue

Tonci87
05-12-20, 12:31 PM
I have noticed that I have very annoying commands being repeated any time I touch the torpedoes settings.....flooding torpedo tubes, opening door etc etc...I have installed English voices over the top, would this cause the issue

Most likely, yes

Mad Mardigan
05-13-20, 01:06 AM
Dunno if this has been asked, and considering that there is now 877 pages of posts accumulated, sorry if it has been. I Must have missed it... (eyes ain't what they used to be...)

Any way, just started a new career, after reinstalling SH5 & resetting back up TWOS mod, and notice that the U boat is a Type VII-A... are other U boats of the Type VII class able to be used, and much less the Type IX's, either.?

Know that with (I know for SH3 it was straight up with it all being about the U boats & being able to select which 1 you wanted to start off with or transfer to) SH4 v1.5, that with mods being added in to , that they were able to be either chosen off the rip (With SH3, you could transit your career to another sub as you progressed in your career... unless you had your sub shot out (or depth charged out, which ever being the case), from under you.. i.e death... I do follow the dead is dead principle... was how it was in real life for them & how it goes for me in commanding a sub)

Really trying to give SH5 a fair shake, and would like to know that am NOT stuck with the Type VII-A for the whole duration of the war...

Any way, that's it... thanks.

:Kaleun_Salute:

vdr1981
05-13-20, 01:32 AM
Really trying to give SH5 a fair shake, and would like to know that am NOT stuck with the Type VII-A for the whole duration of the war...

Any way, that's it... thanks.

:Kaleun_Salute:
In TWoS you have types VII A, B, C, C/41 and U-FlaK at your disposal.

steve_lyons
05-13-20, 01:32 AM
Dunno if this has been asked, and considering that there is now 877 pages of posts accumulated, sorry if it has been. I Must have missed it... (eyes ain't what they used to be...)

Any way, just started a new career, after reinstalling SH5 & resetting back up TWOS mod, and notice that the U boat is a Type VII-A... are other U boats of the Type VII class able to be used, and much less the Type IX's, either.?

Know that with (I know for SH3 it was straight up with it all being about the U boats & being able to select which 1 you wanted to start off with or transfer to) SH4 v1.5, that with mods being added in to , that they were able to be either chosen off the rip (With SH3, you could transit your career to another sub as you progressed in your career... unless you had your sub shot out (or depth charged out, which ever being the case), from under you.. i.e death... I do follow the dead is dead principle... was how it was in real life for them & how it goes for me in commanding a sub)

Really trying to give SH5 a fair shake, and would like to know that am NOT stuck with the Type VII-A for the whole duration of the war...

Any way, that's it... thanks.

:Kaleun_Salute:

While you're not stuck with the type VIIA, you are limited to the type VII (in its many variants) and various tech upgrades available throughout the war.

I have recently graduated from SH3 to SH5 with the TWoS mod, and it is fantastic, let me assure you - well worth persisting and giving a decent shake.

GrenSo
05-13-20, 01:39 AM
Really trying to give SH5 a fair shake, and would like to know that am NOT stuck with the Type VII-A for the whole duration of the war...

Any way, that's it... thanks.

:Kaleun_Salute:


First, if you do not use additional addons from TWoS, you start with Typ VIIA. Later you will get Typ VIIB, VIIC and VIIC/41.
TWoS have also an additional addon - I don't now the name at the moment - to start the campaign with Typ VIIB and use in one campign chapter U-FlaK.

Mad Mardigan
05-13-20, 02:09 AM
:Kaleun_Thumbs_Up: :Kaleun_Cheers:

To all that answered My inquiry... many thanks.

Is nice to know that the Type VII-A, is NOT the only U boat, that the other Type VII's are also available.

Just a shame that the Type IX's aren't available.. or is there any plans in the works to include their accessibility, later on down the road.?

I sincerely hope so... :Kaleun_Thumbs_Up:

I did know about the U-flak, but chose to not go that route... not real keen on the idea of sitting there, & being what amounts to a big ol' bull's eye target... *chuckles* Just NOT My cup of tea...

Any way, again... many thanks.

:Kaleun_Salute:

Mad Mardigan

kapuhy
05-13-20, 04:12 AM
Just a shame that the Type IX's aren't available.. or is there any plans in the works to include their accessibility, later on down the road.?

"Never say never" but it would be a hard thing to do. It's one thing to add an AI ship or different VII variant with same interior, and another to remake entire interior of the boat to SH5 standards, especially given limitations on editing SH5 native gr2 file format.

GrenSo
05-13-20, 05:32 AM
"Never say never" but it would be a hard thing to do. It's one thing to add an AI ship or different VII variant with same interior, and another to remake entire interior of the boat to SH5 standards, especially given limitations on editing SH5 native gr2 file format.


Same same applies to Typ XXI, XXII and XXIII. It will be great to have this ones in SH5 too.
In my opion it will be only as not playable subs availible, if someone will create it for SH5 but nothing more, because interior and player movement are completly different to VII.

But it is still be allowed to dream.

jorca2
05-13-20, 09:51 AM
Same same applies to Typ XXI, XXII and XXIII. It will be great to have this ones in SH5 too.
In my opion it will be only as not playable subs availible, if someone will create it for SH5 but nothing more, because interior and player movement are completly different to VII.

But it is still be allowed to dream.




Its wonderfull i love this mod!!! And now seems last update 2.2.18 could be The Game more stable. Congratulations team. For me The BEST Game

skin-nl
05-18-20, 01:46 PM
A little late...but thanks again for the update Vecko :salute:

O.Kusch
05-18-20, 05:31 PM
Hello and good evening,
first I wanna thank you Vecko for your work and the update:Kaleun_Thumbs_Up:. I installed the new version 2.2:18 and started a new career. Everything is going well till yet, exept that I don't get a grid square, where I should patrol. Is it intentional, that I can choose the area freely or is something lost by my Installation?

Many thank's for help and greeting's from
Uli




O.k. i figured out now. I didn't notice the x on the map, when I got my orders in Bunker. Also on patrol I recieved a message, where I must go.

Zinmar
05-19-20, 11:34 PM
Trivia question with the exterior view. Is there a way using the TWoS options file editor to enable the boat to dive while I'm in the exterior view? I find it very irritating that I have to go into the boat before it will dive. Is there a way using the editor to set it up so that I ca tell them to go to periscope depth or even dive and they just do it?

I know they wanted to go with the immersion feel but I've already lost one boat and had to start a new career because unlike the previous version of SH I have to have the Cpt enter the sub before it'll dive. I liked with SH4 that I could order the boat, while in exterior view and loving the view to get the boat to dive. I'd really like to be able to do that with SH5 as well.

Frank Ravelli
05-20-20, 09:24 AM
Hello, I´m coming back to the game after a long break. Last time i tried it (with ToWS installed) I found a problem where my savegames got corrupted so I lost my progress. I wonder if this mod does something to solve this or if it just keeps track of the script in order for the game to progress in the campaign.
Thanks for the mod, it´s awesome.



Edit: I followed the instructions when launching the game for the first time, to save and reload after appearing in the bunker. But the verifier said it´s ok just when I appear and then it says it´s wrong when I reload the save. Should I trust the verifier and go on playing if it says it´s safe, even if I haven´t reload the first save?

SolitaryHowl
05-22-20, 09:15 AM
Hi everyone,

Excellent mod. But it seems auto TDC is not working properly? It's not like SH4 where you point the scope, press space, and fire. My torpedos miss every single time. Not sure what I'm doing wrong.

Yes, manual TDC is disabled in options.

Texas Red
05-22-20, 10:00 AM
You can only manipulate the gameplay settings in the bunker, SolitaryHowl. You may also have to change the settings in the OptionFileEditiorView or OFEV.
Here is a tutorial on how to change it:
https://www.subsim.com/radioroom/showpost.php?p=2553877&postcount=432

Chubster
05-24-20, 01:36 PM
Hi....I’ve installed the 2.18 update and now I’m getting the campaign advance problem message. I’ve tried escaping out etc and reloading but not working.

I’ve got one save that works and get the all good message but as soon I I start a patrol I get the message on the next load screen.

Is this a problem that will actually effect the game or can I just carry on ?

vdr1981
05-24-20, 01:52 PM
Hi....I’ve installed the 2.18 update and now I’m getting the campaign advance problem message. I’ve tried escaping out etc and reloading but not working.

I’ve got one save that works and get the all good message but as soon I I start a patrol I get the message on the next load screen.

Is this a problem that will actually effect the game or can I just carry on ?

Did you read jsgme description of the campaign advance verifier addon?

Chubster
05-24-20, 02:06 PM
Did you read jsgme description of the campaign advance verifier addon?
Yep, just seen it and uninstalled....thank you very much for a great mod :Kaleun_Salute:

vdr1981
05-24-20, 02:22 PM
Yep, just seen it and uninstalled....thank you very much for a great mod :Kaleun_Salute:

:salute:

Sokolov
05-24-20, 06:10 PM
Hi, Vecko, thank you for your great mod. Most important, that i have no CTD with it. But, i have the question, i began my campaign and in 2 harbours i meet
2 Cimmaron class tankers and liner (forget it's name) in one and same Cimmaron class tanker and this liner in other, and in open sea i meet again same Cimmaron class tanker (after what i was sunk by destroyer :D). So, the question is how with variety of ships? As i wish, about promotion points, it will be real if i will get it not only for mission objectives, but for sunking ships too (if it's match rules of war of that time). Good hunting :Kaleun_Salute:

Iron Major
05-26-20, 01:29 PM
I just registered and this is my first post. Today, I installed The Wolves of Steel mod on my Steam installation of SH5. I followed the .pdf instructions for downloading and installing the Mod and everything went without a hitch. I am just beginning my campaign and am looking forward to the trials that I must surely face, along with my crew, as we faithfully do our duty for the Fatherland.
Thanks to everyone involved in making The Wolves of Steel mod.
PS: I served in the US Army for ten years, but U-boats have always interested me. My best friend served on CV-41 and was an AO. My Uncle Dale Thompson was a MoMM during WW2 on the US submarine S-44, which was sunk on October 7, 1943 after making a night surface attack on what they thought was a Japanese merchantman, but turned out to be the Shimushu-class escort Ishigaki. The round from the S-44's deck gun was answered by a fusillade of fire from the Ishigaki which struck the S-44's control room, below the waterline in the after battery room, and elsewhere. There were only two survivors from the S-44 and my Uncle was not one of them. Thanks for reading and also for your great website. Much Respect.

Aktungbby
05-26-20, 01:55 PM
Iron Major!:Kaleun_Salute:

vdr1981
05-26-20, 02:14 PM
I just registered and this is my first post.

Welcome to Subsim Sir. I hope you'll enjoy our Wolves of Steel. Make sure to check some included pdf documentation and ask here for any extra help! :salute:

Texas Red
05-26-20, 04:43 PM
Iron Major, thank you for your service, and thank you to your uncle as well who sadly never made it out of his uniform. He paid the ultimate price to keep us free. :Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:

Sokolov
05-27-20, 04:18 AM
What with a variety of ships in this mod, i meet the same Cimmaron class tanker?

THEBERBSTER
05-27-20, 09:47 AM
A Warm Welcome To The Subsim Community > Iron Major
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

Frank Ravelli
05-27-20, 09:48 AM
That´s an impressive story Iron Major. I am sorry for your family´s loss.

I also want to thank vdr1981 and Chubster because their posts helped me solve my doubt expressed in a previous post. My question was really confusing, about the use of the save game verifier.
I have found a new problem in my game though. It is that the buttons to show/hide TAI, together with the one I suppose could be called nav tool helper (the ones located right above the depth control buttons in the lower left corner) dissappear and I don´t know how to bring them back. I would like to use them in order to change the colors of the lines I draw in my nav map. I also looked for the way to change them in the file patcher, but the interface has changed and i can´t find the option where it was previously (according to https://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41 )


The thing is that when i load my game the buttons are there (the toggle TAI visibility and the nav tools helper) I was even able to change the colors (while outside the nav map, only for the TAI) but as soon as I go to the nav map they dissappear and when I exit it they are gone.
Any help would be appreciated, thanks in advance.


EDIT: solved the file patcher issue. I was using DarkWraith patcher, not the other one

Jimbuna
05-27-20, 10:59 AM
Welcome to SubSim Iron Major :salute:

Sokolov
05-27-20, 07:04 PM
Whats with a variety of ships in this mod, so difficult to answer my question?

vdr1981
05-28-20, 03:44 AM
Whats with a variety of ships in this mod, so difficult to answer my question?
You can see all available ships (and planes) for all nations in the museum...

WildBlueYonder
05-28-20, 08:01 AM
I have been instucted to investigate a contact reported in my area with coordinates, precise course, but no speed. The message has a yellow background until I click on it, it's present only in radio messages, but does not appear in the box down to the right where normal convoys or task forces are reported with their coordinates, approximate course (i.e. WNW) and speed.



Are these "yellow radio message" contacts actually real enemies? Do you just assume their speed when trying to intercept them? Thanks!

Texas Red
05-28-20, 12:12 PM
Hey vdr1981,

Could you add a hotkey that would release oil into the ocean when you are being depth-charged to give the illusion of being sunk? Also, in rough seas, ASDIC was almost impossible to use, could you model this into the game please?

vdr1981
05-28-20, 12:29 PM
Hey vdr1981,

Could you add a hotkey that would release oil into the ocean when you are being depth-charged to give the illusion of being sunk?
Heh no...:) That would be quite pointless anyway since AI can not see oil trace.





Also, in rough seas, ASDIC was almost impossible to use, could you model this into the game please?


Active sonar penalties in rough sea are modeled in the game. I'm not sure what do you assume by "almost impossible to use" but you can play a bit with settings in sim.cfg in order to achieve what you want. Just be careful not to brake AI completely...:yep:

Texas Red
05-28-20, 12:30 PM
OK thanks. :Kaleun_Applaud:

Really great mod you have!

vdr1981
05-28-20, 12:31 PM
I have been instucted to investigate a contact reported in my area with coordinates, precise course, but no speed. The message has a yellow background until I click on it, it's present only in radio messages, but does not appear in the box down to the right where normal convoys or task forces are reported with their coordinates, approximate course (i.e. WNW) and speed.



Are these "yellow radio message" contacts actually real enemies? Do you just assume their speed when trying to intercept them? Thanks!
https://www.subsim.com/radioroom/showpost.php?p=2665075&postcount=3

Kavil
05-28-20, 02:58 PM
I am just posting this to thank and give you my best regards dear Sir vdr1981. even after all these years you are still updating this patch really means a lot for me and whole other subsimmers out there. I wish i could donate you and whole others who are involved in this absolutely brilliant mod but living in third world country is a huge setback people like me who want to do something but can not due to economic reasons.
Anyways thank you for all your service:Kaleun_Salute::Kaleun_Salute::Kaleun_Salut e:

vdr1981
05-29-20, 05:07 AM
I am just posting this to thank and give you my best regards dear Sir vdr1981. even after all these years you are still updating this patch really means a lot for me and whole other subsimmers out there. I wish i could donate you and whole others who are involved in this absolutely brilliant mod but living in third world country is a huge setback people like me who want to do something but can not due to economic reasons.
Anyways thank you for all your service:Kaleun_Salute::Kaleun_Salute::Kaleun_Salut e:
:salute:

Sokolov
05-29-20, 08:56 AM
You can see all available ships (and planes) for all nations in the museum...

Yes, but how i wrote already, i meet the same liner and Cimmaron class tanker. There are may be tons of ships in museum, but why in game i meet the same ships? one harbor defended well, but another (where this liner and 2 Cimmaron class tankers) undefended absolutely. Don't you think that there are have to be the destroyer near harbor? And may be more coastal defence? I think you understand my question well, what with a variety of ships in game?

vdr1981
05-29-20, 10:27 AM
Yes, but how i wrote already, i meet the same liner and Cimmaron class tanker. There are may be tons of ships in museum, but why in game i meet the same ships? one harbor defended well, but another (where this liner and 2 Cimmaron class tankers) undefended absolutely. Don't you think that there are have to be the destroyer near harbor? And may be more coastal defence? I think you understand my question well, what with a variety of ships in game?
Game chooses randomly ships by type, tankers and liners aren't so numerous like regular cargo ships and this is the reason why you see same ship types occasionally. Destroyers can not operate near coast due to AI limitations...

DackSter94
05-29-20, 07:23 PM
Hey guys,
I wanted to ask, if Rules of engagement are to be respected in the mod? I am at the beginning of the war (start of October) and I found a big liner (or hospital ship, but without markings) under British flag.
There were a lot of confusing restrictions during that period(in the beginning of the war, one couldn't even engage unarmed British merchants without attempting to stop them and then arrange safety of the crew before it was sunk ???). Passenger ships were off limits too.
Anyone knows if mod will penalize for sinking something that could be historically off limits? Also is there any historical summary of what and when particular types of ships were allowed to be attacked?

vdr1981
05-30-20, 07:37 AM
Hey guys,
I wanted to ask, if Rules of engagement are to be respected in the mod? I am at the beginning of the war (start of October) and I found a big liner (or hospital ship, but without markings) under British flag.
There were a lot of confusing restrictions during that period(in the beginning of the war, one couldn't even engage unarmed British merchants without attempting to stop them and then arrange safety of the crew before it was sunk ???). Passenger ships were off limits too.
Anyone knows if mod will penalize for sinking something that could be historically off limits? Also is there any historical summary of what and when particular types of ships were allowed to be attacked?


Hi DackSter94, :salute:
As far as the game is considered, anything under British flag can be engaged and you will be credited for that. Of course, it's entirely up to you will you decide to follow historical RoE and play realistically. :yep: For now you'll only have to hold your torpedoes in case of neutrals even if they are clearly bound to British waters but this may change in future updates...

Texas Red
05-30-20, 11:11 AM
Oooohhh a bit of some foreshadowing I see!

:timeout:

:p2:

kapuhy
05-31-20, 04:00 PM
Destroyers can not operate near coast due to AI limitations...

If you can spare some time, please elaborate a bit on what are these limitations? I've seen posts on subsim advising against attacking ports due to AI being unable to operate there, but nothing specific on what actually happens when player engages enemy warship near coast/port - ctd's, groundings, blowing themselves with DC's?

vdr1981
05-31-20, 04:37 PM
If you can spare some time, please elaborate a bit on what are these limitations? I've seen posts on subsim advising against attacking ports due to AI being unable to operate there, but nothing specific on what actually happens when player engages enemy warship near coast/port - ctd's, groundings, blowing themselves with DC's?
Sure...Check this post Kapuhy...https://www.subsim.com/radioroom/showpost.php?p=2459523&postcount=2



I manage to solve this problem by moving harbor defenses away from shallow waters and placing them on frequent traffic lines in coastal water (best hunting grounds to say, which is logical after all IMO ). Coastal guns and dense minefields are added for direct harbor protection...

Texas Red
05-31-20, 07:52 PM
I've torpedoed a few ships in harbors in SH5 with TWoS and this is usually the result:

https://i.postimg.cc/bwDpW9yc/SH5-Img-2020-04-29-22-32-44.jpg

This happens and the other ships are sunk by it, and stray ship pieces will hit my sub on occasion, but I escape in one piece luckily.

I'm surprised I even made it out of Coastal Waters without dying in it even once!

kapuhy
06-01-20, 03:38 AM
Sure...Check this post Kapuhy...https://www.subsim.com/radioroom/showpost.php?p=2459523&postcount=2



I manage to solve this problem by moving harbor defenses away from shallow waters and placing them on frequent traffic lines in coastal water (best hunting grounds to say, which is logical after all IMO ). Coastal guns and dense minefields are added for direct harbor protection...

Thanks! So, any small / coastal warships are viable as long as they have realistic reason to operate 20+ kilometers from coast. Got it (I am converting my old Fairmile model to gr2 format right now and it got me worried for their usefulness, but from what research I've made they will still be good for protecting those coastal traffic lines).

gap
06-01-20, 05:03 AM
Thanks! So, any small / coastal warships are viable as long as they have realistic reason to operate 20+ kilometers from coast. Got it (I am converting my old Fairmile model to gr2 format right now and it got me worried for their usefulness, but from what research I've made they will still be good for protecting those coastal traffic lines).

The one thing you should worry about, is probably ship mass. Right now I have no exact figures, but if boat displacement is too small compared to the displacement of the attacked submarine, game AI will prevent the said boat from sailing right on top of her potential target.

This issue is probably related to collision avoidance routines, and it has been reported for the first time with motor torpedo boats. If memory serves, when they spot an enemy submarine they head for her, but before they can reach a convenient position for depth-charging her, they change course and they start sailing in circles.

kapuhy
06-02-20, 04:39 AM
The one thing you should worry about, is probably ship mass.(...)

Hi, I don't want to discuss it here so as to not derail TWoS thread, but I'm aware of it and will be testing some possible solutions. Worst case, if nothing else works Y-gun still hits the target just fine.

gap
06-02-20, 07:25 AM
Hi, I don't want to discuss it here so as to not derail TWoS thread, but I'm aware of it and will be testing some possible solutions. Worst case, if nothing else works Y-gun still hits the target just fine.

I hope I am not derailing any thread by saying that, if the K-gun controller works as intended, the DC rack controller will work as well :salute:

Texas Red
06-07-20, 11:24 AM
Has anyone ever had this issue before?
https://i.postimg.cc/76ByBF4g/SH5-Img-2020-06-07-11-10-29.jpg

This is the first time I have had this issue. The game never had this happen until today.

Any ideas on how to fix it?

Texas Red
06-08-20, 09:44 AM
I fixed it by disabling an incompatible mod. Thanks for the help on the Glitches and Issues thread!

One small question though, can status reports that are requested by the BdU be ignored?

vdr1981
06-08-20, 04:47 PM
v2.2.19
- Old SH3 C-3 cargo liner has been replaced with new highly detailed and great looking 3D model, created by Rosomaha!
- Updated files and performances for recently added Kapuhy's Small motor Coaster.
- Slightly increased re-spawn intervals for fishing and others trawlers which can be encountered in coastal waters of various nations. Adjusted fishing areas node positions.
- Added/repositioned allied destroyer patrols to several sea traffic choking points near coastal waters, like Gibraltar, British NW and SW approaches ect.
- Majority of neutral traffic bound to British waters in early war years have been replaced with the appropriate "free nations". This means that from now all darkened ships encountered in British waters, even under the flag of currently neutral nation (like Sweden, Denmark ect) will be valid targets and player won't receive penalty points in case of sinking. Also, use of optional "Neutrals Illuminated Only_Until [Date]" addon for TWoS is highly recommended.
- Few other minor tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporter/donor: Larry Shirley, John Carlson, Victor Nunez Riera, Ulrich Bäumler and Kostyantyn Davydov. Good hunting Captains!

Download links in my signature...

https://i.postimg.cc/CL8RDprG/SH5-Img-2016-01-10-22-30-48.jpg:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute :

GrenSo
06-09-20, 12:44 AM
v2.2.19
- Old SH3 C-3 cargo liner has been replaced with new highly detailed and great looking 3D model, created by Rosomaha!
- Updated files and performances for recently added Kapuhy's Small motor Coaster.
- Slightly increased re-spawn intervals for fishing and others trawlers which can be encountered in coastal waters of various nations. Adjusted fishing areas node positions.
- Added/repositioned allied destroyer patrols to several sea traffic choking points near coastal waters, like Gibraltar, British NW and SW approaches ect.
- Majority of neutral traffic bound to British waters in early war years have been replaced with the appropriate "free nations". This means that from now all darkened ships encountered in British waters, even under the flag of currently neutral nation (like Sweden, Denmark ect) will be valid targets and player won't receive penalty points in case of sinking. Also, use of optional "Neutrals Illuminated Only_Until [Date]" addon for TWoS is highly recommended.
- Few other minor tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporter/donor: Larry Shirley, John Carlson, Victor Nunez Riera, Ulrich Bäumler and Kostyantyn Davydov. Good hunting Captains!



Thx for your great work again.
From thursday I can test intensively, because I have a for one week vacation. :Kaleun_Salute:

Demon777
06-09-20, 05:06 AM
vdr1981, thanks for the update!!

Am I correct that in this version there will be flags change (free nations sometimes have slightly different flags) for the ships of neutral nations during early-war period, or its just a way to avoid player's penalty for sinking such ships?

Using of "Neutrals Illuminated Only_Until[Date]" addon is highly recommended for correct game behaviour with regard to these changes?

kapuhy
06-09-20, 05:44 AM
[FONT="Franklin Gothic Medium"][SIZE="3"]v2.2.19(...)

Thanks for new update :up:

BTW, re: illuminated ships - are there any illuminated gr2 ships in game? I wasn't able to find any for reference (I'd like to add this to my ships if possible, most of them even have navigation lamps modeled).

Texas Red
06-09-20, 07:50 AM
Will Stormys DBSM work with TWoS 2.2.19?

Thanks for the new update as well! Cannot wait to advance to the next campaign chapter!

fitzcarraldo
06-09-20, 07:53 AM
Many thanks for the new update!

Best regards.

Fitzcarraldo :salute:

Demon777
06-09-20, 10:09 AM
I guess gamesaves from TWOS 2.2.18 are not compatible with 2.2.19 ?

Texas Red
06-09-20, 10:26 AM
Yes, I think so too, what a PITA. Now I cannot play my career!
:/\\!!:/\\!!:/\\!!

Is there a way to continue my campaign with previous game versions?

vdr1981
06-09-20, 11:58 AM
I guess gamesaves from TWOS 2.2.18 are not compatible with 2.2.19 ?

They should be compatible...:yep:

vdr1981
06-09-20, 12:00 PM
Thanks for new update :up:

BTW, re: illuminated ships - are there any illuminated gr2 ships in game? I wasn't able to find any for reference (I'd like to add this to my ships if possible, most of them even have navigation lamps modeled).

No unfortunately, there aren't any...

fitzcarraldo
06-09-20, 02:37 PM
They should be compatible...:yep:

I reloaded all my savegames with 2.2.18 in 2.2.19, campaign files, CW chapter. All is working fine. I don't know about other campaigns/chapters/missions.

Regards.

Fitzcarraldo :salute:

Demon777
06-09-20, 02:50 PM
I've tested gamesaves from 2.2.18, all is working fine. Museum CTDs are noticed more often though...

perhaps, because I've installed TWOS 2.2.19 via complete re-installation of SH5 :hmmm:

Fritz Klum
06-09-20, 03:18 PM
doing a fresh install of SH5 with this mod, and was wondering what the max recommended Time Compression value is? If I recall correctly, the quick start guide on the first page used to include this data, but its been so long since I play SH5 with TWoS, that I've forgotten. I remember it was either 256x,512x, or 1024x though.



Any suggestions what I should set max TC at in settings?

Tonci87
06-09-20, 03:41 PM
doing a fresh install of SH5 with this mod, and was wondering what the max recommended Time Compression value is? If I recall correctly, the quick start guide on the first page used to include this data, but its been so long since I play SH5 with TWoS, that I've forgotten. I remember it was either 256x,512x, or 1024x though.



Any suggestions what I should set max TC at in settings?

x1024


Although you can set it to more than that. It really depends on what your PC can handle, and how unstable you are willing to make the game

Texas Red
06-09-20, 05:36 PM
My save games work now. I had screwed something up in the OFEV and I changed it and now it works!

Like I said before, I cannot wait for the next campaign chapter to start for me! :D

fitzcarraldo
06-09-20, 06:56 PM
My save games work now. I had screwed something up in the OFEV and I changed it and now it works!

Like I said before, I cannot wait for the next campaign chapter to start for me! :D

Congrats!

Good hunt and be more agressive!:Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

Texas Red
06-09-20, 08:54 PM
Congrats!

Good hunt and be more agressive!:Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

:haha:

Are you trying to challenge the youngest Kaluen on subsim who has the fastest gun in the west? I don't think so. :Kaleun_Wink:

They don't call me Texas Red for no reason, among other nicknames. I have 21 notches on my pistol and that Arizona Ranger will make 22. :D

https://www.youtube.com/watch?v=zzICMIu5zFY


Completely off topic, sorry about that folks.

Demon777
06-10-20, 03:11 PM
Hi captains,

a question regarding TWOS. In Mediterranean, there's a mark of 10th Flotilla near Malta. What is it? Point of resupply, or something else?

https://c.radikal.ru/c03/2006/6f/bb6fb2a17882.jpg (https://radikal.ru)

Sokolov
06-10-20, 08:46 PM
Close this Demon... access to subsim, he is a troll!

Cybermat47
06-10-20, 09:52 PM
Close this Demon... access to subsim, he is a troll!

Huh?

vdr1981
06-11-20, 01:14 AM
Close this Demon... access to subsim, he is a troll!

No he is not, but you Sokolov are really starting to sound like one. Please stop spamming this and other threads.

vdr1981
06-11-20, 01:19 AM
Hi captains,

a question regarding TWOS. In Mediterranean, there's a mark of 10th Flotilla near Malta. What is it? Point of resupply, or something else?

]
Not a resupply point of course...It's a map reference for British 10th submarine flotilla which was based on Malta.

Cybermat47
06-11-20, 01:31 AM
Not a resupply point of course...It's a map reference for British 10th submarine flotilla which was based on Malta.

Nice, always fun to go hunting for British subs.

O.Kusch
06-11-20, 10:09 AM
Hello and good afternoon,


I have a similar question like Demon777 with a position on the Map.
It is in the Western Approaches part.
What is the signification of the red symbol/number?


Thank's and good hunting!


Greeting's from Uli






https://www.subsim.com/radioroom/picture.php?albumid=1304&pictureid=11145

vdr1981
06-11-20, 12:57 PM
Hello and good afternoon,


I have a similar question like Demon777 with a position on the Map.
It is in the Western Approaches part.
What is the signification of the red symbol/number?


Thank's and good hunting!


Greeting's from Uli






https://www.subsim.com/radioroom/picture.php?albumid=1304&pictureid=11145

Could be max range of that particular airbase but I never tested is it reliable. Maybe it's just a leftover from the stock game. Without real nav addon you'll see circle around airbase as well...:yep:

Tonci87
06-11-20, 03:41 PM
It is the range of the planes on that airbase in nautical miles. If you draw a circle with the radius from the base to the little plane symbol, you will have a visual representation of the range. I also do not know if this information is reliable. Wouldn´t count on it though

Sokolov
06-14-20, 05:35 AM
No he is not, but you Sokolov are really starting to sound like one. Please stop spamming this and other threads.

Ok, Vecko, may be i look like a troll, but you, in so many updates, just have same liner in 3 harbours (one undefended) and 3 Cimmaron tankers, one in sea. I undestand you first made assembly (sry for my English, if something), and then start to get it better< but... It's all who might sh5 modders? No ships, no different ways on campaign, though DarkWraith said that the Sh5 full of possibilities. I think you just degrate, people, who still play, for example, with Dyn. Environment on this TWoS. No offence, just what i think.

Sokolov
06-14-20, 05:41 AM
Even Vecko starting to change Dyn. Env/ though he is carefull guy, remember like in film^ what's time no one need carefull guy, need a heroes. In all, i say, TWoS have no CTD, so many mods and no CTD. IT's unbeliveble! But third time sunk same Cimarron tanker is not good.

DackSter94
06-14-20, 01:17 PM
Does anyone else have a bug, when you load the game your sub/crew take damage? Any way to fix?

Tonci87
06-14-20, 02:58 PM
Yes, don't play

Reported!

This is no way to respond if someone is genuinely asking for help.

Does anyone else have a bug, when you load the game your sub/crew take damage? Any way to fix?

I think we might need more information to figure out what is happening to your sub. Since when does this occur? Where is your sub? Was your sub damaged during the patrol?

DackSter94
06-14-20, 04:48 PM
Yes, don't play
No.

DackSter94
06-14-20, 05:01 PM
I think we might need more information to figure out what is happening to your sub. Since when does this occur? Where is your sub? Was your sub damaged during the patrol?

It happened twice already on 2nd, and 3rd patrol.

I don't remember the details on 2nd patrol. But on my current (3rd) patrol, I was about 70km from British east coast near the channel when I loaded the save. Before that, I got depth charged by like 4 destroyers near the channel entry lol. Took no visible damage, which kinda surprised me. Maybe it applied damage I was supposed to receive when I loaded the game? The save was made already after escape, clear of any shipping around. Damage to some modules and hull is quite light, only 1%. However 3 crew members are red, and not healing(i don't have medic skill installed on my sonarman yet.

vdr1981
06-14-20, 05:27 PM
It happened twice already on 2nd, and 3rd patrol.

I don't remember the details on 2nd patrol. But on my current (3rd) patrol, I was about 70km from British east coast near the channel when I loaded the save. Before that, I got depth charged by like 4 destroyers near the channel entry lol. Took no visible damage, which kinda surprised me. Maybe it applied damage I was supposed to receive when I loaded the game? The save was made already after escape, clear of any shipping around. Damage to some modules and hull is quite light, only 1%. However 3 crew members are red, and not healing(i don't have medic skill installed on my sonarman yet.

Modlist?

Tonci87
06-14-20, 05:28 PM
It happened twice already on 2nd, and 3rd patrol.

I don't remember the details on 2nd patrol. But on my current (3rd) patrol, I was about 70km from British east coast near the channel when I loaded the save. Before that, I got depth charged by like 4 destroyers near the channel entry lol. Took no visible damage, which kinda surprised me. Maybe it applied damage I was supposed to receive when I loaded the game? The save was made already after escape, clear of any shipping around. Damage to some modules and hull is quite light, only 1%. However 3 crew members are red, and not healing(i don't have medic skill installed on my sonarman yet.

Yeah, I suspect you took damage from that DC attack, but for some reason it was only applied after loading the save. I do not have a solution for that. Maybe someone else can help, otherwise I´d recommend a full reinstall (Keep your saves).

DackSter94
06-14-20, 06:13 PM
Modlist?
TWoS mod
TWoS Remove plastic map cover
TWoS Map Contact Colors
TWoS Env Settings - Brighter Nights
EQuatool 01.01 by AvM - Large style

vdr1981
06-15-20, 01:15 AM
TWoS mod
TWoS Remove plastic map cover
TWoS Map Contact Colors
TWoS Env Settings - Brighter Nights
EQuatool 01.01 by AvM - Large style

Ok, no problems there although I'm not sure that equatool is 100% compatible with TWoS, but its probably unrelated.

Did you check official install instructions? Anything out of order during the game/mod installation?

Jimbuna
06-15-20, 03:48 AM
Yes, don't play

If you find it difficult to provide any positivity at all then I'd suggest you do not post in repeated negative terms. These guys are doing their best to provide a positive gaming experience and therefore should be encouraged rather than discouraged at every opportunity.

Jimbuna
06-15-20, 04:16 AM
It happened twice already on 2nd, and 3rd patrol.

I don't remember the details on 2nd patrol. But on my current (3rd) patrol, I was about 70km from British east coast near the channel when I loaded the save. Before that, I got depth charged by like 4 destroyers near the channel entry lol. Took no visible damage, which kinda surprised me. Maybe it applied damage I was supposed to receive when I loaded the game? The save was made already after escape, clear of any shipping around. Damage to some modules and hull is quite light, only 1%. However 3 crew members are red, and not healing(i don't have medic skill installed on my sonarman yet.

That is certainly what happens in SH3, the damage is cumulative and on loading you hear breaking glass etc.

DackSter94
06-15-20, 04:48 AM
Did you check official install instructions? Anything out of order during the game/mod installation?
I use uplay version. I followed the guide and u-play workaround for installation. There is one thing that might be weird: I can only launch game from desktop shortcut with u-play (in offline mode) running in the background. Launching from uplay interface just makes makes uplay small game logo window to load forever. Not sure if this is intended behavior.
Also, although I turned all the options related to game sync and updates in the uplay settings, it still syncs with something after starting the game.

gap
06-15-20, 02:36 PM
This is no way to respond if someone is genuinely asking for help.

If you find it difficult to provide any positivity at all then I'd suggest you do not post in repeated negative terms.

RIP Sokolov

Apparently all of his posts and threads have disappeared at once. Given his general attitude I knew he was not going to last long here.
Too bad for him, but I believe not many subsim buddies will miss him :03:

Btw, sorry for the OT Vecko :salute:

Texas Red
06-15-20, 03:08 PM
Sokolov had it coming for him, that kind of attitude should never ever be allowed on Subsim.

By the way, vdr1981, the new update is looking good! Just completed the Western Approaches campaign chapter and I am now in the long-awaited Operation Drumbeat chapter.

This has got to be my favorite mod of all. :salute:

Cheers! :Kaleun_Cheers:

Demon777
06-16-20, 10:09 AM
I remember in previous versions of TWOS there were short remarks of nations' flags in Recognition Manual (from which date the nation may be considered as friendly or enemy).
Now there're such remarks for neutrals only.

Am I correct that all nations which are not within Axis coalition, are considered as enemy units, even if their territories are marked blue on the map? For example, Greece in 1941.

skin-nl
06-16-20, 01:28 PM
Thanks for the update Vecko :up:

Michael

Thunder28
06-17-20, 12:51 PM
Geniale Mod. Funktioniert Prima.:Kaleun_Salute:

Texas Red
06-17-20, 12:55 PM
Welcome to Subsim!

Jimbuna
06-17-20, 01:36 PM
Geniale Mod. Funktioniert Prima.:Kaleun_Salute:

Ingenious Mod. Works great.

Welcome to SubSim Thunder28 :salute:

Mad Mardigan
06-17-20, 02:24 PM
Just out of curiosity, is any one else, running into NOT being able to get to page 883/884 of this forum post.

I have tried, unsuccessfully numerous times now, to get past page 882... to NO avail.

To say this is confusing, would be the understatement of all eternity award winner, hands down.

Thanks.

:Kaleun_Salute:

p.s. Edited to include a snapshot of the page listings showing that there are supposed to be 884 pages of this forum post, that I am seeing from My end... just in case others ARE NOT seeing that, from their end.

https://snipboard.io/bX14Hw.jpg

Demon777
06-17-20, 03:35 PM
Just out of curiosity, is any one else, running into NOT being able to get to page 883/884 of this forum post.




me too. looks like some sort of forum's engine failure...

excel4004
06-17-20, 03:41 PM
Just out of curiosity, is any one else, running into NOT being able to get to page 883/884 of this forum post.

I have tried, unsuccessfully numerous times now, to get past page 882... to NO avail.

To say this is confusing, would be the understatement of all eternity award winner, hands down.

Thanks.

:Kaleun_Salute:

p.s. Edited to include a snapshot of the page listings showing that there are supposed to be 884 pages of this forum post, that I am seeing from My end... just in case others ARE NOT seeing that, from their end.

https://snipboard.io/bX14Hw.jpg


Yes, strange. :doh:

cnupo
06-18-20, 02:46 AM
Hi all, i tried playing stock SH5 and it just doesnt work. like literally. It doesn't work. So, i've played years ago SH3 and SH4 with mods downloaded from subsim and it was great, but i knew SH5 is just rock bottom so i never bothered with it. But hey, steam sales and all that so i got all SH games for like 4,99$ and i want to start playing SH5 properly but i heard it works only with mods.
So, is this THE mod for this game? Can anyone recommend nice overhaul mods that actually make the game work?

Thanks SubSim

:subsim:

Propnut17
06-18-20, 04:28 AM
Reading your post cnupo, take the Stock Steam SH% and load it. Run the game in it's standard format and complete a few nautical miles, just getting to notice differences between SH3 and SH4 against SH5.

Download The latest full install version of The Wolves of Steel and reboot your PC.

I printed out the comprehensive install instructions so I could mark off the instructions. The latest Steam version does already include the 2.1 patch so you do not have to worry with that part. Just follow the install instructions VERY carefully and you will end up with a really great working SH5 that will give you hours of happiness.

My installation is based on what I have described above and I have had no issues with it at all. I am still on TWoS v2.2.17 and as soon as I am back in port I will upgrade to the newer .18 version.

kapuhy
06-18-20, 05:42 AM
So, is this THE mod for this game? Can anyone recommend nice overhaul mods that actually make the game work? :

TWoS is for me the "proper stock game", as in it gives you great, stable experience out of the box. Unmodded SH5 is a lost cause, and custom modlists can give you great game if you know what you're doing or completely break the game if you don't.

Sokolov
06-18-20, 11:55 AM
In the sensors.sim there are 2 lookout sensors, one with range 50000 m and surfase 0.00001? For what is this?

reedca82
06-18-20, 10:13 PM
Are knuckles actually modeled in game? As in attract a DD to depth charge them instead of you?

Demon777
06-19-20, 02:37 AM
Are knuckles actually modeled in game? As in attract a DD to depth charge them instead of you?


if you mean deployable decoys, yes, they're in the game. As far as I understand, in TWOS they are available from a certain period of time.

Sokolov
06-19-20, 01:18 PM
Sokolov had it coming for him, that kind of attitude should never ever be allowed on Subsim.


I'm sorry, but read the thread where i shared environment, no one to of those guys, Gap, Demon did not thank me, just offence and demands and trolling, though all is clear, that good kind of attitude, i ask you, that's good kind???!