View Full Version : [REL]The Wolves of Steel - SH5 Megamod
Sokolov
06-19-20, 08:32 PM
Gap, i'll tear your head off with a spanner.
Sokolov
06-19-20, 08:34 PM
And you too, who are you tell me the story, boy.
Mad Mardigan
06-19-20, 08:49 PM
:doh: :o
Sokolov
06-19-20, 09:35 PM
I wanted to say, i wil crash subsim (it's difficult, but i can), but thinking a bit i understood, that subsim already crashed.
Texas Red
06-19-20, 10:04 PM
What the heck man, calm yourself down. No need to threaten Gap and anyone else. Gap did nothing wrong here, I will defend everyone here from your nonsense talk.
CrabKey
06-20-20, 12:29 AM
I really appreciate all the work that has gone into this mod. You created a mod which realizes the original intent of the designers.
As a subsimmer for decades, this mod has given me a greater appreciation of the actual conflict.
Many thanks! Danke.
Aktungbby
06-20-20, 01:34 AM
cnupo!:Kaleun_Salute: after a eight year silent run!
Onkel Neal
06-20-20, 07:23 AM
Gap, i'll tear your head off with a spanner.
If you have someone you disagree with, please use civil language or simply ignore them. We do not allow hostile language here. If you want to keep your membership at Subsim, please calm down.
Likewise to everyone, don't antagonize the other guy. You always have the option to ignore.
No unfortunately, there aren't any...
Working on it (https://www.subsim.com/radioroom/showthread.php?t=245640)
Mad Mardigan
06-21-20, 10:50 PM
Working on it (https://www.subsim.com/radioroom/showthread.php?t=245640)
Looking forward to seeing your workings on this, being added into TWoS, kapuhy... :yep: :up:
vdr1981
06-24-20, 10:58 AM
Working on it (https://www.subsim.com/radioroom/showthread.php?t=245640)
Looking great Kapuhy! :up::up::up:
reedca82
06-25-20, 09:09 AM
Is there an associated underwater performance increase with removing the deck gun or is it just visual?
vdr1981
06-26-20, 06:14 AM
Is there an associated underwater performance increase with removing the deck gun or is it just visual?
Negative. Only conning towers have introduced drag factor.
reedca82
06-26-20, 09:51 AM
Thanks for the response!
Negative. Only conning towers have introduced drag factor.
Hi Vecko, may I ask if there is any reason (other than lack of time and you being busy with other features) for the deck gun and other U-boat armaments not having drag factors implemented?
wpn_Cannon:
Additional_Drag_Coefs
LR
UD
FR
vdr1981
06-26-20, 02:40 PM
Hi Vecko, may I ask if there is any reason (other than lack of time and you being busy with other features) for the deck gun and other U-boat armaments not having drag factors implemented?
wpn_Cannon:
Additional_Drag_Coefs
LR
UD
FR
Hey Gap, :salute:
No, nothing special really except that I don't think there were any noticeable performance benefit from the deck gun removal on type VII Uboat. From what I know the main reasons behind gun removal in late war years were totally different. They simply didn't have need for it any more...
Hello Sir, I am posting this reply just to confirm my question. I started campaing with 2.2.18 and advanced pretty much however I just noticed you released newer version of awesome TWoS mod. Even though you stated that
TWoS v2.2.9 AND LATER IS NOT GAMESAVE COMPATIBLE WITH PREVIOUS VERSIONS!
START NEW CAMPAIGN!
is is possible to update it to 2.2.19 without breaking compatibility?
And final question is just out of curiosity 2x to 2.2.18 patch is 118 mb however same patch with 2x to 2.2.19 is just 23 mb. Why there is a huge data gap between patches.
Thank you kind sir.:Kaleun_Salute:
Iorwerth
06-27-20, 04:41 AM
Just got SH5 and downloaded TWos mod. Are any other mods compatible with it? If some are, any suggestions on which ones are worth getting? I don't want to get a mod that will interfere with TWos, and the front page says that some mods will.
vdr1981
06-27-20, 08:05 AM
is is possible to update it to 2.2.19 without breaking compatibility?
Yes. Gamesaves are compatible all the way down to v2.2.10. :yep:
And final question is just out of curiosity 2x to 2.2.18 patch is 118 mb however same patch with 2x to 2.2.19 is just 23 mb. Why there is a huge data gap between patches.
Thank you kind sir.:Kaleun_Salute:
v2.2.xx to v2.2.19 update is 131 MB in size...
vdr1981
06-27-20, 08:18 AM
Just got SH5 and downloaded TWos mod. Are any other mods compatible with it? If some are, any suggestions on which ones are worth getting? I don't want to get a mod that will interfere with TWos, and the front page says that some mods will.
There are very few of them. I strongly advise you to install custom mod only if it's author claims that it is fully compatible with TWoS 2.2.19. Anything less than that will only bring you problems, oddities and CTDs...:salute:
boogieman335
06-27-20, 04:54 PM
Just got SH5 and downloaded TWos mod. Are any other mods compatible with it? If some are, any suggestions on which ones are worth getting? I don't want to get a mod that will interfere with TWos, and the front page says that some mods will.
My boogies refit 3.0 complete is a graphics mod that will work with TWoS. If you use real navigation it will show a conflict because it contains 2 graphic files that make the pencil line on the map bolder, it will not break your game as far as I know. It also includes a preset for Reshade. If you use the KSD commander you might have to expieriment to get the reshade to work. It changes most of the textures in the inside and outside of the boat as well as some of the bunker textures, adds some tweaks to clouds and changes the optics. It also changes the uniforms. screenshots here:
https://imgur.com/gallery/viQB4no
Hey Gap, :salute:
No, nothing special really except that I don't think there were any noticeable performance benefit from the deck gun removal on type VII Uboat. From what I know the main reasons behind gun removal in late war years were totally different. They simply didn't have need for it any more...
Hi Vecko, thank you for your answer and sorry for the late reply.
I wonder what are your sources on the topic, because all the information I have found so far seem to partly disconfirm your statements above.
According to Gordon Williamson:
Although in the early part of the war U-boats often did use the deck gun to sink smaller enemy merchantmen in order to save precious (and highly expensive) torpedoes, as the war progressed and anti-submarine measures improved in effectiveness, few U-boat commanders would risk surfacing and remaining in position long enough to sink a ship using gunfire (sometimes dozens or even hundred of hits were required to sink a larger vessel). By 1943, most Type VII U-boats had their deck guns removed, which had the added benefit of reducing drag when underwater.
(from: U-boats vs Destroyer Escorts: The Battle of the Atlantic (https://books.google.it/books?id=CLGdCwAAQBAJ&pg=PA40&lpg=PA40&dq=u-boat+deck+gun+drag&source=bl&ots=1hqWU6aEFh&sig=ACfU3U1n54fCg8QR1OiPM7VLtDQsxWl0rA&hl=it&sa=X&ved=2ahUKEwi_x8rGk6PqAhWlwsQBHXI7DoMQ6AEwFXoECAkQA Q#v=onepage&q=u-boat%20deck%20gun%20drag&f=false))
[...] As the war progressed, it became clear that any benefits derived from the presence of the deck gun were offset by the increase in the drag inposed on the boat when moving underwater. By 1943, most deck guns had been removed from Type VIIs, but for some reason most Type IX boats retained theor 10.5 cm guns.
(from: Kriegsmarine U-boats 193945 (https://books.google.it/books?id=94SICwAAQBAJ&pg=PT21&lpg=PT21&dq=u-boat+deck+gun+drag&source=bl&ots=euLn2tDtt6&sig=ACfU3U2Z8Cil_afsNJyMssCoB1xvjN_EUg&hl=it&sa=X&ved=2ahUKEwi_x8rGk6PqAhWlwsQBHXI7DoMQ6AEwFnoECAcQA Q#v=onepage&q=u-boat%20deck%20gun%20drag&f=false))
According to uboataces.com (http://www.uboataces.com/weapon-deck-gun.shtml):
The deck gun also contributed much to hydrodynamic resistance, slowing the underwater speed and increasing crash dive time.
According to David Owen:
[...] Although her armament was formidable on paper, the flak-boat concept was flawed from the start. Apart from the increase in top-weight, which made her unstable in heavy seas, the additional guns and their protective shields added to the underwater drag. This not only cut boat's submerged speed but more seriously increased the time taken to dive [...].
(from: Anti-Submarine Warfare: An Illustrated History (https://books.google.it/books?id=W2GCAwAAQBAJ&pg=PT240&lpg=PT240&dq=u-boat+deck+gun+drag&source=bl&ots=zGYWS4OIyt&sig=ACfU3U3vvhcwMKp7Co38klGo-JIXLtbCwg&hl=it&sa=X&ved=2ahUKEwi_x8rGk6PqAhWlwsQBHXI7DoMQ6AEwGHoECAYQA Q#v=onepage&q=u-boat%20deck%20gun%20drag&f=false))
There is an interesting discussion on this same topic on Ubi's SH3 forum:
I've been digging around on the web for historical info on this subject. I've not found any defintitive figures, but it would seem that whilst late-war removal of the deck gun would result in a small increase in diving speed and submerged cruising speed, the addition of extra AA guns and wintergartens at that time would most likely offset this benefit.
In fact it seems possible that the extra AA guns and enlarged/additonal wintergarten platforms could create even more drag, especially if the AA guns had deflection shields. I think these shields were able to be folded away, but again this procedure would add to the dive time in an emergency.
My conclusions:
The deck gun had an adverse effect mostly on boat's diving times and submerged speed.
The same applies to conning-tower mounted FlaK guns, though the top-weight added by them was also detrimental to boat's general stability.
Being closer to boat's centre of buoyancy, the extra weight added by the deck gun had not an effect on her roll (i.e. LR drag) as bad as the conning-tower + FlaK guns block.
Unfortunately I don't think that, by only playing with gun's additional drag coefficients, we can decrease boat's submerged top speed, but we can worsen her seaworthiness with special emphasis on diving times.
Deck gun dismount should provide some benefits, in the form of improved boat handling, a renown bonus (if possible), or both, otherwise selecting the "no deck gun" boat upgrade won't make much sense from player's perspective.
The performance bonus from deck gun's removal shouldn't be so big to nullify the disadvantages given by bigger conning tower and additonal FlaK guns in mid war, but it should nonetheless be noticeable :yep:
vdr1981
06-28-20, 07:41 AM
Hi Vecko, thank you for your answer and sorry for the late reply.
I wonder what are your sources on the topic, because all the information I have found so far seem to partly disconfirm your statements above.
According to Gordon Williamson:
(from: U-boats vs Destroyer Escorts: The Battle of the Atlantic (https://books.google.it/books?id=CLGdCwAAQBAJ&pg=PA40&lpg=PA40&dq=u-boat+deck+gun+drag&source=bl&ots=1hqWU6aEFh&sig=ACfU3U1n54fCg8QR1OiPM7VLtDQsxWl0rA&hl=it&sa=X&ved=2ahUKEwi_x8rGk6PqAhWlwsQBHXI7DoMQ6AEwFXoECAkQA Q#v=onepage&q=u-boat%20deck%20gun%20drag&f=false))
(from: Kriegsmarine U-boats 1939–45 (https://books.google.it/books?id=94SICwAAQBAJ&pg=PT21&lpg=PT21&dq=u-boat+deck+gun+drag&source=bl&ots=euLn2tDtt6&sig=ACfU3U2Z8Cil_afsNJyMssCoB1xvjN_EUg&hl=it&sa=X&ved=2ahUKEwi_x8rGk6PqAhWlwsQBHXI7DoMQ6AEwFnoECAcQA Q#v=onepage&q=u-boat%20deck%20gun%20drag&f=false))
According to uboataces.com (http://www.uboataces.com/weapon-deck-gun.shtml):
According to David Owen:
(from: Anti-Submarine Warfare: An Illustrated History (https://books.google.it/books?id=W2GCAwAAQBAJ&pg=PT240&lpg=PT240&dq=u-boat+deck+gun+drag&source=bl&ots=zGYWS4OIyt&sig=ACfU3U3vvhcwMKp7Co38klGo-JIXLtbCwg&hl=it&sa=X&ved=2ahUKEwi_x8rGk6PqAhWlwsQBHXI7DoMQ6AEwGHoECAYQA Q#v=onepage&q=u-boat%20deck%20gun%20drag&f=false))
There is an interesting discussion on this same topic on Ubi's SH3 forum:
My conclusions:
The deck gun had an adverse effect mostly on boat's diving times and submerged speed.
The same applies to conning-tower mounted FlaK guns, though the top-weight added by them was also detrimental to boat's general stability.
Being closer to boat's centre of buoyancy, the extra weight added by the deck gun had not an effect on her roll (i.e. LR drag) as bad as the conning-tower + FlaK guns block.
Unfortunately I don't think that, by only playing with gun's additional drag coefficients, we can decrease boat's submerged top speed, but we can worsen her seaworthiness with special emphasis on diving times.
Deck gun dismount should provide some benefits, in the form of improved boat handling, a renown bonus (if possible), or both, otherwise selecting the "no deck gun" boat upgrade won't make much sense from player's perspective.
The performance bonus from deck gun's removal shouldn't be so big to nullify the disadvantages given by bigger conning tower and additonal FlaK guns in mid war, but it should nonetheless be noticeable :yep:
Thanks for detailed post as always Gap. :up: However you'll have to agree that we didn't learn anything new from those articles, what we couldn't conclude for our self. Yes "some" performance bonus is unquestioned but the main question still remains.How much? They all only use words like "much", "some" ect which is not very helpful IMO.:hmmm: Was it 1KN speed increase (which I really doubt) or maybe 0.1? 0.01? :hmm2:
The point is, we can not really conclude this without some complex mathematics and even then I believe that the resulting speed benefit would be quite minuscule. Introducing some small value like 0.05KN of speed increase would be quite silly IMO and probably unnoticed by many Subsim Captains. Not to mention potential army of unhappy weekend Captains with dozens of threads named "BUG! I removed my deck gun but my speed stays the same!!!!WHYYYYYY???!!!"
Unfortunately, other mentioned benefits like improved handling and diving times are not possible to simulate since they are controlled by completely different set of sim controllers...
Demon777
06-28-20, 12:09 PM
Regarding U-boat's equipment...
I noticed that deployable decoys are not available (for example, in Mare Nostrum campaign).
Will this type of equipment be available in next chapters, or they're completely unavailable in TWOS ?
Texas Red
06-28-20, 12:25 PM
@Demon777
I was able to install BOLD 1, a decoy system, inside my boat before going into Operation Drumbeat, maybe near the end of the Western Approchases campaign chapter or when I was in the bunker before going to the US East Seaboard. I still have it on board, though I never use it because I haven't found a single convoy. I have found a few duets of ships. Usually a destroyer and a large freighter (Usually 6,000+ tons) I sink the destroyer first so I do not have to worried about being picked up on ASDIC. I always use electric torpedoes when I attack DDs.
I don't really have a use for it since I haven't found an escorted convoy, yet.
Currently, I am in Distant Waters and nearly done with the campaign chapter!
Farthest I've ever got with SH5.
Thanks for the awesome mod, Vecko! :Kaleun_Salute::yeah:
diegomcx
06-28-20, 02:19 PM
Hi guys, first time here!
So, help me out if you can.
I'm into printing some things to me make it cool, and i'm looking into a way to print the sheets for the enigma machine used here. I found the db files with the codes used, so i started there and copied them to a excel sheet.
But it looks like it will take some time to do it. So i want to know if someone has it already done, or anyone already did something like that, or maybe a faster/easier way to do it.
Thanks in advance!!
Thanks for detailed post as always Gap. :up:
My pleasure mate :salute:
However you'll have to agree that we didn't learn anything new from those articles, what we couldn't conclude for our self.
Yes, indeed. A Type VIIC U-boat had a submerged displacement of only 871 tonnes, and the 8.8 cm SK C/35 naval gun weighted 776 kg. Such an heavy load sticking out from boat's deck and not having any adverse effect on boat's handling and performance, is hard to believe, that's why in the first place I asked you about your sources and I mentioned my own sources...
Yes "some" performance bonus is unquestioned but the main question still remains.How much? They all only use words like "much", "some" ect which is not very helpful IMO.:hmmm: Was it 1KN speed increase (which I really doubt) or maybe 0.1? 0.01? :hmm2:
No, unfortunately I couldn't find any figure, though I think that a top speed increase in the order of 0.2-0.3 knots after deck gun removal, wouldn't be too far from reality. Provided that such a feature is possible (see my considerations below), it should just balance (and only in part) the decrease in top speed caused by later conning towers; in other words, removing the deck gun shouldn't actually provide any bonus but, basically, a reduction of the penalty which - if I got you correctly - you have already implemented with later conning tower's drag coefficients.
Unfortunately, other mentioned benefits like improved handling and diving times are not possible to simulate since they are controlled by completely different set of sim controllers...
I have never played with gun and conning tower additional drag coefficients, but my understanding of the similar ship and submarine main controller's drag factors (unit_Ship => obj_Hydro group), is that they are directly related to vessel's seaworthiness, and that they have little or no effect on top speed. :hmmm:
The point is, we can not really conclude this without some complex mathematics and even then I believe that the resulting speed benefit would be quite minuscule.
If the overall benefit was that minuscule, why would they have bothered removing those guns from Type VII U-boats and, most importantly, why should the player bother doing it? In my opinion any U-boat upgrade should provide an advantage to the player, otherwise there is no point in having it :)
Aktungbby
06-28-20, 04:55 PM
diegomcx!:Kaleun_Salute:
Demon777
06-29-20, 01:48 AM
I was able to install BOLD 1, a decoy system, inside my boat before going into Operation Drumbeat, maybe near the end of the Western Approchases campaign chapter or when I was in the bunker before going to the US East Seaboard.
@the beast
thank you! :salute:
thus, upgrades in TWOS are available depending on time/chapters. good!
Hi guys i have a question....i can t hit a Tribal Destroyer with an electric torpedo even if the draft of the destroyer is 3,5 m and the torpedo is set at 1,1 m....with external cam i see the torpedo pass under the boat and the only one time that i hit the propeller (don t know how just perfect timing) the torpedo fail (dud),i ve Wolves of steel mod....sorry for the bad english
Hi guys i have a question....i can t hit a Tribal Destroyer with an electric torpedo even if the draft of the destroyer is 3,5 m and the torpedo is set at 1,1 m....with external cam i see the torpedo pass under the boat and the only one time that i hit the propeller (don t know how just perfect timing) the torpedo fail (dud),i ve Wolves of steel mod....sorry for the bad english
Possible cause (https://www.subsim.com/radioroom/showpost.php?p=2671718&postcount=2)
Plus, I don't know what the sea state is but if there's a storm, targets draft would vary as it moves on waves.
Lasicowaty
06-30-20, 06:23 PM
Hi,
I'm getting back to SH5 after few years. I got DVD version and, surprise, surprise, there is no dvd in my new PC anymore, so I got steam version now. I've heard that Ubisoft has made some **** patch that blocks TWoS, but Steam version is still compatibile And this is my question - is it compatibile? I should install TWoS due the install instruction added on pdf and it will work? Please, say it will.
Cheers to you all :Kaleun_Salute:
boogieman335
06-30-20, 09:05 PM
Hi,
I'm getting back to SH5 after few years. I got DVD version and, surprise, surprise, there is no dvd in my new PC anymore, so I got steam version now. I've heard that Ubisoft has made some **** patch that blocks TWoS, but Steam version is still compatibile And this is my question - is it compatibile? I should install TWoS due the install instruction added on pdf and it will work? Please, say it will.
Cheers to you all :Kaleun_Salute:
Yep it will. Just follow the instructions and let it convert the SH5.exe file. I use the Steam version and launch it from a shortcut placed on my desktop that way it by passes Steam completely and I don't have to launch Steam anymore to play. It will still launch the Uplay thing but I keep it set to offline mode.
Lasicowaty
07-01-20, 03:48 AM
Yep it will. Just follow the instructions and let it convert the SH5.exe file. I use the Steam version and launch it from a shortcut placed on my desktop that way it by passes Steam completely and I don't have to launch Steam anymore to play. It will still launch the Uplay thing but I keep it set to offline mode.
That's great! Thanks a lot! I will try to install and than I'll report if I managed and if it works. (sorry for my english, Im not native)
cheers
DackSter94
07-02-20, 03:25 PM
Are destroyers "cheating"? If you are sitting still under water, at night with no moon, not using periscope: as soon as some unaware destroyer passes withing some range from you they sound the alarm, and start pinging with ASDIC...
vdr1981
07-02-20, 03:34 PM
Are destroyers "cheating"? If you are sitting still under water, at night with no moon, not using periscope: as soon as some unaware destroyer passes withing some range from you they sound the alarm, and start pinging with ASDIC...
You could say so, yes...In all SH games, destroyers active sonars are always active, regardless of audio pinging effect. So, if you find your self in their detection cone for certain amount of time, they will detect you. This "amount of time" depends of various factors like units skill, your orientation, depth ect ect...:yep:
ErdiFerenc
07-04-20, 03:16 AM
Hi all!
I just wanted to try the real navigation mod, because it sounds pretty interesting. But on the map view the coordinates are hidden behind the edge of the map. Any ideas to fix it? Maybe an interface mod?
Thanks
https://drive.google.com/file/d/1L665atNCM-KM87ywwmeW_OtAm7axMvV0/view?usp=sharing
vdr1981
07-04-20, 03:41 AM
Hi all!
I just wanted to try the real navigation mod, because it sounds pretty interesting. But on the map view the coordinates are hidden behind the edge of the map. Any ideas to fix it? Maybe an interface mod?
Thanks
https://drive.google.com/file/d/1L665atNCM-KM87ywwmeW_OtAm7axMvV0/view?usp=sharing
Hi ErdiFerenc,
That looks strange indeed...:hmmm: Try to lower your in game resolution and see what will happen. Did you try to reinstall the game and the mod?
ErdiFerenc
07-04-20, 03:45 AM
Well, i don't think it will help, but i give it a try, thanks.
vdr1981
07-04-20, 03:54 AM
Well, i don't think it will help, but i give it a try, thanks.
Try also to click that "toggle TAI button" above the depth gauge few times. That should fix misplaced TAI interface...I just hope that we are not dealing with some kind of incompatibility with high resolutions (SH5 is an old game after all). In that case I wont be able to help you since I can not reproduce the problem with my monitor.:hmmm:
ErdiFerenc
07-04-20, 08:16 AM
It works on smaller resolution properly, but the large pixels kill the experience.
vdr1981
07-04-20, 08:31 AM
It works on smaller resolution properly, but the large pixels kill the experience.
OK, let's try this then...Open data/menu/Gui folder , find the file called "StrategicMapFrame.dds" and remove/delete it. I think that you should be able to see the coordinates this time even with your native resolution...:yep: Plese let me know what happen and post a screenshot again...:yep:
ErdiFerenc
07-04-20, 11:16 AM
Thank you, this one worked very well!!!
vdr1981
07-04-20, 11:42 AM
Thank you, this one worked very well!!!
Great! :up: I could add this fix then to optional TWoS mods for anyone who use 4K resolutions...
Would you like to try edited texture with some frame left but still with enough free space for coordinates?
ErdiFerenc
07-04-20, 12:47 PM
Yes, that would be great!
vdr1981
07-04-20, 02:26 PM
Yes, that would be great!
OK, try this new dds file and tell us how it looks in your resolution...:yep: http://www.mediafire.com/file/8kfjiot29apcwx1/StrategicMapFrame.dds/file
Lasicowaty
07-04-20, 03:14 PM
Hi, one question, I hope it's not stupid one. Well, while installing mod there was JGSE window open once. Every mods that Wolf of steel got in were at left column. At right column (active mods) there was none. Instalig instruction didn't say that I should move all mods at the right column so I didn't. My question is, if I got all mods included in WoS active now or not? I can see that WoS is installed, but maybe on that JSGE list were some aditional things? E.g. I can see my uboot runing throw navigation map which I shouldn't see if I got real navigation mod on. Am I right?
vdr1981
07-04-20, 03:18 PM
Hi, one question, I hope it's not stupid one. Well, while installing mod there was JGSE window open once. Every mods that Wolf of steel got in were at left column. At right column (active mods) there was none. Instalig instruction didn't say that I should move all mods at the right column so I didn't. My question is, if I got all mods included in WoS active now or not? I can see that WoS is installed, but maybe on that JSGE list were some aditional things? E.g. I can see my uboot runing throw navigation map which I shouldn't see if I got real navigation mod on. Am I right?
Those are optional mod. Hower your mouse over them to check their description and enable any you want...:yep:
Lasicowaty
07-04-20, 04:02 PM
Aaaa, perfect! Thanks a lot.
Lasicowaty
07-05-20, 04:08 AM
Sorry, if it was already, but are the Lifeboats mod and Wooden Lifeboats mod compatibile with WoS?
Kindly regards
ErdiFerenc
07-05-20, 04:43 AM
The new map frame works just perfect!
https://drive.google.com/file/d/1XEhrYZI2zJlInr2lddSbuYiFyCOnz0-G/view?usp=sharing
vdr1981
07-05-20, 11:48 AM
Sorry, if it was already, but are the Lifeboats mod and Wooden Lifeboats mod compatibile with WoS?
Kindly regards
Inflatable lifeboats are already in the mod. Not sure about compatibility of wooden lifeboats though, I remember I experienced some stabilty problems with them when I was testing them long before. :hmmm:
The new map frame works just perfect!
https://drive.google.com/file/d/1XEhrYZI2zJlInr2lddSbuYiFyCOnz0-G/view?usp=sharing
:up:
Lasicowaty
07-05-20, 12:20 PM
Inflatable lifeboats are already in the mod. Not sure about compatibility of wooden lifeboats though, I remember I experienced some stabilty problems with them when I was testing them long before. :hmmm:
:up:
That's OK, if there are same already that's OK for me. Thanks a lot. (Sorry for those primary questions but I have been absent in the seas for years and I don't know what's new).
Thanks again! :Kaleun_Salute:
ksnoopy
07-08-20, 12:53 AM
Noob question -- everyone recommends the Wolves of Steel mod pack, and I've installed it and its working good. One question I haven't seen anyone ask (sorry if its already been asked) -- are there other good mods I should consider adding as well that aren't included in WoS? Thanks!
Demon777
07-08-20, 03:58 AM
Noob question -- everyone recommends the Wolves of Steel mod pack, and I've installed it and its working good. One question I haven't seen anyone ask (sorry if its already been asked) -- are there other good mods I should consider adding as well that aren't included in WoS? Thanks!
I use just a few additional mods, because TWOS is not compatible with many others. For example: restore captain's icon, nav.map colors mod, gap's enviromnental (+ several submods in it), my own compilation of sounds (either .wav or .ogg files), etc.
Iorwerth
07-08-20, 05:22 AM
Quick question about adding the Speech recognition mod (Mitons stock edition-1.4 English) to twos. I have seen others use this mod (i think it is this mod anyway) on YouTube vids with the Twos mod. When i use Twos-JSGME to add the mod I get a message saying "menu.txt has already been altered by Twos real navigation mod - enabling the mod 'may' have adverse effects etc". If I click yes to bring it over the Real Navigation mod gets greyed out.
I presume I am safe to use it, but wanted to check just in case by installing it and using it does stop real nav from working properly. If it does, is there a different speech recog mod I should use?
One other thing - I also saw someone using Das Boot voices, and was wondering which mod that was, as there are a number of them and I am not sure which is the best one to use with Twos? I think there may be some tweaking of the mod you also have to do with whichever Das Boot mod it was (I think i saw the mod being used on a Bstanko6 youtube vid, but could be wrong).
Any help/advice would be great!
Aktungbby
07-08-20, 10:52 AM
ksnoopy!:Kaleun_Salute: & lorwerth:Kaleun_Salute: a trifle belatedly
Texas Red
07-08-20, 04:39 PM
Quick question about adding the Speech recognition mod (Mitons stock edition-1.4 English) to twos. I have seen others use this mod (i think it is this mod anyway) on YouTube vids with the Twos mod. When i use Twos-JSGME to add the mod I get a message saying "menu.txt has already been altered by Twos real navigation mod - enabling the mod 'may' have adverse effects etc". If I click yes to bring it over the Real Navigation mod gets greyed out.
I presume I am safe to use it, but wanted to check just in case by installing it and using it does stop real nav from working properly. If it does, is there a different speech recog mod I should use?
One other thing - I also saw someone using Das Boot voices, and was wondering which mod that was, as there are a number of them and I am not sure which is the best one to use with Twos? I think there may be some tweaking of the mod you also have to do with whichever Das Boot mod it was (I think i saw the mod being used on a Bstanko6 youtube vid, but could be wrong).
Any help/advice would be great!
I tried using it I think and it caused an issue for me. Apparantely there are two files, one for stock and the other for NewUIs. I would suggest using the NewUIs.
DackSter94
07-08-20, 07:32 PM
Great! :up: I could add this fix then to optional TWoS mods for anyone who use 4K resolutions...
It's also present on 1440p, you can see only the second number of latitude.
Iorwerth
07-09-20, 01:09 AM
I tried using it I think and it caused an issue for me. Apparantely there are two files, one for stock and the other for NewUIs. I would suggest using the NewUIs.
Thanks! It doesn't report a clash when I use the new UI one, so hopefully that will work :)
vdr1981
07-09-20, 10:35 AM
It's also present on 1440p, you can see only the second number of latitude.
Did my file fix the proroblem for 1440p as well?
boogieman335
07-09-20, 12:18 PM
Noob question -- everyone recommends the Wolves of Steel mod pack, and I've installed it and its working good. One question I haven't seen anyone ask (sorry if its already been asked) -- are there other good mods I should consider adding as well that aren't included in WoS? Thanks!
My Boogie's Refit Complete 3.0 mod is in the download section under graphics and is designed for use with the TWoS. The mod will show a conflict with the real navigation mod in TWoS because it changes 2 graphic files that make the pencil lines{Black and Red} that are drawn on your map bolder and easier to see for tired old eyes like mine but doesn't affect gameplay as far as I know. It will changes the overall graphics of the interior and exterior of the type 7B and Type 7C boats as well as change the crew uniforms. It will also change the lighting and cloud appearence slightly. It has an included preset for use with Reshade ENB for improved shadow and shader effects using directx9 API which is whatSH5 uses. Screenshots are here:https://imgur.com/gallery/viQB4no
I have been using it in the 2.2.19 version of TWoS My mod list:
Generic Mod Enabler - v2.6.0.157
[E:\SteamLibrary\Steam\SteamApps\common\Silent Hunter 5\TWoS_Parts]
TWoS UI cmd_Auto Target ID
TWoS Neutrals Illuminated Only_Until [Date]
TWoS Map Contact Colors
Paajtors_Renown_cheat (compatible with Equipment_Upgrades_Fix_v1_4_byTheBeast)
one ship, one torpedo v1.00
Reboot's Water Drips 1.1
TWoS FX_Incr. Flooding via Zones
TWoS Harbors Chimney Smoke
U-Boat Internal Routine SFX
U-Boat Watch Crew Routine SFX
Boogie's Refit for TWOS v3.0 Complete
As you can see from my list I play a very casual game without the real navigation and such but I have tested the mod with those parts enabled and found no conflicts other than the above mentioned pencil lines. The texture files used in the mod have been upgraded to the DXT5 format which allows a higher resolution than the base game textures without loss of FPS. In several insatnces it repairs mis aligned normal maps left over from the base game in TWoS, esp normals for the wood textures inside the boat and bunker. And last but certainly not least it cleans up those shockingly dirty heads found in the boats. My mother would have gasped in horror to see me living that way.LOL
Hello there. After finishing instalation of the game and launching it uplay requires me to enter cd key. wtf??? if I uninstall the mod and the game and start from the begining the unmoded game works fine. but as soon as I install the mod uplay wants cd key. and not only that but I can not find a way to show me my cd key.... any ideas?
I figured it out sorry for bothering new, I am very new to all this
boogieman335
07-11-20, 10:51 AM
Hi guys,
I am posting this here because I created my mods for use with the Wolves of Steel mod and thus it is more likely to be seen by the users of the mods. I have received a couple of private messages asking about certain features and I would like to explain certain features of the mods and what they do.
Earlier versions of the mod;[ ver 1.3 and version 2.0] have the uniforms in a seperate folder for optional install. They also contain textures for the internals of the boats and repair some mis aligned normal maps carried over from the base game textures, esp the wood textures. They contain a custom lighting env file that tweaks the colors slightly, based on one of Sober's older files.
The Boogie's External mod contains only some of my external files and will require the user to download other files to complete the set based on Nozaurio's files from about 10 to 12 years ago that are still availiable on media fire.
The Boogies refit ver 3.0 complete is the latest version and is compatiable with version 2.2.19 of TWoS. It is what it says on the box. It contains textures for the internals of the boats and a combination of my textures and Nozaurios external textures for the type 7B and 7C boats converted to DXT5 format for greater resolution without sacrificing FPS. It also changes the uniforms to the basic grey uniforms. According to my research this was the most common worn uniform in the Atlantic as opposed to the khaki uniforms that were for tropical use. The uniforms in SH5 are not very realistic and as we all know Submarines in those days were nasty, sweltering ovens for their crews and I am sure many of the uniform regulations were relaxed to accomadate the reality. I changed the sweaters to more approximate the jumpers of the time and placed specialty and rank tabs on them. In this version the uniforms are part of the base mod and if the user wishes to not use them then you will have to open the texture folder and delete the uniform textures. These textures also affect the crewmen working in the bunker and their uniforms and work clothes. The mod also contains textures for the bunker itself including wood and concrete, barrels and oxygen tanks and certain fittings. The mod also contains a version of EMT's optics in a file structure that works with the mod so it changes the periscope optics, and the bino's.
The mod makes changes to the navigator uniform which always bothered me a lot because of it's clipping issues, and fixes a glitch with the animation of the watch officers uniform, where his uniformed changed twice upon entering the boat.
The further changes it makes are tweaks to the lighting and the density of the clouds.
The SH5.ini file that is included is a preset for use with the Reshade ENB. It is optional. If you wish to use Reshade download it from reshade.me and run the installer. A box will open where it will ask you to point it to the game and select it's rendering API which in the case of SH5 is Direct X 9. It will then download an assortment of custom shaders. When this is complete you will return to the little box which will be where you select the preset in the top section, and can select a screenshot folder if you desire one. Reshade can be opened in game and edited by pressing the home key. The current version at the time of this writing is ver 4.7 When you start the game there will be a message at the screen top to show that reshade is active. I hope this answers all the questions but if it does not feel free to send me a PM or email me directly at boogieman335@hotmail.com
Thanks guys,
Boogie
are there other good mods I should consider adding as well that aren't included in WoS? Thanks!
Me too.
Mizzou55
07-14-20, 10:18 AM
I just installed this mod and I really like it. However, there is one thing I don't like, and that is - whenever I'm in the sub at night, the interior is bathed in red light as it should be. The lights themselves are still bright white. Is there a mod I can install that will turn them red?
Thanks.
Texas Red
07-14-20, 12:34 PM
I have a question.
In my medal box in SH5, I only have the Iron Cross Second Class and the Iron Cross First Class, but in KSD, I have all the medals except the German Cross in Gold. Is this intended for the game or is this a bug I can fix? If it is intended for the game, is there a way I could remove that feature so I can see my medals in-game?
TIA :salute:
vdr1981
07-14-20, 12:56 PM
I just installed this mod and I really like it. However, there is one thing I don't like, and that is - whenever I'm in the sub at night, the interior is bathed in red light as it should be. The lights themselves are still bright white. Is there a mod I can install that will turn them red?
Thanks.
Not that I'm aware of...
I have a question.
In my medal box in SH5, I only have the Iron Cross Second Class and the Iron Cross First Class, but in KSD, I have all the medals except the German Cross in Gold. Is this intended for the game or is this a bug I can fix? If it is intended for the game, is there a way I could remove that feature so I can see my medals in-game?
TIA :salute:
In game medals award system follows some weird logic and it can not be fixed. KSD commander medals on the other hand are completely historically accurate.
fitzcarraldo
07-14-20, 01:27 PM
I just installed this mod and I really like it. However, there is one thing I don't like, and that is - whenever I'm in the sub at night, the interior is bathed in red light as it should be. The lights themselves are still bright white. Is there a mod I can install that will turn them red?
Thanks.
There is a mod called dark interiors. You will have white lights but soft and reddish lamps.. No red lamps.
Also you have the Rusted Glory mod with dark interiors.
And also you can use ReShade for regulate the interior lights via preset shaders. Elegant solution. I use it.
Regards.
Fitzcarraldo :salute:
Mizzou55
07-14-20, 06:26 PM
Thanks, I'll look into those
Mad Mardigan
07-15-20, 05:21 AM
I just installed this mod and I really like it. However, there is one thing I don't like, and that is - whenever I'm in the sub at night, the interior is bathed in red light as it should be. The lights themselves are still bright white. Is there a mod I can install that will turn them red?
Thanks.
I use Boogie's mod, which includes an SH5 preset, which works b.. e.. a.. utiful...
His mod, can be found here:
https://www.subsim.com/radioroom/downloads.php?do=file&id=5602
Thomsen42
07-16-20, 06:06 AM
How does the Submarine succesion work exactly in TWoS?
Will a declined offer to a UFlaK lead to you not getting the offer for a VIIC41?
What are the rough merit requierents for the latter?
I never thought about the consequences of hitting "no" in the submarine offer after a patrol but the UFlaK seems so useless in the usual tonnage war:o
skin-nl
07-16-20, 02:43 PM
Will a declined offer to a UFlaK lead to you not getting the offer for a VIIC41?
You first get the VIIC/41 after that you get the uflak which i declined.
Tonci87
07-16-20, 05:06 PM
Vdr< i want you, more then best of my wimen, let me look at you ass. If head will broke this , i just delete it.
Some people donīt learn. Reported.
Thomsen42
07-16-20, 06:31 PM
You first get the VIIC/41 after that you get the uflak which i declined.
Interesting :o I started with VIIC in Distant waters but never came across a progression massage. After my last patrol I read in KSD I was nominated for type VIIC submarine, left me clueless. With low merit I thougt maybe it was theoretically at this moment enough for my current type :doh:
Is it possible to modify the savegame files to get a VIIC41 after my current patrol?
DackSter94
07-18-20, 06:38 AM
Did my file fix the proroblem for 1440p as well?
Yes!
O.Kusch
07-18-20, 11:30 AM
Hello and good afternoon,
only curiosity, is there a commander which surived the whole war from Memel till 1945 without " resurrection " ? I know, it's unreal, because in fact the best comanders surived only because they excanged their submarine command for other tasks to the right time.
But maybe it is possible in twos?
Greeting's from
Uli
Tonci87
07-18-20, 11:58 AM
Hello and good afternoon,
only curiosity, is there a commander which surived the whole war from Memel till 1945 without " resurrection " ? I know, it's unreal, because in fact the best comanders surived only because they excanged their submarine command for other tasks to the right time.
But maybe it is possible in twos?
Greeting's from
Uli
Well Iīm getting towards the end of OP Drumbeat (didnīt have much time lately) and Iīm still alive.
Tar1973
07-20-20, 05:33 PM
Hi guys
This pack look great but I wonder what kind of players it is for.
Im just a casual player that want to experience the fun of traveling around in a sub and taking down enemy ships without too much work.
I see that real navigation is optional. So I wonder if is this pack for me?
If not is there another pack that is fit me better?
Have fun :)
This pack look great but I wonder what kind of players it is for.
Im just a casual player that want to experience the fun of traveling around in a sub and taking down enemy ships without too much work.
I see that real navigation is optional. So I wonder if is this pack for me?
Real nav and most of "tedious" realism features are optional, and you get much more stable and bug-free game than unmodded SH5. Plus a lot more ships, longer campaign, better graphics, catchy radio tracks on your gramophone, milk cows... and the list goes on and on. So, in short, grab it, dial down realism to your liking and enjoy.
fitzcarraldo
07-21-20, 02:18 PM
Real nav and most of "tedious" realism features are optional, and you get much more stable and bug-free game than unmodded SH5. Plus a lot more ships, longer campaign, better graphics, catchy radio tracks on your gramophone, milk cows... and the list goes on and on. So, in short, grab it, dial down realism to your liking and enjoy.
Also with the OptionFileEditorViewer OFEV (That icon with Mickey in your desktop) you can change a lot of options for a more easy gameplay (or more difficult).
Fitzcarraldo :salute:
skin-nl
07-22-20, 03:40 AM
Is it possible to modify the savegame files to get a VIIC41 after my current patrol?
Here are the dates when you get a new u-boat.
https://www.subsim.com/radioroom/showpost.php?p=2201543&postcount=64
Tar1973
07-22-20, 06:03 PM
Thanks for replies guys, really appreciate it.
My knowledge about many mods used in this pack is very limited, but real navigation is optional so that's great, but what other part of this pack should I remove/not install to stay more casual?
reedca82
07-24-20, 12:12 PM
I'm having a little trouble with passage into the rising sun mission.
Where exactly is the 200km patrol zone? Its not the red X marking the tanker resupply. I've sat there for well over 48 hours. Also, the tanker resupply is actually where my boat's position is. Very misleading and you can run out of fuel. Map is in link below
https://imgur.com/YdHkgbE
vdr1981
07-25-20, 08:09 AM
I'm having a little trouble with passage into the rising sun mission.
Where exactly is the 200km patrol zone? Its not the red X marking the tanker resupply. I've sat there for well over 48 hours. Also, the tanker resupply is actually where my boat's position is. Very misleading and you can run out of fuel. Map is in link below
https://imgur.com/YdHkgbE
I'm afraid that remains to be fixed in some of the future updates. :hmmm: For now just chose any good hunting ground and do your job...:yep: :salute:
reedca82
07-25-20, 12:05 PM
So I tried both the japan mission and then reverted back to the Atlantic for the tonnage war '43. In both, am I in a VIIC/41? I have no way of telling. Also, when selecting the snorkel, it removes the deck gun, but there is no snorkel model on the boat and no way to raise it. Just the deck gun is gone.
vdr1981
07-25-20, 12:54 PM
So I tried both the japan mission and then reverted back to the Atlantic for the tonnage war '43. In both, am I in a VIIC/41? I have no way of telling. Also, when selecting the snorkel, it removes the deck gun, but there is no snorkel model on the boat and no way to raise it. Just the deck gun is gone.
https://i.postimg.cc/c4PF0ZYr/SH5-Img-2020-07-25-19-45-21.jpg
Here where your sub type is displayed...
https://i.postimg.cc/BQjmrtjr/SH5-Img-2020-07-25-19-44-49.jpg
1943, Turning Point campaign, snorkel works just fine in my game... :hmmm:
reedca82
07-25-20, 05:25 PM
Thanks vdr, I rerolled the chapter start and turned the optionsfile editor version of snorkel on and off and I've got the regular snorkel online. I was worried I had to sail all the way to France before I would get it and the air cover is unbearable.
Texas Red
07-26-20, 10:53 AM
Quick question regarding the Snorkel,
Do you have to enable the change for the snorkel in the OFEV while you are in port? I did it before while I was at sea and my game kept on crashing.
HerrnKaleun
07-26-20, 03:54 PM
Hi I have a problem that I couldn't find a solution for, eversince I first encountered it, and the only sign that I am not the only one with this problem was this post
https://www.subsim.com/radioroom/showpost.php?p=2429570&postcount=2101
and the replies to it, which neither helped the user who posted it nor me
https://www.subsim.com/radioroom/showthread.php?t=162462&page=141
so the problem I have is exactly the same depicted in the first link above, I've tried a lot of things including downloading a copy of a previous version of TWOS from somewhere else. But the samr problem occured, and even if that would have worked, I would not have had the "full TWOS experience".
I would really appreciate it someone could help, I wanna play this mod really hard. Thank you in advance.
EDIT: Solved it. Idunno what I did right this time, after reinstalling both the base game and the mod (which i've done several times before in several ways.) but this time I actually chose the ubisoft folder (which is where the mod wants to be downloaded) for the base game installation instead of anything else basically, so I didnt move any files manually like the last time(eg.: moving base game folder(s) to desktop). As I suspected, it wasn't a user or system failure, since the installation guide said not to install to the programfiles(x86) so I thought anything else would be good since and later I read on the forum not to install in C: at all, hence why I moved my files to the desktop in the first place. I think it might be a problem with some game or mod files, they might request access to the Ubisoft folder (yes I did patch the files right and chose the right path everytime) which was pretty much empty before It worked. But I've been modding games for years now and this was by far the hardest to make work, eventhough the problem was actually just a stupid install location. Although me and my colleagues who had the same problem made it hard for the community to help us, since we haven't provided enough Info about the "glitches, bugs and missing funtions". the screenshot above only depicts a minor problem which only occures in the Harbour (1/4 the screen being black), you can't interract with NPCs, the map doesn't work the way it should, Tools wouldn't work, only occasionally and the indicators in the lower left corner can't be interracted with as well and they won't show any changes in speed, depth etc. If I had provided this info most people would not have thought that this was a problem with the screen resolution and the graphics card settings Which basically ment that people would not have wasted their times. Anyways I appreciate all help and effort provided by the community.
vdr1981
07-26-20, 05:10 PM
Quick question regarding the Snorkel,
Do you have to enable the change for the snorkel in the OFEV while you are in port?
Correct...
vdr1981
07-26-20, 05:15 PM
Hi I have a problem that I couldn't find a solution for, eversince I first encountered it, and the only sign that I am not the only one with this problem was this post
https://www.subsim.com/radioroom/showpost.php?p=2429570&postcount=2101
and the replies to it, which neither helped the user who posted it nor me
https://www.subsim.com/radioroom/showthread.php?t=162462&page=141
so the problem I have is exactly the same depicted in the first link above, I've tried a lot of things including downloading a copy of a previous version of TWOS from somewhere else. But the samr problem occured, and even if that would have worked, I would not have had the "full TWOS experience".
I would really appreciate it someone could help, I wanna play this mod really hard. Thank you in advance.
Hi HerrnKaleun and welcome to Subsim! :salute:
What you've got there is user or system related problem which is, from some reason, quite common for newcomers. Read install instructions carefully, change install location, use administration rights ect...Happy hunting! :salute:
fitzcarraldo
07-26-20, 05:23 PM
Hi I have a problem that I couldn't find a solution for, eversince I first encountered it, and the only sign that I am not the only one with this problem was this post
https://www.subsim.com/radioroom/showpost.php?p=2429570&postcount=2101
and the replies to it, which neither helped the user who posted it nor me
https://www.subsim.com/radioroom/showthread.php?t=162462&page=141
so the problem I have is exactly the same depicted in the first link above, I've tried a lot of things including downloading a copy of a previous version of TWOS from somewhere else. But the samr problem occured, and even if that would have worked, I would not have had the "full TWOS experience".
I would really appreciate it someone could help, I wanna play this mod really hard. Thank you in advance.
Have you installed all by the book? When installing, are you adding the net thing, and do you have d3dx 9.0c version? What is your native resolution? Are you an Steam user? Do you have SH5 1.2? Are you installing TWoS on a new, pristine SH5 1.2 or used other mods previously in your installation? Do you have the latest Uplay downloaded from Ubi (not that installed from the SH5 Ubi installer if you have a DVD or a downloaded copy from Ubi? Are you using a legitimate copy of SH5 or those f.....k pirated versions? Do you installed SH5 in a different folder (as C:\SH5) and not in program files....? Do you run SH5 and TWoS installer as administrator? Have you tried to play in windowed mode (not recommended)? Are you using an external graphic card control app, as Nvidia Inspector?
Please, tell us more about your installation, not only a screenie and your problem.
All the people here will help you.
Best regards.
Fitzcarraldo :salute:
Hi guys.
I'm planing to get SH5 + twos going again on a new computer but it's been a while.
I dug around a little on the forums for answers as I know there are issues with the uplay version but everything is just too spread out over both time and threads.
I'm going with the Steam version right now; is there anything I should be aware of that needs extra patching that isn't mentioned in the first post of the twos thread ?
Also any recommendation for extra graphics/immersion mods that will work with twos ?
vdr1981
07-28-20, 11:07 AM
I'm having a little trouble with passage into the rising sun mission.
Where exactly is the 200km patrol zone? Its not the red X marking the tanker resupply. I've sat there for well over 48 hours. Also, the tanker resupply is actually where my boat's position is. Very misleading and you can run out of fuel. Map is in link below
https://imgur.com/YdHkgbE
It seems that marked area on your map (meet with tanker to refuel) is actually your designated patrol area with 1 ship sunk requirement...:hmmm: No idea why Trevally implemented these missions like this.:hmmm:
reedca82
07-28-20, 03:54 PM
It seems that marked area on your map (meet with tanker to refuel) is actually your designated patrol area with 1 ship sunk requirement...:hmmm: No idea why Trevally implemented these missions like this.:hmmm:
Thank you for following up!
reedca82
07-29-20, 04:29 PM
Here is another oddity:
So I revert to the Atlantic for '43. I spawned in Kiel, hit the training targets for the training mission, then headed out to Atlantic after receiving the head to La Palice radio message. It's been quite a while and I just resupplied from a milk cow (very cool) but the home port is still Kiel? Going to keep burning time out in the black pit and hopefully it changes home port soon.
https://imgur.com/o2LSKXX
Macgregor the Hammer
07-29-20, 09:40 PM
Hi guys.
I'm planing to get SH5 + twos going again on a new computer but it's been a while.
I dug around a little on the forums for answers as I know there are issues with the uplay version but everything is just too spread out over both time and threads.
I'm going with the Steam version right now; is there anything I should be aware of that needs extra patching that isn't mentioned in the first post of the twos thread ?
Also any recommendation for extra graphics/immersion mods that will work with twos ?
Using Steam for your source is awkward. It took me 3 weeks to figure this out. You have to download it from Ubisoft. Once you buy the Steam version, copy the key, the go to Ubisoft and use the key to download. Installs just fine. I'm still wondering why every time I start the game, it wants to install the MS net framework 2.0. Maybe one of the gurus can help with this. Good Luck :Kaleun_Thumbs_Up:
Using Steam for your source is awkward. It took me 3 weeks to figure this out. You have to download it from Ubisoft. Once you buy the Steam version, copy the key, the go to Ubisoft and use the key to download. Installs just fine. I'm still wondering why every time I start the game, it wants to install the MS net framework 2.0. Maybe one of the gurus can help with this. Good Luck :Kaleun_Thumbs_Up:
Nope, I use Steam version with TWoS 2.2.19 and recently reinstalled it without any problems whatsoever, just install from steam, download TWoS and then install it according to instructions. Still had to register an Ubisoft account to launch the game, but no need downloading game from Ubisoft. Also, I'm not getting MS net framework message you're speaking of.
vdr1981
07-30-20, 10:02 AM
Here is another oddity:
So I revert to the Atlantic for '43. I spawned in Kiel, hit the training targets for the training mission, then headed out to Atlantic after receiving the head to La Palice radio message. It's been quite a while and I just resupplied from a milk cow (very cool) but the home port is still Kiel? Going to keep burning time out in the black pit and hopefully it changes home port soon.
https://imgur.com/o2LSKXX
You'll be reassigned to La Pallice in 5 days, be patient...:yep:
Is it an AI bug of destroyers that are so catchy that it is impossible to escape?
It can be fixed?
Is it an AI bug of destroyers that are so catchy that it is impossible to escape?
It can be fixed?
Depends what you mean. Destroyers are often quite good and it is hard to escape. This, is not a bug.
If you mean occasional situation where destroyer follows you at long range no matter what you do but does not attack, it's called sticky destroyer, it is a bug and it can be fixed by saving and reloading your game.
the situation is 1941 and 3 dds attack me
when I manage to avoid them and I walk away they come back for me.
It doesn't matter how far away I am. They find you again
Lucky07
08-02-20, 06:31 AM
Hello there
After a big while Ive returned to sh5 ( Im used to the sobers mod list and I gave a try out for the wolves ).
Im having a issue .
Cant get inside the external reserves of the torpedos .
https://i.gyazo.com/ffb804ff1de6f53185c178b299dd0e13.png
Stuck at 99 % nothing happening then .
Ive been navigating a bit over the forum looking for this matter and founded this
https://www.subsim.com/radioroom/showpost.php?p=2611386&postcount=6
Dont know if Im having some troubles here ,but I dont have those skills on my torpedo man. ( no additional addons installed Just Twos and the update )
Full reinstall ( I think I didnt load the sanpshot correctlly )
Sorry for the inconvenience , Now everything seems to work .
Having some crashes with the Tdc checker ( never happened to me before )
Texas Red
08-02-20, 12:49 PM
Hello there
After a big while Ive returned to sh5 ( Im used to the sobers mod list and I gave a try out for the wolves ).
Im having a issue .
Full reinstall ( I think I didnt load the sanpshot correctlly )
Sorry for the inconvenience , Now everything seems to work .
Having some crashes with the Tdc checker ( never happened to me before )
You will have to activate the Torpedomans "External Torpedo Transfer" ability. You have to be stopped on the surface, and you drag the torpedo into its slot and you go talk to the Torpedoman, Kurt, and you press the second option, now the torpedo will be transferred. If you try to dive while you are still doing the transfer, you may loose your sub! A mistake I made. You can also press F12 to activate the transfer but I always do the way mentioned above.
Be careful where you do it, if you do it in the middle of air coverage, you cannot dive and you can only attack, thus you are a sitting duck.
About the CTD with your TDC checker thing, I cannot help you there.
is there any way to modify the AI of the dds?
is there any way to modify the AI of the dds?
Sure, here's how:
https://www.subsim.com/radioroom/showpost.php?p=1904846&postcount=4
vdr1981
08-04-20, 10:52 AM
Sure, here's how:
https://www.subsim.com/radioroom/showpost.php?p=1904846&postcount=4
I would also add to that variables in "data/cfg/sim.cfg" file and maybe AI sensors settings in various sim files as well...:yep:
vdr1981
08-04-20, 11:04 AM
OK Captains, v2.2.20 update is ready for download. Here is the change log and few screenshots of truly awesome work our modders did, especially Kapuhy and Rosomaha...:yep:
https://i.postimg.cc/jw7sK9X5/SH5-Img-2020-07-18-00-01-47.jpg (https://postimg.cc/jw7sK9X5) https://i.postimg.cc/0r78BTjX/SH5-Img-2020-08-03-15-57-37.jpg (https://postimg.cc/0r78BTjX) https://i.postimg.cc/n9fnLkR1/SH5-Img-2020-08-03-15-58-10.jpg (https://postimg.cc/n9fnLkR1) https://i.postimg.cc/jWCx3Cny/SH5-Img-2020-08-03-15-58-29.jpg (https://postimg.cc/jWCx3Cny)
https://i.postimg.cc/4KMJDZpq/SH5-Img-2020-08-03-15-58-39.jpg (https://postimg.cc/4KMJDZpq) https://i.postimg.cc/SnxkjjrH/SH5-Img-2020-08-03-15-58-53.jpg (https://postimg.cc/SnxkjjrH) https://i.postimg.cc/2VwCzn44/SH5-Img-2020-08-03-15-59-00.jpg (https://postimg.cc/2VwCzn44) https://i.postimg.cc/vx7bxVCw/SH5-Img-2020-08-03-16-16-55.jpg (https://postimg.cc/vx7bxVCw)
TWoS v2.2.20 Changelog:
- Neutral Illuminated Only until_[Date] addon is now added to the main mod and it can not be disabled anymore. This means that temporarily neutral nations (like Norway, Iceland, USA ect) will use illuminated vessels only until they declare war to Germany or they join to Allies or Axis coalition. (Note: you may see on the next patrol or two few bugged ships without skin/paint but the problem will sort it self out pretty soon).
- Added latest version of "Little_Ships" package which contains several new coastal cargo ships, tankers and trawlers, created from scratch entirely by Kapuhy!. For more info check "Silent Hunter 5\The Wolves of Steel - Documentation\Other Readme Files and Docs\Kapuhy's Little Ships - Documentation".
- Added latest version of great looking Rosomaha's C-3 cargo liner with lots of improvements.
- Added Kapuhy's new Fairmile B Motor Launch patrol boat to regular port defense campaign layers.
- Added Targor's cool looking Wooden Lifeboats as an optional addon. Slight game freeze can be observed on less powerful systems when these lifeboats are spawned and that's why it's optional.
- Added "Missing Nav Map Coordinates_Fix" optional addon which will solve the problem of missing/hidden navigation map coordinates for people who are using large screen resolutions.
- Reverted back to original SteelViking's interior CR.gr2 and sim files in order to get rid of some occasional game crashes when game is saved and reloaded without exiting game.
- Fixed patrol missions in Monsun campaign. Added patrol zone coordinates for patrol areas near African coast.
- Some optional adons have been renamed for better understanding of their function.
- Large number of tweaks and fixes for improved game stability with recently added units.
- Number of various minor tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporter/donor: Francois Coussement. Good hunting Captains!
https://i.postimg.cc/fyDCFMpF/SH5-Img-2016-05-17-16-48-15.jpg
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Download links are in my signature...
Nice work! :Kaleun_Applaud:
OK Captains, v2.2.20 update is ready for download.
:up:
- Neutral Illuminated Only until_[Date] addon is now added to the main mod and it can not be disabled anymore. This means that temporarily neutral nations (like Norway, Iceland, USA ect) will use illuminated vessels only until they declare war to Germany or they join to Allies or Axis coalition. (Note: you may see on the next patrol or two few bugged ships without skin/paint but the problem will sort it self out pretty soon).
Hmm, does this mean you could use some more illuminated ships? :hmmm:
skin-nl
08-05-20, 06:13 AM
Great work guys :salute:
vdr1981
08-05-20, 07:53 AM
:up:
Hmm, does this mean you could use some more illuminated ships? :hmmm:
Sure, why not, but I won't be able to do any modding at least until late September.
fitzcarraldo
08-05-20, 12:04 PM
Great job Vecko. I see the new ships in the Museum and all looks and works fine.
Many thanks!
Fitzcarraldo :salute:
Lucky07
08-05-20, 12:36 PM
Updating just one thing !
Crash dive time .
Since the comand and the action pass like ... 1 miute ? minute and a half ? .
Any idea or location to the file that control this value ? .
Thanks in advance
HerrnKaleun
08-05-20, 12:49 PM
Hi,
so i've been trying to hit my targets using the TDC, I thought I already knew how it works, but I couldn't really hit anything, so I looked it up on Youtube, they said the exact things that I already knew except for one guy who added something that seemed like it was bull****(spoiler allert, it was), he said that you had to zero the gyro and that he didn't know what that means but he had seen it in an other video, which kinda raised some red flags, but I tryed just zeroing my gyro (which means firing staright forward while the target is right in front of you) I had the correct distance, speed, angle on bow(I also tried without adjusting) but my torpedoes missed every freaking time, we are talking about shots I could hit with my eyes, but the machine either shoots at the exact location, where the ship is at while firing, or the torpedoes just turn away to a totally random direction. Hell, I even tried hitting stationary targets at that training mission and all of my torpedoes started to ether circle around back on me, or just went to a completely random direction. please someone help, I have no ****ing clue at this point. :k_confused:
vdr1981
08-05-20, 05:41 PM
Updating just one thing !
Crash dive time .
Since the comand and the action pass like ... 1 miute ? minute and a half ? .
Any idea or location to the file that control this value ? .
Thanks in advance
Exactly 35 sec with untrained crew in type VIIB. It's pretty much the same with other U-Boat types as well except the U-Flak maybe...
Hi,
so i've been trying to hit my targets using the TDC, I thought I already knew how it works, but I couldn't really hit anything, so I looked it up on Youtube, they said the exact things that I already knew except for one guy who added something that seemed like it was bull****(spoiler allert, it was), he said that you had to zero the gyro and that he didn't know what that means but he had seen it in an other video, which kinda raised some red flags, but I tryed just zeroing my gyro (which means firing staright forward while the target is right in front of you) I had the correct distance, speed, angle on bow(I also tried without adjusting) but my torpedoes missed every freaking time, we are talking about shots I could hit with my eyes, but the machine either shoots at the exact location, where the ship is at while firing, or the torpedoes just turn away to a totally random direction. Hell, I even tried hitting stationary targets at that training mission and all of my torpedoes started to ether circle around back on me, or just went to a completely random direction. please someone help, I have no ****ing clue at this point. :k_confused:
Hi HerrnKaleun
Forgive me but I'm not really sure what is your question exactly? :hmmm:
TDC in TWoS works without problems. Enter the correct data (speed, range, AoB)and and your torpedoes will go exactly where you want. Enter wrong data and they will miss, simple as that...:yep:
HerrnKaleun
08-05-20, 09:08 PM
Exactly 35 sec with untrained crew in type VIIB. It's pretty much the same with other U-Boat types as well except the U-Flak maybe...
Hi HerrnKaleun
Forgive me but I'm not really sure what is your question exactly? :hmmm:
TDC in TWoS works without problems. Enter the correct data (speed, range, AoB)and and your torpedoes will go exactly where you want. Enter wrong data and they will miss, simple as that...:yep:
Oh yeah ^^ I just need to wether you guys could provide some Information, sources etc. Something to read preferably, I'm just tired of videos at this point :D thanx
Updating just one thing !
Crash dive time .
Since the comand and the action pass like ... 1 miute ? minute and a half ? .
Any idea or location to the file that control this value ? .
Thanks in advance
data/applications/optionsfileeditorviewer/OptionsFileEditorViewer.exe
- select first "open" from file menu, and select the TheDarkWraithUserOptions.py file
- navigate to CrashDive tab
- there, you'll find an option to set delay after giving crash dive order. This is to simulate time needed for watch crew to clear the bridge and close hatches. Modify this to your liking.
If in doubt about correct value, perform a test with a friend: have him shout "alaaaarm!" in random moment to surprise you and measure time it will take you to run downstairs closing doors behind you. There, a scientific approach :)
excel4004
08-09-20, 07:56 AM
Nice, nice! :D THANKS for the update Vecko!
:subsim:
Can I confirm that this latest release is compatible and works with the Ubisoft / Uplay version?
borisandigoris
08-13-20, 11:42 AM
Quick Start Manual
Read before you start playing or posting questions!
http://s6.postimg.cc/y5hvjxp4h/FAQ.jpg
Gameplay
- I'm somewhat confused about SH5/TWoS concept of campaigns, missions and objectives?
The concept is nicely explained here. LINK (http://www.subsim.com/radioroom/showpost.php?p=2377332&postcount=3816)
- Do I always have to start my career from the first campaign?
No, type "silentotto" while you're in the campaign selection screen to unlock all campaigns and start any you want...
- How can I pass from one campaign chapter to the next one? (IMPORTANT)
Campaign transfers in TWoS are date controlled. This means that, in order to trigger the campaign transfer (http://www.subsim.com/radioroom/showpost.php?p=2427465&postcount=9), you will have to be ON PATROL when ending date of your current campaign chapter is reached, preferably somewhere at open sea without AI units in your vicinity. Campaign transfer should then be initiated, or it will be at least few days after the ending date. This is important so pay special attention not to skip this date due to badly timed docking...The end date of first "Coastal Waters" campaign is on 1st June 1940, "Happy Times" ends on 1st march 1941 ect. Check ending dates for other campaigns here (http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2).
Now, there is a catch... Due to certain broken aspects of SH5's launcher, there is a possibility that even upon reaching campaign chapter ending date, campaign transfer still may fail to initialize (your patrol just goes on without any visible flotilla objectives).
Additionally, in-game "Campaign/Flotilla transfer" radio messages will tell you exactly how to behave when nearing campaign chapter ending and what to do if the transfer fails to initialize on designated date... You can also put to a good use optional "Campaign Advance Verifier Testing" TWoS addon which will tell you will the automatic campaign transfer be successful upon loading a gamesave. Note that if you are getting persistent "problem detected" messages with this addon even after 2-3 reloads, the message may be false positive actually.
Alternatively you can use this workaround which will work for sure even if campaign chapter ending date is passed for a few days ...SH5 campaign progress workaround (http://www.subsim.com/radioroom/showthread.php?t=222403)
- We have "Enigma" machine too ?
Yes! Thanks to the amassing SkyBaron's (http://www.subsim.com/radioroom/member.php?u=259749) work, SH5/TWoS features, for the first time in SH series...
[Under construction
Check TWoS Quick Start Manual from your TWoS Documentation folder for full version...] The mod doesn't work for me. The hud is gone and I can't even interact with anything (I have steam version) Can you please help me? perhaps this is a old version or there are some additional mod I have to install.
vdr1981
08-13-20, 12:57 PM
Can I confirm that this latest release is compatible and works with the Ubisoft / Uplay version?
Of course. Just make sure to read install instructions first.
Fearless
08-14-20, 06:00 AM
After many years Ive re-purchased from Steam as my system crashed and lost all my programs as well as backups on my external drive.
Fixed the issue with Uplay not working and installed TWoS latest full version,
all is working great so far.
Magnificent mod I must say. :Kaleun_Applaud:
Texas Red
08-17-20, 08:36 PM
Disregard last question.
I have finally completed Silent Hunter 5. May 9, 1945 came and a status thing popped up, with all your missions completed, tonnage, rating, etc. But in the status section, it said the war was over.
Then I was left with a black screen, a moveable cursor, and the soundtrack was playing.
Very anti-climatic.
It has been a great journey, one for which I will forever remember.
The Wolves of Steel has been excellent experince! :Kaleun_Cheers:
Relax, Kaluen, the war is over. :Kaleun_Salute:
Propnut17
08-18-20, 01:34 AM
An achievement to be proud of. :Kaleun_Salute:
Texas Red
08-18-20, 05:49 PM
An achievement to be proud of. :Kaleun_Salute:
Indeed it is! :salute:
Storm501
08-19-20, 12:18 AM
First of all, thank you for a great mod! Just updated to the latest version and I have to say it is a positive surprise how it keeps getting better and better. I will donate shortly, as without this mod SH5 would not be worth playing.
Three questions:
1) In the game files, what is the function of PrototypeYear for new torpedos and upgrades?
2) Clicking air bases many aircraft are listed as "proxy". What does this mean?
3) In the game Hurricanes and Spitfires seem really over represented. Is this realistic? I cant find sources that they were used at all by Coastal Command. Bulk of equipment in early war should be Avro Anson and then Short Sunderland, right?
Three questions:
1) In the game files, what is the function of PrototypeYear for new torpedos and upgrades?
2) Clicking air bases many aircraft are listed as "proxy". What does this mean?
3) In the game Hurricanes and Spitfires seem really over represented. Is this realistic? I cant find sources that they were used at all by Coastal Command. Bulk of equipment in early war should be Avro Anson and then Short Sunderland, right?
1 - my memory in this is hazy so I might be wrong, but I think it's supposed to be very costly and possibly slightly nerfed version of equipment available earlier than historically correct, to simulate possibility of influential captain pulling strings to get his hands on wonder weapons in development.
2 - no idea on this one
3 - You're right. Apparently stock game used hurricanes as "basic low level mob" everywhere regardless of their historical use. TWoS added a lot of more correct planes but it might still suffer from some over-representation of single engine fighters.
borisandigoris
08-19-20, 02:49 PM
How do I use the attack disk? I need a step by step guide with pictures.
Boris
Tonci87
08-19-20, 04:32 PM
How do I use the attack disk? I need a step by step guide with pictures.
Boris
I can do better than that
https://www.youtube.com/watch?v=jBFlosUt8SY
BrokenPrism
08-20-20, 08:27 AM
Just a quick question: Is there a way to run SH5 with WoS on tripple Full HD Monitors? Or is this simply impossible with how old the game is?
Hello, what could be the problem?
Broken font, font problem, incomprehensible characters.
https://imgur.com/a/h1w7yM9
Aktungbby
08-20-20, 08:50 PM
borisandigoris!:Kaleun_Salute:
Texas Red
08-20-20, 08:53 PM
Hello, what could be the problem?
https://imgur.com/a/h1w7yM9
Seems to me that the BdU is trying to make it harder for the allies to decode your messages!
Are you running on a windows 10 install? Is your sh5.exe set to Win7 compatibilty? Lastly, is your sh5.exe set to override high dpi scalling?
By the way, welcome to subsim! :Kaleun_Salute:
Hello, what could be the problem?
Broken font, font problem, incomprehensible characters.
https://imgur.com/a/h1w7yM9
Fixed
C:\Silent hunter 5\The Wolves of Steel - Documentation\Russian Fonts Patch
Russion Fonts Patch readme.txt
If possible, it would be nice to make a small note about Russian fonts in the Install_instruction pdf file
Marques Bassus
08-22-20, 10:34 AM
Saluted fellow sailors.
Long time since I've last played SH5 TWOS.
I've installed the mods to probs been playing for about 2 weeks now, but now I've got a issue here that's is making going crazy.
In campaing doing the British Costal Patrol, after sinking one cargo ship, got multiple contacts on sonar, save my game, set my heading to intercept set my heading and found a convoy of 8+ships, started getting in position and the game crash to desktop, no error nothing.
Load the save game still crash always at around 15.48 Naut in game time. Also load the auto save that was when I was near the convoy and crash.
The only way I manage to to crash at that given time was to not intercept at all the convoy?
Any one have had this problem before?
Had a small update load and stuff up my game, ended up uninstalling all mods repairing the original game files and reinstalled the mega mod.
Game starts and runs fine now however when i go to the map to plot a course or an intercept solution the protractor and ruler draw the line from the bottom edge and not from the center dot, anyone had a similar issue, is there a mod i should uninstall and reinstall or a setting i have incorrect ?.
Thanks in advance.
Kaiser Wilhelm II
08-26-20, 01:35 AM
Hello everyone!
First time poster here and I'm sorry to say that it comes out of trouble installing this mod. I got SH5 yesterday and decided to install this supermod as I've heard that it "fixes" the hot mess that is vanilla SH5.
Problem is, it just doesn't work when I install it. I've tried it 3 times now, first two times were done incorrectly so I looked for a video tutorial to follow along to. I found this one (https://www.youtube.com/watch?v=hRnfsN4Er_Q) and followed it exactly yet it still doesn't work.
There are two scenarios:
1. I launch it through Uplay and get an endless loading screen. (https://gyazo.com/87c75567bfbf2d5badc07a826029ced7)
2. I launch it through the exe file where Uplay prompts me for a key.
I'm not sure if I did something wrong or if I need to do something else. Any help would be appreciated. Thanks!
Aktungbby
08-26-20, 02:05 AM
Kaiser Wilhelm II!:Kaleun_Salute: psjdb!:Kaleun_Salute: & Marques Bassus!:Kaleun_Salute:
vdr1981
08-26-20, 10:02 AM
Problem is, it just doesn't work when I install it. I've tried it 3 times now, first two times were done incorrectly so I looked for a video tutorial to follow along to. I found this one (https://www.youtube.com/watch?v=hRnfsN4Er_Q) and followed it exactly yet it still doesn't work.
That video tutorial is outdated. Use official TWoS install instructions PDF which can be found here https://www.subsim.com/radioroom/downloads.php?do=file&id=4861
vdr1981
08-26-20, 04:21 PM
Saluted fellow sailors.
Long time since I've last played SH5 TWOS.
I've installed the mods to probs been playing for about 2 weeks now, but now I've got a issue here that's is making going crazy.
In campaing doing the British Costal Patrol, after sinking one cargo ship, got multiple contacts on sonar, save my game, set my heading to intercept set my heading and found a convoy of 8+ships, started getting in position and the game crash to desktop, no error nothing.
Load the save game still crash always at around 15.48 Naut in game time. Also load the auto save that was when I was near the convoy and crash.
The only way I manage to to crash at that given time was to not intercept at all the convoy?
Any one have had this problem before?
Please upload the gamesave and a screenshot of your JSGME ...:yep:
TitanicMike
08-27-20, 10:29 AM
Hi Vecko and thanks for your effort!
Is there somewhere a list of what this mod does?
Also is there anyway to set dificulties within in TWOS latest version?
Thanks in advance!
/Mike
So i fixed the above map issue with a new install, and the latest version of the Mega mod, now everything appears to be working well except it CTD when i save on the Uboat, no problems saving in the bunker though, anyone know what maybe my issue, ?, will do another fresh install but was hoping to avoid that and get on patrol haha.
Cheers.
So third time lucky, uninstalled game removed all folders and files, reinstalled following all instructions and so far everything is working perfectly.
Awesome mod and looking forward to getting my teeth into it again.
Cheers.
vdr1981
08-28-20, 07:06 AM
So third time lucky, uninstalled game removed all folders and files, reinstalled following all instructions and so far everything is working perfectly.
Awesome mod and looking forward to getting my teeth into it again.
Cheers.
Great to hear that! :up: Can you tell us what was the problem in the first two installments? Something confusing in PDF install instructions maybe?:hmmm:
No instructions were great, I think it was due to a folder that wasn't deleted with the other two installs.
I spent alot of time after this uninstall scouring every possible place for folders or files and found another SH5 folder with config files etc that i wasn't aware of .
The only other issue was the journal when i edited the name and boat number would save but when checked again would be back to the default, not sure if this was causing the save issue but, anyway after deleting the discovered folder and carrying out the fresh install and loading the mod using the same download i might add, all is working perfectly.
Cheers.
les green01
08-30-20, 08:57 PM
i'm having poblem with the eyesight is there anyway i can make the writing bigger in the notepad or radio messages so i can see it better
Na, Männer?
I was wondering if there is a printable recognition manual for the variety of ships in WoS or at least an excel spreadsheet with data like length, draft, mast height etc. for each ship, because going ship by ship in the ingame recognition manual is very slow considering the variety of ships.
Or maybe there is a way to do this quicker which I am not aware of.
Thank you.
ChrisKilla101
09-03-20, 11:39 AM
I printed this one years ago: http://www.mediafire.com/file/hng2zh5kndk7uu9/Agru-Front-Erkennungshandbuch.pdf/file
It's definitly nice to have but i think it's for the vanilla version of the game so it's incomplete. I'm not even sure if its measurements are accurate.
It would be great if someone with the right skillset could make something similiar for WoS.
Happy hunting,
Chris
P.S. I wondered if anyone knows where I could find a printable map preferably with Kriegsmarine grid? Thanks in advance.
Texas Red
09-03-20, 01:18 PM
Welcome aboard matey!
https://www.subsim.com/radioroom/downloads.php?do=file&id=5603
Try this, ChrisKilla101.
ChrisKilla101
09-03-20, 01:39 PM
Wow, thanks alot for your quick answer the beast! Thats exactly what i had in mind. I've been searching for years. Hopefully it's still readable after printing. :Kaleun_Cheers:
Texas Red
09-03-20, 02:10 PM
You're welcome. And yes, it is still readable, I use it and I can still read it just fine.
Hi, i'm having an issue ending my first patrol, do you need to wait for the operation end date ? I have achieved all patrol conditions early and was ordered to return to base. end date is the 4th sept I'm trying to dock on the 2nd and get no anchor despite saving and restarting game, load game and the shift Z trick still no anchor.
Any assistance greatly appreciated.
cheers.
vdr1981
09-04-20, 02:00 AM
Hi, i'm having an issue ending my first patrol, do you need to wait for the operation end date ? I have achieved all patrol conditions early and was ordered to return to base. end date is the 4th sept I'm trying to dock on the 2nd and get no anchor despite saving and restarting game, load game and the shift Z trick still no anchor.
Any assistance greatly appreciated.
cheers.
Pay more attention to your radio messages.:yep: You should go to Kiel...
Thanks for that, I headed for the base that was showing the uboat base symbol.
Sakapatate
09-12-20, 09:30 AM
Ahoy camarades,
I have a problem, I am not playing with the real navigation mod, but I have the impression that it installs itself after the first patrol; when I return to port and request my next mission, there is no patrol area displayed on the map and, once at sea, the BDU sends me messages like "convoy in your sector" with coordinates .
The problem is, I can't uninstall because it doesn't.
And I am not yet ready to learn the mathematic of longitudes yet.
Thank you.
derstosstrupp
09-12-20, 10:08 AM
To be clear, the real navigation mod does not force you to do any nav calculations yourself. It removes your icon from the map and your navigator will keep a dead reckoning and obtain celestial fixes when weather permits. No need to do anything on your end - you can ask for a DR plot or fix (weather permitting) anytime.
Texas Red
09-19-20, 08:19 AM
Will we be getting an update soon, hopefully?
Its been awfully quiet here, I hope that this mod is not dead!
vdr1981
09-19-20, 10:49 AM
Will we be getting an update soon, hopefully?
Its been awfully quiet here, I hope that this mod is not dead!
If we hunt in silence it doesn't mean that the mod is "dead". :) It's "Silent" Hunter after all! :):salute::salute:
Something that I noticed during multiple recent museum-scrollings through all units - there are a bunch of ships/planes "played" in game by another unit, which do not show normally in museum - like B-18 Bolo, Hudson, Ventura ("played" by Sunderland) and SC-497 Subchaser "played" by Armed Trawler.
Are the above units included in campaign files (I don't mean actual modeled units but these "invisible in museum clones")? So, if someone was to, say, import or model SC-497 or Bolo :oops:, would it just be simple matter of replacing clone with new unit?
vdr1981
09-19-20, 02:11 PM
Something that I noticed during multiple recent museum-scrollings through all units - there are a bunch of ships/planes "played" in game by another unit, which do not show normally in museum - like B-18 Bolo, Hudson, Ventura ("played" by Sunderland) and SC-497 Subchaser "played" by Armed Trawler.Yes, those are clones. SH5 still have good number of those "proximity" air/sea units.
Are the above units included in campaign files (I don't mean actual modeled units but these "invisible in museum clones")? So, if someone was to, say, import or model SC-497 or Bolo :oops:, would it just be simple matter of replacing clone with new unit?Yes, we could just replace the unit and enable it in the museum...:yep:
Texas Red
09-19-20, 05:16 PM
If we hunt in silence it doesn't mean that the mod is "dead". :) It's "Silent" Hunter after all! :):salute::salute:
:haha::up:
Keep us posted on the updates!
Yes, we could just replace the unit and enable it in the museum...:yep:
Good to know :03:
By the way, did you have any problems whatsoever with PB4Y Privateer? I noticed that while stock models are rather consistently within 3-4 k. polys for single engined and 5-6 k. for bombers, imported models polycount varies wildly, biggest outlier being PB4Y with 160671 polys (or about as much as 27 Sunderlands). I was wondering if this caused any issues for game engine?
vdr1981
09-21-20, 03:26 PM
Good to know :03:
By the way, did you have any problems whatsoever with PB4Y Privateer? I noticed that while stock models are rather consistently within 3-4 k. polys for single engined and 5-6 k. for bombers, imported models polycount varies wildly, biggest outlier being PB4Y with 160671 polys (or about as much as 27 Sunderlands). I was wondering if this caused any issues for game engine?
Maybe some little game lag when unit is loaded but nothing significant...:hmmm:
Maybe some little game lag when unit is loaded but nothing significant...:hmmm:
Good :) I won't have to be so stingy with polys then.
adrians69
09-22-20, 05:16 AM
Loving the latest edition of the mod, the new wooden lifeboats look awesome!!
Blackhorse11ACR2003
09-23-20, 12:10 PM
I am looking to purchase SH5 and from what it looks, do I just need the JGSSME installation in order to download and install this megamod? Or should it be copied to a different directory?:Kaleun_Salute:
I am looking to purchase SH5 and from what it looks, do I just need the JGSSME installation in order to download and install this megamod? Or should it be copied to a different directory?:Kaleun_Salute:
You can download a detailed installation instruction here (http://www.mediafire.com/file/5ru57hxn7d8f0f3/The_Wolves_of_Steel_2.2_Install_instructions.pdf/file).
fitzcarraldo
09-23-20, 06:26 PM
I am looking to purchase SH5 and from what it looks, do I just need the JGSSME installation in order to download and install this megamod? Or should it be copied to a different directory?:Kaleun_Salute:
The mod has an autoinstaller. It's easy. Install SH5 v1 2. Then start the game and exit. Run the installer of TWoS. Read the installation instructions.
JSGME is installed during the installation of TWoS, for optional mods.
Good luck!
Fitzcarraldo :salute:
tonschk
09-24-20, 11:44 AM
I am looking to purchase SH5 and from what it looks, do I just need the JGSSME installation in order to download and install this megamod? Or should it be copied to a different directory?:Kaleun_Salute:
Do not install SH5 1.2.0 with in "Program Files (x86)" in your "Drive C", if I understood properly it is necessary to install SH5 1.2.0 in a separate folder in which you have removed the write protection of such folder to enable TWoS to work
flokost
09-27-20, 03:48 PM
Hello sailors!
After a long break from action in SH3-GWX, I am considering this fine looking mega mod for my rusty SH5 boat.
One of the SH3-GWX features that I would really love to see also with this mod, is the sense of travelling in the open sea, the way the boat rolls and pitches over the waves and water splashes over the bridge.
Can someone share a video with the SH5 sub in the open rough sea with TWoS mod applied ?
Aktungbby
09-27-20, 04:00 PM
flokost!:Kaleun_Salute:
Ashikaga
09-27-20, 07:20 PM
Has anyone ever found out what can be done about the extremely long log save time when you exit to main menu?
OLtzS Ashikaga
Jimbuna
09-28-20, 05:50 AM
Welcome to SubSim flokost :Kaleun_Salute:
Lugermann
09-28-20, 02:57 PM
Hello sailors!
After a long break from action in SH3-GWX, I am considering this fine looking mega mod for my rusty SH5 boat.
One of the SH3-GWX features that I would really love to see also with this mod, is the sense of travelling in the open sea, the way the boat rolls and pitches over the waves and water splashes over the bridge.
Can someone share a video with the SH5 sub in the open rough sea with TWoS mod applied ?
https://youtu.be/3h3SmaNV4D8
Texas Red
09-28-20, 04:29 PM
When can we expect the next update.
I am eagerly expecting the next one!
vdr1981
09-29-20, 04:11 AM
When can we expect the next update.
I am eagerly expecting the next one!
Not much things to update right now I'm afraid...:salute:
flokost
09-29-20, 01:56 PM
Glad to be back dear Sirs!
@Lugermann, thank you for the video, could use a bit more rolling but it surely does the trick, one more for the crew.
vdr1981
09-29-20, 02:13 PM
Glad to be back dear Sirs!
@Lugermann, thank you for the video, could use a bit more rolling but it surely does the trick, one more for the crew.
Happy hunting Captain! :salute:
Texas Red
09-29-20, 03:25 PM
Not much things to update right now I'm afraid...:salute:
:timeout:
We've updated everything in the SH5 game and made it in its pinnacle of awesomeness?!
That can't be!
vdr1981
09-29-20, 04:15 PM
:timeout:
We've updated everything in the SH5 game and made it in its pinnacle of awesomeness?!
That can't be!
I will reformulate my answer then...Let's say that after all these years the "intersection" of things we wish to do and things we actually CAN do with SH5 (with current tools and knowledge) is getting smaller. I hope you guys understand what I mean...:yep:
Texas Red
09-29-20, 04:23 PM
Oh, like some of the stuff we want to add is not possible due to the engine of the game etc?
I will reformulate my answer then...Let's say that after all these years the "intersection" of things we wish to do and things we actually CAN do with SH5 (with current tools and knowledge) is getting smaller. I hope you guys understand what I mean...:yep:
"TWoS roster" =/= "List of all ships and aircraft of ww2" => Can't stop The Work.
vdr1981
09-30-20, 05:40 AM
"TWoS roster" =/= "List of all ships and aircraft of ww2" => Can't stop The Work.
Haha of course, that doesn't count. :D :up:
Haha of course, that doesn't count. :D :up:
Speaking of which: Whitley WIP (https://imgur.com/a/oy0EoQN)
Tonci87
10-06-20, 01:07 PM
By the way, I have a new video online, where I intercept the USS Washington :)
https://www.youtube.com/watch?v=ptAhqVauzEA
Thomsen42
10-06-20, 01:36 PM
Here are the dates when you get a new u-boat.
https://www.subsim.com/radioroom/showpost.php?p=2201543&postcount=64
Interesting, I have seen this before; but with TWoS you start with a normal VIIC in the March of `43 Chapter? I do. :hmmm:
I didnīt find any clue to one of my biggest questions: What stat and which amount of it is required to recieve the final type VIIC41?
Texas Red
10-06-20, 04:09 PM
I recieved the VIIC/41 in the last campaign chapter, The Final Year. It was fun to use, and I loved it.
Thomsen42
10-07-20, 07:05 AM
I recieved the VIIC/41 in the last campaign chapter, The Final Year. It was fun to use, and I loved it.
Did you get the offer for the UFlak first? :hmmm:
f1terit
10-13-20, 02:54 PM
Okay so, I have installed SH5 recently and am loving it, I recently decided to install TWoS (today), and have attempted to start a new campaign once in the menu,
I unlocked all campaigns and started one of the campaigns, and while doing it, the screen turned black and it shifted like color or something? (Remained black though), in the background there was sound playing, some of the instrumental music from Das Boot I'm assuming. I didn't move my mouse (hope not) and just stayed there, I tried it without and with running the game on administrator, sadly it still didn't work..
So when I exited the game, it shoved some display driver problem or something of sorts,
P.S I use windows 7, and the game isn't a steam version, I clicked yes to install the DirectC 9.0 or whatever it was. I don't have the updates installed
Another unusual thing, I have some files like FX and stuff in Historical Missions.
Tonci87
10-13-20, 03:11 PM
I don't have the updates installed
Your game needs to be on version 1.2 before you install TWOS. It will not work if your game is not patched to 1.2
f1terit
10-13-20, 03:11 PM
How can I identify which version it is?
Installed folder path was Local Disk (C:), Programs 86x, Silent Hunter 5 FYI.
[EDIT, VERSION IS 1.2]
By updates I meant the TWoS update thingy
f1terit
10-13-20, 03:46 PM
New update, since I tried loading my game save, when TWoS wasnt installed, it said it stopped responding and Ihad to close the game, I don't know whats up with the game/mod. I think it might be my drivers.
tonschk
10-17-20, 05:11 PM
I think among the instructions or steps at the beginning of TWoS installation, one the instruction is do not install TWoS mod in the "Prograns Files(x86)" because this folder have write protection
How can I identify which version it is?
Installed folder path was Local Disk (C:), Programs 86x, Silent Hunter 5 FYI.
[EDIT, VERSION IS 1.2]
By updates I meant the TWoS update thingy
Time to be that annoying nerd again :D
There seems to be a mixup with Liberator naming, we have "B-24 Liberator" (originally Ubisoft's US Heavy Bomber) which appears to actually be hybrid of Liberator and PB4Y-2 Privateer, and "PB4Y-1 Privateer" which looks like PB4Y-1 Liberator instead:
https://i.imgur.com/vYDzFaY.jpg
Privateer probably shouldn't even be in game, as these planes were introduced into service too late for Battle of Atlantic, according to Wikipedia several Atlantic squadrons were issued the type in summer 1945. So, to be even more historically correct, I'd suggest renaming "Privateer" to "PB4Y-1 Liberator". This would leave two "Liberators" in game, one of which doesn't look like anything that ever flew, but Ubisoft's monstrosity can be easily remodeled to look a bit more correct:
https://i.imgur.com/UaYWEj0.png
...and then perhaps, with some retexturing, used for different B-24 variant than PB4Y-1, like Coastal Command (https://i.pinimg.com/originals/12/87/7b/12877becfd52f5145e8a2176765fed39.jpg) or USAAF ones.
vdr1981
10-19-20, 06:27 AM
Time to be that annoying nerd again :D
There seems to be a mixup with Liberator naming, we have "B-24 Liberator" (originally Ubisoft's US Heavy Bomber) which appears to actually be hybrid of Liberator and PB4Y-2 Privateer, and "PB4Y-1 Privateer" which looks like PB4Y-1 Liberator instead:
https://i.imgur.com/vYDzFaY.jpg
Privateer probably shouldn't even be in game, as these planes were introduced into service too late for Battle of Atlantic, according to Wikipedia several Atlantic squadrons were issued the type in summer 1945. So, to be even more historically correct, I'd suggest renaming "Privateer" to "PB4Y-1 Liberator". This would leave two "Liberators" in game, one of which doesn't look like anything that ever flew, but Ubisoft's monstrosity can be easily remodeled to look a bit more correct:
https://i.imgur.com/UaYWEj0.png
...and then perhaps, with some retexturing, used for different B-24 variant than PB4Y-1, like Coastal Command (https://i.pinimg.com/originals/12/87/7b/12877becfd52f5145e8a2176765fed39.jpg) or USAAF ones.
Thank you for bringing this up. I wasn't aware of this at all...:up::salute:
flokost
10-21-20, 10:41 AM
After enjoying playing the first mission with TWoS installed, I tried to take a peek at the menu editor tool. I have made the modding enable related changes in the /data/Cfg/main.cfg and switched the game to windowed mode. However, no joy, the [Yes/No] message box after launching the game is missing and along with it, the menu editor tool :hmmm:
The other tools (python scripting, terain editor, etc.) are available.
I am using the steam version of the game on windows 10 and have applied all changes according to the install instructions. No game play problems detected, at least so far.
Anyone has experienced this with the TWoS or missing something here ?
Demon777
10-30-20, 08:40 AM
Maybe someone tested how many torpedoes are needed to sink a battleship in TWOS? at least 2 or 3 hits?
Texas Red
10-30-20, 10:05 AM
If you use the one ship, one torpedo mod then yes, maybe 2-3 shots. But without it, maybe 4-6.
vdr1981
10-31-20, 02:43 AM
Maybe someone tested how many torpedoes are needed to sink a battleship in TWOS? at least 2 or 3 hits?
This is not predefined. It depends of many things like ship type, skill, hit location, type of damage zone destroyed ect...
Hans Hansen
10-31-20, 05:06 AM
Hey everyone,
I just installed TWOS 2.2.20 over a clean (patched) SH5 and it works basically.
But: There is a strange mix of german and english. Crew speaks german, slides and other texts are mostly german, but the menu and other parts like the message box are english.
I'd prefer it all german. What to do?
Tonci87
10-31-20, 05:30 AM
Maybe someone tested how many torpedoes are needed to sink a battleship in TWOS? at least 2 or 3 hits?
Sometimes it only takes one or two hits
https://www.youtube.com/watch?v=ptAhqVauzEA
I guess it depends a lot on the hit location.
In this example I think my first torp hit aft of the torpedo belt.
Demon777
10-31-20, 01:29 PM
Tonci87
that's quite strange :o
especially taking into account the class of battleship (historically, North Carolina's displacement was more than 44000t, so she was a hard ship to sink)
Texas Red
10-31-20, 01:42 PM
I sank the North Carolina in The Final Years campaign chapter of SH5 with 3 torpedoes and she went up in a beautiful ball of flame.
I have a problem with torpedo number 2, electric. it won't let me change the speed of it. It only has a slow option. is that normal ??
Another defect that I have and that I have installed the ship autorecognition patch is that the ship does not identify me when I give the order to the officer. only "warship" or "merchant" indicates me.
les green01
11-06-20, 01:24 PM
I have a problem with torpedo number 2, electric. it won't let me change the speed of it. It only has a slow option. is that normal ??
Another defect that I have and that I have installed the ship autorecognition patch is that the ship does not identify me when I give the order to the officer. only "warship" or "merchant" indicates me.
can't change speed on the electric eels so slow she is you you should see a periscope icon when clicking on weapons officer
can't change speed on the electric eels so slow she is you you should see a periscope icon when clicking on weapons officer
thanks for your answer. Yes, I click on the target icon and then on the weapons officer's periscope icon, but I only get the generic warship or merchant
les green01
11-06-20, 05:15 PM
thanks for your answer. Yes, I click on the target icon and then on the weapons officer's periscope icon, but I only get the generic warship or merchant
that don't sound right you might have to deactivate it in jsmge then reactivate see what happens
that don't sound right you might have to deactivate it in jsmge then reactivate see what happens
Ok, i'll try It.
Hello,
does anyone happen to know how to change the tactical map screen postion, as discussed here (https://www.subsim.com/radioroom/showthread.php?t=224315)?
I prefer to disable GUI elements, but on 1440p the minimap button is only moved up, beyond 1080 pixels as I imagine. This is not enough fo higher resolutions.
Thanks!
vdr1981
11-13-20, 04:58 PM
Hello,
...as discussed here (https://www.subsim.com/radioroom/showthread.php?t=224315)?
The answer is just above your post in that threat...:yep:
The answer is just above your post in that threat...:yep:
Thanks ;)
...but not really, unfortunately. The workaround to the problem suggested there is to turn the minimap on, because the OP apparently didn't know he had it disabled by mistake.
What I need is to change its position. This is because TAI, even when turned on, switches to off mode with EssentialControlsScroll = True (MultipleUIs OF). When TAI is OFF, it is not actually disabled, but only pushed up beyond the screen (1080p?). I think the solution is to find out where exactly this position is specified and simply change it to a value more in line with 1440p resolution.
Examples:
left controls panel moused in
https://i.imgur.com/pxsk6DH.png
left controls panel hidden
https://i.imgur.com/kv3fhOJ.png
left controls panel hidden, TAI open
https://i.imgur.com/W9K1DqP.png
Minimap is ON in all above screenshots.
Notice the TAI thingy in the top left corner. It disappears only when TAI is actually open, which is not ideal :arrgh!:
Captain Prise
11-14-20, 04:38 AM
Hey all! Does this mod have any extra mods somewhere that could reduce graphical intensity/boost performance/reduce effects or any mod that could help low-end PC's increase fps?
My specs - 4gig ram, intel HD graphics
les green01
11-16-20, 12:13 AM
Hey all! Does this mod have any extra mods somewhere that could reduce graphical intensity/boost performance/reduce effects or any mod that could help low-end PC's increase fps?
My specs - 4gig ram, intel HD graphicsdoubt you going find anything like that best thing to try be like quickboost or a program like enditall how bad fps are you getting
Captain Prise
11-16-20, 12:46 AM
I'm getting about 20-30 most of the time. There are annoying times when I get 7-15 though like when I'm using UZO or any periscope
fitzcarraldo
11-17-20, 07:54 PM
I'm getting about 20-30 most of the time. There are annoying times when I get 7-15 though like when I'm using UZO or any periscope
SH5 needs a low powered and independent GC, and TWoS a medium powered GC. It doesnīt work well with integrated GCs. I obtain 60 FPS (fixed to 30 FPS via Nvidia Inspector), my PC is a medium powered machine, not a top notch.
Regards.
Fitzcarraldo :Kaleun_Salute:
Salvadoreno
11-20-20, 03:25 PM
Haven't seen these radio log messages before but while on my rather uneventful first patrol (1 ship sunk in 1 month), i finished my patrol orders and was ordered to a new patrol grid.
Once I got there I was given another captain log message to rendezvous with a uboat to take over convoy shadowing duties (AMAZING!). But is this just for flavor or was it an encounter possibility? Unfortunately my navigator completely went bonkers when I tried to position myself in the area of the rendezvous and never got there on time.
That was never in the vanilla right?
Cyborg322
11-23-20, 08:29 AM
Hey all! Does this mod have any extra mods somewhere that could reduce graphical intensity/boost performance/reduce effects or any mod that could help low-end PC's increase fps?
My specs - 4gig ram, intel HD graphics
4GB of ram is not really enough Windows 10 alone takes a big chunk of that older operating systems use a little less, the consequence is your Hard drive starts doing the job of memory once its used up and that is ultra slow.
The minimum specs for SH5 says 1 gb of RAM but that seems ridiculous to me. It also states this is with a dedicated graphics card.
Ram is probably one the less expensive components which gives a lot of bang per buck but older ram can be hard to get hold of depending on age
Reducing shadows can big a big help but I guess you may have already tried that. Another this worth considering is " Reshade" https://steamcommunity.com/app/393380/discussions/6/3183345176712260072/ this give you a lot more scope with graphics settings in particular shaders and sometimes ( not always a FPS gain. ) I seem to remember some doing a Reshade profile on this site.
Have you considered getting a Dedicated GPU ? Even an entry level one would be a big help.
This subject come up before this post by VDR may help https://www.subsim.com/radioroom/showthread.php?t=213796 I'm not sure if its still relevant VDR could assist with that.
Cmdr. Lennox
11-24-20, 03:29 PM
Hi, is there any chance to extend the time compression further than 1024?
Texas Red
11-25-20, 06:25 PM
Hi, is there any chance to extend the time compression further than 1024?
Go into the main.cfg in the SH5 documents folder and edit it there. If you played all the other SH games, the max time compression was 8192. It basically multiplies itself from one by two. So 1x2= 2, 2x2=4, 2x4=8, 8x2=16... you get the idea.
vdr1981
11-30-20, 09:51 AM
Hi!
I noticed the download have been updated. Is it worth a reinstall? Anything changed?
https://www.mediafire.com/folder/dpdi1uczn1ycn/TWoS_v2.2
2020 11 30 and the other one which I have installed was uploaded on 2020 11 28 if I remember right.
Thank you in advance and thank you for developing the mod. :Kaleun_Thumbs_Up::Kaleun_Applaud::Kaleun_Cheers:
Good observation...:up: I was updating some documentation files and description of some optional mods. Nothing to be quite worthy of version change...
Soon I'll upload official version 2.2.21 and announce the changes...:yep:
Texas Red
11-30-20, 04:50 PM
Soon I'll upload official version 2.2.21 and announce the changes...:yep:
YES!!! I am so excited for this! It has been maybe 3-5 months since we last had an update. :up::yeah:
Fragtzack
12-01-20, 05:26 PM
Think I missed clicking "yes" on a few of the items.
Is there a way to re-install WOS without deleting the whole game?
Was a brand new steam install, no other mods.
LesBaker
12-02-20, 02:52 AM
Only if you don't want the game to run properly, you must follow the instalation sequence to the letter to have a game that performs correctly.
Les
Fragtzack
12-02-20, 04:01 PM
Only if you don't want the game to run properly, you must follow the instalation sequence to the letter to have a game that performs correctly.
Les
Re-installed, working fine now.
Fragtzack
12-02-20, 04:06 PM
Is the TAI map supposed to be unusable in Wolves of Steel?
On my WOS game, the TAI map is there but is upper left corner of screen and not fully visible. Using TAB to go to large version of TAI doesn't work either. I can see the TAI expanding with TAB only horizontally, but most of the TAI is off the screen (top). I can expand the TAI box, but only right and up. Tis like the game thinks the TAI map is lower left of screen.
Not able to drag the map to another position either. when I hold the mouse down on the TAI, nothing happens. However, when I hold mouse down a bit below the map a hand appears that looks like a "drag" tool. But nothing when happens when trying this hand tool that only appears below the current TAI position.
Is this a resolution problem or is TAI broke with SH5 WOS?
Using 2k resolution, default 16X9.
Attached screen shot which shows the TAI in medium mode in upper left. (using TAB).
Please help.
vdr1981
12-02-20, 04:40 PM
Is the TAI map supposed to be unusable in Wolves of Steel?
On my WOS game, the TAI map is there but is upper left corner of screen and not fully visible. Using TAB to go to large version of TAI doesn't work either. I can see the TAI expanding with TAB only horizontally, but most of the TAI is off the screen (top). I can expand the TAI box, but only right and up. Tis like the game thinks the TAI map is lower left of screen.
Not able to drag the map to another position either. when I hold the mouse down on the TAI, nothing happens. However, when I hold mouse down a bit below the map a hand appears that looks like a "drag" tool. But nothing when happens when trying this hand tool that only appears below the current TAI position.
Is this a resolution problem or is TAI broke with SH5 WOS?
Using 2k resolution, default 16X9.
Attached screen shot which shows the TAI in medium mode in upper left. (using TAB).
Please help.
- My TAI map is misplaced in top left corner of the screen?
Press small "toggle TAI Visibility" button few times, located above depth meter on the left side of your screen.. .The cause for this glitch ishigh resolution settings.From quick start manual and tips documentation...Read the rest at least once as well.:yep:
Fragtzack
12-02-20, 07:11 PM
Much thanks! :salute:
vdr1981
12-03-20, 12:20 PM
https://i.postimg.cc/XN183rWQ/SH5-Img-2020-12-03-16-38-33.jpg
WARNING! SPOILER IMAGE! :D
Final tests of early North Sea traffic before the release of v2.2.21 update. By early october virtually all darkened ships withing a British waters will be legit targets regardless of their markings...
Drakken
12-03-20, 12:28 PM
Beautiful. :Kaleun_Party:
poveglia
12-03-20, 06:02 PM
oops I did not realize this subsection for the forum existed. Apologies for the double post.
So I initially received a message from Bdu to patrol AN5977 (and 120km radius) on 9/30 at 19:39 but I did not arrive there until 10/1 about 07:00. Ive been patrolling around the area expecting to be finished with my patrol on 10/2 07:00 (24 hour patrol).
However, I received a message from the BdU today (10/1) at 20:03 instructing me to go to another grid and start another 24 hour patrol. That would mean I must cut my current 24 hour patrol short. Is this supposed to happen? What should I do?
https://www.subsim.com/radioroom/smartdark/user_online.gif https://www.subsim.com/radioroom/smartdark/report.gif (https://www.subsim.com/radioroom/report.php?p=2711183) https://www.subsim.com/radioroom/smartdark/edit.gif (https://www.subsim.com/radioroom/editpost.php?do=editpost&p=2711183)
Tonci87
12-03-20, 06:50 PM
oops I did not realize this subsection for the forum existed. Apologies for the double post.
So I initially received a message from Bdu to patrol AN5977 (and 120km radius) on 9/30 at 19:39 but I did not arrive there until 10/1 about 07:00. Ive been patrolling around the area expecting to be finished with my patrol on 10/2 07:00 (24 hour patrol).
However, I received a message from the BdU today (10/1) at 20:03 instructing me to go to another grid and start another 24 hour patrol. That would mean I must cut my current 24 hour patrol short. Is this supposed to happen? What should I do?
That means you have finished your objective and BDU has assigned you a new patrol area.
poveglia
12-03-20, 06:55 PM
That means you have finished your objective and BDU has assigned you a new patrol area.
But I wasn't even in my initial patrol area anywhere near 24 hours?
vdr1981
12-03-20, 07:51 PM
Is this supposed to happen? What should I do?
Just make some tonnage Captain and don't complain too much about BdU orders or you may have some unpleasant talks with flotilla commander when you get back to port...:):salute::salute:
poveglia
12-03-20, 08:19 PM
Just make some tonnage Captain and don't complain too much about BdU orders or you may have some unpleasant talks with flotilla commander when you get back to port...:):salute::salute:
lol right:Kaleun_Salute:
I am just worried my campaign was corrupted somehow or something is broke.
vdr1981
12-03-20, 08:22 PM
lol right:Kaleun_Salute:
I am just worried my campaign was corrupted somehow or something is broke.
I don't think so...See what's going on in the next few patrol grids and keep us posted.:yep:
poveglia
12-03-20, 08:35 PM
I don't think so...See what's going on in the next few patrol grids and keep us posted.:yep:
I will. But I just got depth charged to the point where I was unable to surface anymore (I fought as long as I could, several hours). Am nub captain. So I just reloaded to my backup point before I entered the first patrol zone.
all_my_loving
12-03-20, 10:13 PM
What should I do? Is it possible to rescue if I do not reinstall?
Drakken
12-03-20, 11:58 PM
Quick question: Is there a way to begin the war from another flotilla (Wilhelmshaven or Kiel), rather than Memel's?
Not that I hate Memel... it's just that the Polish waters are, well, empty.
Quick question: Is there a way to begin the war from another flotilla (Wilhelmshaven or Kiel), rather than Memel's?
Not that I hate Memel... it's just that the Polish waters are, well, empty.
Hi Drakken, by using the 'silentotto' cheat, you can skip the initial campaign(s) and start your career from whichever point you prefer.
However, the 'Baltic Operations' objective will only last a few days; after you finish with it, your base will be relocated to Kiel and then to Wilhelmshaven. Starting from there, your next patrols will take place in the busier waters of the North Sea, Norwegian Sea and in open Atlantic. There is a quick visit in Scapa Flow too, but if you skip the first campaign you will miss those actions.
All in all, my suggestion is: keep patient for the first couple of days in the Baltic, and while you are there... be more aggressive with those Polish vessels :arrgh!:
vdr1981
12-04-20, 06:38 AM
Quick question: Is there a way to begin the war from another flotilla (Wilhelmshaven or Kiel), rather than Memel's?
Not that I hate Memel... it's just that the Polish waters are, well, empty.
Empty? :hmmm:Warships, merchants, subs , airplanes...Danzing and Baltic are full with action , especially in September 1939...:yep:
Anyway...If you change campaign start date in Total Germany Campaign.cfg file to 19390904, you will start from Kiel and you may proceed strait to British eastern coast...:yep:
vdr1981
12-04-20, 08:39 AM
OK, here is the preliminary changelog of v2.2.21 update which you may most likely expect this evening...It's not much, I know, but with Mkiii now back in his"shipyard" , that may change soon...:)
- Edited and revised campaign traffic lines in order to ensure that by the early October 1939, all DARKENED ships bound for British ports may be considered hostile, regardless of their markings of currently neutral nations (like Norway, Sweden, Denmark, Finland ect).
- Edited and revised campaign traffic lines around fall of France in June 1940 in order to prevent possible friendly sinking of French ships around UK and other legit U-boats hunting grounds since they will appear as legit darkened targets (The game will consider french units friendly as soon as France fall and it's ports "turn blue").
- Fixed problem where allied convoys in Mediterranean campaigns will occasionally try to "squeeze trough" in between Sicily and the mainland Italy.
- Other various campaign fixes involved mainly around illogical and misplaced traffic which can sometimes occur when nation "change side" form Axis to Allied and vice versa.
- Added new merchant ship type to various nations roster: awesome looking "Raised Quarterdecker", entirely created , from scratch, by Kapuhy!
- Edited description and displaying messages of Campaign Advance Verifier_Testing addon. Make sure to read updated JSGME "More info" description of this addon.
- Edited instructional Campaign/Flotilla transfer radio messages to be in line with recent Campaign Advance Verifier_Testing addon description changes.
- Disabled Generic Patcher Collateral Damage patches in the snapshot for better damage distribution calculations, both for playable subs and other units. No more exploding bow when torpedo hit stern of the ship or damaged propellers if you frontally collide your sub with something. Some larger ships and warships will more frequently require more then one well placed torpedo in order to go down which is more realistic after all. (Fire up TDW Generic Patcher and restore the snapshot again if you wish to activate the changes).
- Edited and rearranged XO dialog box Auto TDC messages. After you mark the ship the XO will inform you that "Auto TDC solution are set! Fire when ready!", so if anyone still ask again "how to use auto TDC in TWoS" , I will personally shoot him with my Luger pistol!
- Increased probability to 80-90% and decreased time interval (12h) of non directional beacons activation in harbors, which can help real navigation Captains to position their boats properly for harbor entrance in bad weather conditions.
- Updated official PDF install instructions to reflect recent changes.
- Added names to ingame official credits page of recent TWoS donors and supporters: Gregory Prichard, John Damuth, Lenny Miller, Jacques Alary, Dimitris Triantis, Antti Komulainen, Wolfgang Moog. Thank you very much Captains and I hope you'll enjoy TwoS for a long time!
Drakken
12-04-20, 09:55 AM
Empty? :hmmm:Warships, merchants, subs , airplanes...Danzing and Baltic are full with action , especially in September 1939...:yep:
I fully admit I might have been really unlucky so far. :hmmm:
Must I remain within the assigned patrol area circle, or may I also find Polish shippings further North towards Sweden, Finland, and the Baltic States?
vdr1981
12-04-20, 10:15 AM
I fully admit I might have been really unlucky so far. :hmmm:
Must I remain within the assigned patrol area circle, or may I also find Polish shippings further North towards Sweden, Finland, and the Baltic States?
For example , bunch of Polish vessels will try to flee to Britain during the opening stages of invasion of Poland. You may try to use logic and intercept them somewhere...Or, you may hunt down Polish AI submarines in and around Danzin. You may participate in the battle between German and Polish taskforces in Danzing which will most likely occur on Oct1st during the day when visibility is high ect ect...just the ideas...:yep:
Drakken
12-04-20, 10:57 AM
For example , bunch of Polish vessels will try to flee to Britain during the opening stages of invasion of Poland. You may try to use logic and intercept them somewhere...Or, you may hunt down Polish AI submarines in and around Danzin. You may participate in the battle between German and Polish taskforces in Danzing which will most likely occur on Oct1st during the day when visibility is high ect ect...just the ideas...:yep:
Will I receive notification from BdU on these possibilities? The only message I got so far (encrypted of course) was of no consequence for the Polish front. :hmmm:
vdr1981
12-04-20, 11:55 AM
Will I receive notification from BdU on these possibilities? The only message I got so far (encrypted of course) was of no consequence for the Polish front. :hmmm:
Not really so specifically but by now we have reached the point in TWoS campaign where simple monitoring of historically based in game radio messages or watching some good battle of the Atlantic documentary, may give you good idea what, where and how to do...:yep:
les green01
12-04-20, 12:04 PM
some games i find a nice polish merchant but then i dont enter the bay i stay about where i spot the polish dd's maybe i should go in the bay
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