View Full Version : [REL]The Wolves of Steel - SH5 Megamod
vdr1981
12-04-20, 12:09 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
I personally find harbor raids in any SH game somewhat cheap kills but why not, it's up to you...:yep: You may meet few surprises in some ports as well.
les green01
12-04-20, 12:37 PM
dont mean harbor raiding but sit between the 3 ports
Demon777
12-04-20, 12:46 PM
2 vdr1981
as usual, thanks for your detailed changelog!! :up:
a question regarding TDW Generic Patcher. In order the changes to be activated, the snapshot should be restored AFTER the installation of 2.2.21 is completed?
vdr1981
12-04-20, 12:47 PM
2 vdr1981
as usual, thanks for your detailed changelog!! :up:
a question regarding TDW Generic Patcher. In order the changes to be activated, the snapshot should be restored AFTER the installation of 2.2.21 is completed?
Correct...After the installation your old snapshot will be replaced by new one...:yep:
vdr1981
12-04-20, 01:01 PM
https://i.postimg.cc/3wdDBP3K/111.jpg
v2.2.21 Changelog:
- 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!
https://i.postimg.cc/sxRQ3x7X/SH5-Img-2020-12-04-18-52-17.jpg
As always, download links are in my signature...:yep:
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy hunting!
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...
Well, from your changelog, your new release is not exactly what they call a 'minor version' :yeah:
Please find below my usual bunch of questions and remarks.
- 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).
I am glad to learn that you have started working on some of the ideas we have been discussing in the past. Please note that all ships in/out bond to/from British ports whether they are darkened or not should be valid targets. Just for the pleasure to confuse our SH5 players, for the first few months of the conflict I would let a few lone enemy vessels illuminated, especially non-British ships and fishing boats.
For completeness, I will mention my own elaboration of German prize rules:
smuggling goods to from the UK or sailing too close to British territorial waters (this included neutral fishing trawlers coming too close to the UK);
darkening lights;
sailing within Allied convoys or under escort by an Allied warship;
displaying no clear neutrality markings nor national ensign;
sending distress signals or zigzagging on spotting an U-boat.
Meeting one (or more) of the above conditions would have candidated any merchant vessel as a valid target. I am sure I had already mentioned them in the past but repetita iuvant, as the Latins said
- 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").
After the Fall of France, a number of French vessels ("Free French" by then) escaped the Capture by rushing to England. I hope that, after your changes to TWoS' ship traffic layer, the running French ships can be found and sunk in British waters. Since, in game, Free France is a distinct nation with its own ensign, no confusion with Vichy French vessels would be possible.
- Fixed problem where allied convoys in Mediterranean campaigns will occasionally try to "squeeze trough" in between Sicily and the mainland Italy.
Sicily is my home place, the chocke point that you are talking about is named Strait of Messina :)
Out of curiosity, can you explain more in detail what was the problem and how you fixed it?
- 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.
Ships being surprised by sudden switches of diplomatic sides and finding themselves in potentially hostile waters, was a common circumstance during WWII and I hope this will still happen in TWoS campaign. Nonetheless, it would be odd for ships of a given nation to keep sailing in enemy-controlled waters (or, even worse, to visit enemy ports) long after such a switch had happened. I am glad that you have addressed this problem :up:
- 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.
- 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.
Campaign Advance Verifier_Testing addon? Non directional beacons? :o
Sorry if my question might sound silly, but what's that?
- 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!
:har:
- Added new merchant ship type to various nations roster: awesome looking "Raised Quarterdecker", entirely created , from scratch, by Kapuhy!
Well done kapuhy!
Demon777
12-04-20, 03:55 PM
Correct...After the installation your old snapshot will be replaced by new one...:yep:
No manual snapshot in TDW Generic Patcher is needed after installation of 2.2.21?
vdr1981
12-04-20, 04:42 PM
I am glad to learn that you have started working on some of the ideas we have been discussing in the past. Please note that all ships in/out bond to/from British ports whether they are darkened or not should be valid targets.
For completeness, I will mention my own elaboration of German prize rules:
smuggling goods to from the UK or sailing too close to British territorial waters (this included neutral fishing trawlers coming too close to the UK);
darkening lights;
sailing within Allied convoys or under escort by an Allied warship;
displaying no clear neutrality markings nor national ensign;
sending distress signals or on spotting an U-boat.
In essence, that's pretty much how early traffic around British waters is set now but for now all fake neutrals will have navigational lights turned off. The Captain who is trying to smuggle goods for Britain with his lights on is not a sane person IMO...:) Probably something similar had happen in the real life but we have to draw the line somewhere...:yep:
Just for the pleasure to confuse our uring the first few months of the conflict I would let a few lone enemy vessels illuminated, especially non-British ships and fishing boats.That's actually a nice idea and interesting touch... :hmm2: I think it can be done...:yep:
After the Fall of France, a number of French vessels ("Free French" by then) escaped the Capture by rushing to England. I hope that, after your changes to TWoS' ship traffic layer, the running French ships can be found and sunk in British waters. Since, in game, Free France is a distinct nation with its own ensign, no confusion with Vichy French vessels would be possible.
No, I was talking about regular French ships which are bound for British ports for example one day before French capitulation. Due to SH world map projection, they may need 10 and even more days to reach their destination. Unfortenattely, SH AI can not reverse course and get back to port...:) In theory, they can suddenly become "friendly" at the moment when torpedo leaves the tube which is not good (remember recent friendly kill incident, it was french ship).
Sicily is my home place, the chocke point that you are talking about is named Strait of Messina :)
Out of curiosity, can you explain more in detail what was the problem and how you fixed it?In my recent BoM testing I noticed large FPS drop while I was returning to La Spezia, just north of Sicily . It turned out that it was large convoy from Gibraltar to Alexandria which decided from some reason to take a shortcut trough Messina Strait?! :doh: It's strange because when I simulate campaign in the mission editor this wasn't the case. Anyway, one small axis threat zone placed in the appropriate place in common.mis file solved the problem...:yep:
Ships being surprised by sudden switches of diplomatic sides and finding themselves in potentially hostile waters, was a common circumstance during WWII and I hope this will still happen in TWoS campaign. Nonetheless, it would be odd for ships of a given nation to keep sailing in enemy-controlled waters (or, even worse, to visit enemy ports) long after such a switch had happened. I am glad that you have addressed this problem :up:Yes, they could even be seen in Kiel kanal sometimes and some axis controlled ports as well. Just like in previous French scenario, canceling or redirecting problematic traffic few days before side switching has proved as a good solution...:yep:
Campaign Advance Verifier_Testing addon? Non directional beacons? :o
Sorry if my question might sound silly, but what's that?
Yes, One of the modders created this addon, Old Codder IIRC... He noticed some whichcraft in SH/uplay process or code (I have no idea really) which is responsible for activating campaign transfers when time comes. The savegame actually requires several reloads in order to wake up this process from some reason and this is what this addon is for, to inform the player is this process active. It not perfect but its's quite helpful when nearing campaign transfer date...
And for NDBs, eeeeeeh...Finally someone to ask. :D
Do you remember strange "report nearest radio contact" command from TDWs NewUI which never actually did anything?
I discovered that on this command, the radioman will give us the bearing and the approximate range of received radio contact BUT only for static units with "docked" status?! Unlike normal radio reports on sea, these are quite rare and that's why it took eternity to figure this out...:)
I was wondering what to do with these since it didn't seem to me as a quite useful function. What should I do with it? To home in on bored radio operators in British ports? I already know that there is a port there and that ships are probably there, together with coastal installation and hundreds of mines which I have placed there...:D
Then I remembered that I have read on Uboat.net that German U-boats actually used radio navigation and I also remembered my troubles while trying to find Lorient in dense fog and bad weather while I was just few kilometers from harbor entrance.
As an ex hardcore flight sim enthusiast, I then immediately knew what to do with those "un-useful" reports...:)
I took the antenna from one of the imported dat coastal installations, organized it as a single ground unit, placed it on the most appropriate locations and set it in ME to send radio reports every day. :yep:
I properly renamed mentioned command to "report nearest land based contact/beacon".
It's a small geeky touch IMO, kind of non precision approach for U-boats, but it can be very immersive for real nav captains...:yep:
https://i.postimg.cc/rKMZKn61/SH5-Img-2017-06-04-23-26-56.jpg (https://postimg.cc/rKMZKn61)
Although it isn't very realistic to have range reported in this case, I didn't remove it because it's heavily randomized and I needed some kind of confirmation that we are homing on a correct beacon from Lorient and not from Brest for example...
vdr1981
12-04-20, 04:45 PM
And next time Gap, don't ask more than two questions...:D It took me an hour to write all this down with my creepy English!:)
vdr1981
12-04-20, 04:49 PM
No manual snapshot in TDW Generic Patcher is needed after installation of 2.2.21?
- 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).
fitzcarraldo
12-04-20, 05:55 PM
Many thanks for the new update. :Kaleun_Cheers:
New campaign start needed?
Best regards.
Fitzcarraldo :Kaleun_Salute:
In essence, that's pretty much how early traffic around British waters is set now but for now all fake neutrals will have navigational lights turned off. The Captain who is trying to smuggle goods for Britain with his lights on is not a sane person IMO...:) Probably something similar had happen in the real life but we have to draw the line somewhere...:yep:
Try to imagine early war-time restrictions as if they were anti-covid rules. General confusion, each country issuing a set of different and partly self-contradictory rules, and private citizens applying those rules according to their own interpretation, or ignoring them at all lol.
Some important belligerents, like the USA, didn't even have city blackouts in place when U-boats started knocking at their home door, and before the Nazi occupation most French lighthouses were still operational, sic!
Some allied shipmaster deciding to keep his navigation lights on (out of recklessness or in the hope to lure the Germans into mistaking them for friends) is the least we can imagine, especially outside British waters where the U-boat war was more intense and where he would have risked not only his ship and the life to be taken by a German submarine but, I suppose, also heavy sanctions by the British Government.
That's actually a nice idea and interesting touch... :hmm2: I think it can be done...:yep:
:up:
No, I was talking about regular French ships which are bound for British ports for example one day before French capitulation. Due to SH world map projection, they may need 10 and even more days to reach their destination. Unfortenattely, SH AI can not reverse course and get back to port...:) In theory, they can suddenly become "friendly" at the moment when torpedo leaves the tube which is not good (remember recent friendly kill incident, it was french ship).
I see your point and I agree with you, though I am pretty sure that any data-controlled event affecting game units, happens when the interested unit is outside rendering range...
In my recent BoM testing I noticed large FPS drop while I was returning to La Spezia, just north of Sicily . It turned out that it was large convoy from Gibraltar to Alexandria which decided from some reason to take a shortcut trough Messina Strait?! :doh: It's strange because when I simulate campaign in the mission editor this wasn't the case. Anyway, one small axis threat zone placed in the appropriate place in common.mis file solved the problem...:yep:
That would be the longest "short-cut" in the history of navigation lol.
Brilliant fix by the way. I wasn't even aware that we had a thing like threat zones to control where a ship can go or not. Shame on me!
Yes, they could even be seen in Kiel kanal sometimes and some axis controlled ports as well. Just like in previous French scenario, canceling or redirecting problematic traffic few days before side switching has proved as a good solution...:yep:
:up:
Yes, One of the modders created this addon, Old Codder IIRC... He noticed some whichcraft in SH/uplay process or code (I have no idea really) which is responsible for activating campaign transfers when time comes. The savegame actually requires several reloads in order to wake up this process from some reason and this is what this addon is for, to inform the player is this process active. It not perfect but its's quite helpful when nearing campaign transfer date...
Ah, yes, now that you refreshed my memory I seem to remember such a nice program. I also remember another small program by another forum member used for making sure that the Windows process used by the game for campaign advance, has an high priority... Isn't that program used anymore?
And for NDBs, eeeeeeh...Finally someone to ask. :D
Do you remember strange "report nearest radio contact" command from TDWs NewUI which never actually did anything?
I discovered that on this command...
I have just one simple remark here: BRILLIANT! :yeah:
And next time Gap, don't ask more than two questions...:D It took me an hour to write all this down with my creepy English!:)
Sorry Vecko, my bad. You know me, when I see something that I like I can't refrain from asking questions, and I like this last TWoS update very much :D
les green01
12-04-20, 08:07 PM
thanks for the update downloading now,now if someone could mod a club throw in some ladies of the night then when my capt get back from sea he won't be howling at the moon
Propnut17
12-05-20, 12:04 AM
VDR your English is much better than you give yourself credit. :salute: Take that from another flight simmer that grew up chasing NDB's.
vdr1981
12-05-20, 04:53 AM
Many thanks for the new update. :Kaleun_Cheers:
New campaign start needed?
Best regards.
Fitzcarraldo :Kaleun_Salute:
Campaign related changes will become active after new campaign start, but you can also wait until you transfer to the next campaign chapter, the effect will be the same...:yep: So the answer is yes and no...:)
vdr1981
12-05-20, 05:04 AM
Try to imagine early war-time restrictions as if they were anti-covid rules. General confusion, each country issuing a set of different and partly self-contradictory rules, and private citizens applying those rules according to their own interpretation, or ignoring them at all lol.
Some important belligerents, like the USA, didn't even have city blackouts in place when U-boats started knocking at their home door, and before the Nazi occupation most French lighthouses were still operational, sic!
Some allied shipmaster deciding to keep his navigation lights on (out of recklessness or in the hope to lure the Germans into mistaking them for friends) is the least we can imagine, especially outside British waters where the U-boat war was more intense and where he would have risked not only his ship and the life to be taken by a German submarine but, I suppose, also heavy sanctions by the British Government.
Now that you mentioned it I remember that when I was editing Operation Drumbeat campaign I intentionally left American illuminated ships to be active for quite some time after the campaign start in order ti simulate "relaxed" conditions which German U-Boat commanders found on east American coast during the opening stages of OD. This can even be found somewhere in TWoS changelogs, yes...:hmm2:
Ah, yes, now that you refreshed my memory I seem to remember such a nice program. I also remember another small program by another forum member used for making sure that the Windows process used by the game for campaign advance, has an high priority... Isn't that program used anymore?No, that was different tweak discovered by Mama but it didn't prove to be quite useful...
vdr1981
12-05-20, 05:06 AM
VDR your English is much better than you give yourself credit. :salute: Take that from another flight simmer that grew up chasing NDB's.
Haha, thank you very much Sir! :up::salute:
Now that you mentioned it I remember that when I was editing Operation Drumbeat campaign I intentionally left American illuminated ships to be active for quite some time after the campaign start in order ti simulate "relaxed" conditions which German U-Boat commanders found on east American coast during the opening stages of OD. This can even be found somewhere in TWoS changelogs, yes...:hmm2:
Sweet :up:
Despite the clear distinction between Axis, neutral and Allied countries, the external difference between vessels belonging to each category should be somewhat more vague. In the most complex circumstances, the attribution of a given ship to one faction or the other should be a matter of putting together various clues. In the end, the wise player should be able to say with a reasonable level of confidence whether - in the current circumstances - a visual contact is a valid target or not, even though in some cases he might not be 100% sure that an "innocent-looking" far contact, is actually a neutral or friendly ship.
No, that was different tweak discovered by Mama but it didn't prove to be quite useful...
Yes, mama was the name! I seem to remember that his "trick" worked for some players but not for othres :hmmm:
Drakken
12-05-20, 11:45 AM
Sorry if the question has already been asked, but do I have to restart a new career after patching?
In my KSD my local career is still at 09,02,1939, yet I played yesterday to 09,03,1939 and sank a freighter. However, nothing has updated on my KSD - still the day earlier with no sinking.
Thanks!
vdr1981
12-05-20, 12:22 PM
Sorry if the question has already been asked, but do I have to restart a new career after patching?
In my KSD my local career is still at 09,02,1939, yet I played yesterday to 09,03,1939 and sank a freighter. However, nothing has updated on my KSD - still the day earlier with no sinking.
Thanks!
In your case, it's better to start new campaign since your current playtrough is so "young". KSD commander is updated when you end patrol in home base...
skin-nl
12-06-20, 05:37 AM
Thanks for the update Vecko :salute:
Demon777
12-06-20, 07:24 AM
hi gyus,
please advise from which date/campaign in TWOS decoy launcher will become available as upgrade?
vdr1981
12-06-20, 09:07 AM
hi gyus,
please advise from which date/campaign in TWOS decoy launcher will become available as upgrade?
Early 1942 is when the first decoys will appear in the game...
Tonci87
12-06-20, 11:25 AM
Early 1942 is when the first decoys will appear in the game...
Which is too early.
The decoys were developed during 1942 and started to appear on boats from the End of 1942 onwards.
But well, a lot of the gear is available far too early.
vdr1981
12-06-20, 11:33 AM
Which is too early.
The decoys were developed during 1942 and started to appear on boats from the End of 1942 onwards.
But well, a lot of the gear is available far too early.
I'm aware of that and that is intentional Tonci.:yep:
The catch is, early prototype equipment will be very expensive in renown points which means that it will be available only to proven and successful captains. I hardly believe that new equipment was completely untested by some U-boat captains well before their official enter to service...:yep:
Tonci87
12-06-20, 11:35 AM
I'm aware of that and that is intentional Tonci.:yep:
The catch is, early prototype equipment will be very expensive in renown points which means that it will be available only to proven and successful captains. I hardly believe that new equipment was completely untested by some U-boat captains well before their official enter to service...:yep:
Yeah well, testing of the BOLD started at the end of 1942 :D
I get what you mean and I think it is a nice idea. I was not aware that equipment will be more expensive in its prototype stages.
vdr1981
12-06-20, 11:40 AM
Yeah well, testing of the BOLD started at the end of 1942 :D
I get what you mean and I think it is a nice idea. I was not aware that equipment will be more expensive in its prototype stages.
Well in that case, think of it as prototype of prototypes. :D Yes , their costs will be significantly larger...:yep:
I'm aware of that and that is intentional Tonci.:yep:
The catch is, early prototype equipment will be very expensive in renown points which means that it will be available only to proven and successful captains. I hardly believe that new equipment was completely untested by some U-boat captains well before their official enter to service...:yep:
Nice idea :up:
Though, the price of 'experimental' equipment should be disproportionately high as, in reality only an handful of U-boat captains had the privilege of testing them beforehand.
Similarly, and with similarly high costs, I would like to see in game equipment which was later discontinued, never becoming standard. Should you need for 3D models of those items, I will be glad to provide them. Right off I can't offer any example of those technological "failures", but I am sure that with a quick research we will find many of them, especially in the radar/RWR field...
Tonci87
12-06-20, 05:36 PM
Well, I wanted to record a new video, but discovered to my absolute horror that I had accidentally deleted my saves a few weeks ago.
So much for my flawless SH5 Career that lasted until mid 1942....:doh:
Salvadoreno
12-06-20, 10:02 PM
- 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).
Apologies, I am in the TDW patcher and i do not see "collateral damage". I see a "collisions" patch. I always enjoy adding more challenge to the game!
poveglia
12-06-20, 11:53 PM
Will I ever get missions or patrols that involve being out at sea for several weeks or more? Or is it all 24, 48, and 72 hour patrols? Ive just started and am in October '39
Cybermat47
12-07-20, 09:26 AM
Will I ever get missions or patrols that involve being out at sea for several weeks or more? Or is it all 24, 48, and 72 hour patrols? Ive just started and am in October '39
Upon completing a patrol mission, simply continue patrolling in an area of your choosing until you run out of fuel, torpedoes, or hull integrity :D
Speaking of which, I wonder if it would ever be possible to implement food stores into the game? A submarine with plenty of fuel and torpedoes still has to return to base if the crew is starving, after all...
poveglia
12-07-20, 05:06 PM
Upon completing a patrol mission, simply continue patrolling in an area of your choosing until you run out of fuel, torpedoes, or hull integrity :D
Speaking of which, I wonder if it would ever be possible to implement food stores into the game? A submarine with plenty of fuel and torpedoes still has to return to base if the crew is starving, after all...
Awesome, thanks for the info. I agree with you on food stores too.
Another question, though. I know its ill advised to save the game while in a patrol zone, but am I able to save the game while traveling between two BdU ordered patrol zones (assuming there is non-zone water between the zones and no overlap)? I would still be within the Coastal Waters red arc though, so would that cause an issue?
vdr1981
12-07-20, 05:11 PM
Awesome, thanks for the info. I agree with you on food stores too.
Another question, though. I know its ill advised to save the game while in a patrol zone, but am I able to save the game while traveling between two BdU ordered patrol zones (assuming there is non-zone water between the zones and no overlap)? I would still be within the Coastal Waters red arc though, so would that cause an issue?
Of course not... Read this link and you'll understand how to play campaign IN Wolves...:yep:https://www.subsim.com/radioroom/showpost.php?p=2377332&postcount=3816
Drakken
12-07-20, 11:00 PM
Another quick question : Seems that I misplaced my Grid Tool and can not longer retrieve it. This complicate drafting my written KTB somewhat. Is there a way to reset charts to their original location?
Thanks! :Kaleun_Salute:
vdr1981
12-08-20, 11:16 AM
Another quick question : Seems that I misplaced my Grid Tool and can not longer retrieve it. This complicate drafting my written KTB somewhat. Is there a way to reset charts to their original location?
Thanks! :Kaleun_Salute:
- I've lost my charts/recognition manual?!
Delete all ***_Draggables.TDW files fro m the main game install folder and start the game again, Original charts/rec.manual positions will
be restored ...
...
I took the antenna from one of the imported dat coastal installations, organized it as a single ground unit, placed it on the most appropriate locations and set it in ME to send radio reports every day. :yep:
I properly renamed mentioned command to "report nearest land based contact/beacon".
It's a small geeky touch IMO, kind of non precision approach for U-boats, but it can be very immersive for real nav captains...:yep:
Yesterday I was rethinking about this neat feature that you have introduced in TWoS. Are those antennas marked on the navigation map? If yes, with just two bearings taken at a short interval one from the other and some trigonometry, we could know the exact U-boat position relative to each base. No need to know beforehand the approximate range from the radio signal :yep:
Drakken
12-08-20, 12:48 PM
...
Vielen Dank! Now my hand-written KTBs are saved. :salute:
vdr1981
12-08-20, 02:29 PM
Yesterday I was rethinking about this neat feature that you have introduced in TWoS. Are those antennas marked on the navigation map? If yes, with just two bearings taken at a short interval one from the other and some trigonometry, we could know the exact U-boat position relative to each base. No need to know beforehand the approximate range from the radio signal :yep:
Yes they are marked on the map, but we still can not know the exact uboat position if we are reading bearins only from one NDB (the closest), and that is what we can do with this feature. Maybe I didn't understand what are you trying to say? Can you give some example ?
That been said , I am indeed little bit annoyed by that "approximate" range of 256.4 Km...:)
Texas Red
12-08-20, 03:58 PM
A little late to the party but I will download the new version ASAP! :salute:
Thank you for your continuing hard work to give us an amazing mod! :salute:
Mad Mardigan
12-08-20, 06:15 PM
Got TWoS updated & all done as needed... sooo... My inquiry does NOT have anything to do with that.
That said... however... I need to find out something.
Just finished the Danzig mission, got message mission complete (including reporting/attacking polish task force) I did attempt to slam a couple of torps into them, but missed badly. so... I just said enough, radioed in on them & watched a couple of Luftwaffe aircraft roll in & attack... as I made My way to Danzig.
Upon getting to the port area, I proceeded to attack some ships there, managed to sink 2 of them & before I could send another torp off to sink any of the damaged ships to finish them off... got the radio message assigning Me to make way for Kiel.
With that, I set course for Kiel... and got there on the 3rd of Sept.
Now, with that info... the question pertains to docking & getting a new mission assignment.
After reaching Kiel, I docked right off, thinking that like SH3 & SH4.. the date would progress ahead... & to My surprise, it didn't. It was still the 3rd of Sept. and... when I went to talk to whats his face, the one you get mission orders from... no mission on the map to select. :hmmm: :hmmm: :06:
Sooo.. I shrugged, selected head out & made My way from Kiel to the eastern sea board of England... where after I got past the 4th, i then noticed 2 areas open up, but... no way to select them as on the map with whats his face.... but they were there on the map.
1, was BtF, end date of Oct (iirc) & patrolling the east coast of England... end date of December.
so... do I need to dock after the 4th, or am I good to go what with those 2 missions showing up on the nav mapping.?
Or.... do I need to see of redoing the Danzig mission & make sure that I do NOT dock until after the 4th. & then proceed normally from there?
M. M.
:Kaleun_Salute:
Yes they are marked on the map, but we still can not know the exact uboat position if we are reading bearins only from one NDB (the closest), and that is what we can do with this feature. Maybe I didn't understand what are you trying to say? Can you give some example ?
Yes sure.
When two radio beacons are in range, our position can be simply plotted on map as the intersection of the bearings relative to the two antennas, as illustrated in the picture below:
https://i.imgur.com/4hWFeb2.png
This is a valid method we can use with lighthouses, day beacons and landmarks as far as their position is marked on map, but unfortunately it won't work with your radio beacons because the radioman will always report the bearing of the nearest antenna.
Nonetheless just one beacon is enough to get our position relative to it. The method we need to follow is slightly more complicated than the one used when two beacon signals are available, but not that much. What we need to do is stopping our boats when we think that we are within beacon's range and asking our marconist for a bearing to it. Knowing that, we should put ourselves on a ±90 deg route relative to the reported bearing (270 deg in the example below, i.e. 90 deg to port) and we should sail at constant speed for a measured amount of time, so that we can estimate as accurately as possible the distance covered during that lapse of time. The more we move relative to the first bearing, the more accurate our calculations will be. When we are satisfied with the distance covered we stop the boat and we wait for the next radio signal.
https://i.imgur.com/0e4AFJO.png
At this point, our measurements will describe a right angle whose two catheti are respectively the leg between the two bearings (a in the figure above) whose length we know, and the distance between our submarine and the antenna when the first bearing was taken (b). We need to calculate the hypothenusa (c), i.e. the distance bewteen the antenna and our current position. To do that we need the angle α (alpha) between the two bearings. This is equal to the absolute value of the current bearing minus the first bearing.
In our example α = |240-270|= 30 deg
From there, an elementary trigonometric rule can be used for calculating c as:
a/sin α
Assuming that in our example a = 5 km we would have that:
c = 5/sin(30) = 5/0.5 = 10 km
Knowing the bearing and the distance from a fixed point, we basically know our position.
Cool, isn't it? :salute:
vdr1981
12-09-20, 07:59 AM
After reaching Kiel, I docked right off, thinking that like SH3 & SH4.. the date would progress ahead... & to My surprise, it didn't. It was still the 3rd of Sept. and... when I went to talk to whats his face, the one you get mission orders from... no mission on the map to select. :hmmm: :hmmm: :06:
In SH, you select the missions when you dock, but the date will skip after your departure. That'swhy you didn't saw mission for eastern British waters. You've docked too early...Not big of a problem though...
1, was BtF, end date of Oct (iirc) & patrolling the east coast of England... end date of December.
so... do I need to dock after the 4th, or am I good to go what with those 2 missions showing up on the nav mapping.?
Or.... do I need to see of redoing the Danzig mission & make sure that I do NOT dock until after the 4th. & then proceed normally from there?
M. M.
:Kaleun_Salute:
No, just sail around and hunt in areas of your choice and you'll select the mission next time when you visit the bunker. Check QSM and tips manual for more info about the campaign...:yep: You can also try to infiltrate Skapa if you want...
vdr1981
12-09-20, 08:27 AM
Yes sure.
When two radio beacons are in range, our position can be simply plotted on map as the intersection of the bearings relative to the two antennas, as illustrated in the picture below:
https://i.imgur.com/4hWFeb2.png
This is a valid method we can use with lighthouses, day beacons and landmarks as far as their position is marked on map, but unfortunately it won't work with your radio beacons because the radioman will always report the bearing of the nearest antenna. Exactly, this case is not possible at in SH5 at all...
Nonetheless just one beacon is enough to get our position relative to it. The method we need to follow is slightly more complicated than the one used when two beacon signals are available, but not that much. What we need to do is stopping our boats when we think that we are within beacon's range and asking our marconist for a bearing to it. Knowing that, we should put ourselves on a ±90 deg route relative to the reported bearing (270 deg in the example below, i.e. 90 deg to port) and we should sail at constant speed for a measured amount of time, so that we can estimate as accurately as possible the distance covered during that lapse of time. The more we move relative to the first bearing, the more accurate our calculations will be. When we are satisfied with the distance covered we stop the boat and we wait for the next radio signal.
https://i.imgur.com/0e4AFJO.png
At this point, our measurements will describe a right angle whose two catheti are respectively the leg between the two bearings (a in the figure above) whose length we know, and the distance between our submarine and the antenna when the first bearing was taken (b). We need to calculate the hypothenusa (c), i.e. the distance bewteen the antenna and our current position. To do that we need the angle α (alpha) between the two bearings. This is equal to the absolute value of the current bearing minus the first bearing.
In our example α = |240-270|= 30 deg
From there, an elementary trigonometric rule can be used for calculating c as:
a/sin α
Assuming that in our example a = 5 km we would have that:
c = 5/sin(30) = 5/0.5 = 10 km
Knowing the bearing and the distance from a fixed point, we basically know our position.
Cool, isn't it? :salute:
Cool yes, but didn't we talk about the determination of the "exact" U-boat position?
Yes,in theory this is possible but in practical SH5 with real nav, very hard in some cases. What if sea is rough while we travel length "A" and our sub's speed constantly jumps around? What if player mistakenly tie yourself to the beacon in Brest instead of Lorient? What if beacons are one behind the other relative to your position and first one is destroyed by RAF (this is also possible)?
In previous updates it was practically impossible to remove range part because all beacons were set to emit only few hours per day. Now , I set them to emit almost constantly (which is also not very realistic IMO, especially during the war) and it is possible to remove the range data assuming that player will be able to know at least his approximate location while approaching the port.
In essence, we have to chose between more realistic NDB behavior or more realistic reports without range data...
Drakken
12-09-20, 09:14 AM
I have another question : I just saved my game around midnight, September 3rd 1939. On my KSD Commander Career it states that I was transfered to Kiel on September 2nd. However, I did not receive any message on my radio telling me so. Not from BdU, not from anyone. I assign my radio range to 300 when in Poland, so maybe this is why.
Is it normal? Or have I an issue with my Campaign transfer? Should I wait until September 4th? Because I save rather often, I'm paranoid that I have bugged my career. :k_confused:
Exactly, this case is not possible at in SH5 at all...
Not possible using your radio beacons, but very possible if landmarks/daymarks are placed around SH5's coasts, and their exact position is marked on map.
Of course, that would only help in daytime and in clear weather. When visibility is low, lighthouses would be of more help. During WWII the Germans blacked out lighthouses in their territory. Nonetheless I know for sure that, in occupied France, "landing" lighthouses close to ports were illuminated (and then immediately switched off again) when Axis shipping was in bound. I don't know if U-boats would have qualified for this additional help, anyway stock lighthouses illuminated by TDW are of little help for two reasons:
- they all have the same appearance and they emit the same light, so distinguishing one frome the other is difficult;
- their position is not clearly marked on the nav map.
Cool yes, but didn't we talk about the determination of the "exact" U-boat position?
Maybe there is a misunderstanding. By saying "exact" I didn't mean GPS precision. For that, disabling Real Navigation is sufficient.
For me, "exact" means lesser random than position fixes calculated by the navigator by dead reckoning :)
Yes,in theory this is possible but in practical SH5 with real nav, very hard in some cases. What if sea is rough while we travel length "A" and our sub's speed constantly jumps around?
This is a problem we face when applying the "three bearings" method. In rough weather I usually submerge to stabilize the boat. Even so, measured/calculated distances and ranges won't be 100% accurate, but if they are accurate enough for calculating a torpedo solution on a relatively small moving target (I know sometimes they are not), even more so they will be for finding the way to our bases, whose entrance is often as wide as the length of several ships.
What if player mistakenly tie yourself to the beacon in Brest instead of Lorient? What if beacons are one behind the other relative to your position and first one is destroyed by RAF (this is also possible)?
As we already agreed, in your implementation of radio beacons there is no use in having more than one antenna per base. If the antenna of the port we are currently approaching was destroyed (which is a pretty cool feature by the way :up:), and our RDF device detects another signal further away, we will notice the mistake immediately after taking the second bearing, because it will be so close to 90 deg that, for it to apply to the closer (but destroyed) antenna, we should be much farther from our port than our navigator's position fix is telling us :yep:
In previous updates it was practically impossible to remove range part because all beacons were set to emit only few hours per day. Now , I set them to emit almost constantly (which is also not very realistic IMO, especially during the war) and it is possible to remove the range data assuming that player will be able to know at least his approximate location while approaching the port.
In essence, we have to chose between more realistic NDB behavior or more realistic reports without range data...
For the reasons I explained above, my vote goes to beacons emitting only few hours per day and range data not being available to the player but, if possible, I would limit the range of each antenna so that they don't overlap with each other and we avoid confusion :salute:
vdr1981
12-09-20, 10:28 AM
For the reasons I explained above, my vote goes to beacons emitting only few hours per day and range data not being available to the player but, if possible, I would limit the range of each antenna so that they don't overlap with each other and we avoid confusion :salute: It isn't possible to limit the range unfortunately. Yes, I must admit too, that range is hurting my eyes as well.:hmmm:
I'll think about it...:hmmm:
It isn't possible to limit the range unfortunately. Yes, I must admit too, that range is hurting my eyes as well.:hmmm:
I'll think about it...:hmmm:
So what happens? The nearest radio contact is always detectable, even if it is on the other side of the world, or there is an hardcoded detection limit?
vdr1981
12-09-20, 11:25 AM
So what happens? The nearest radio contact is always detectable, even if it is on the other side of the world, or there is an hardcoded detection limit?
It's limited to something like 1000km...
It's limited to something like 1000km...
mmm... probably too much to be realistic, but cool anyway :up:
Mad Mardigan
12-09-20, 05:04 PM
In SH, you select the missions when you dock, but the date will skip after your departure. That's why you didn't saw mission for eastern British waters. You've docked too early...Not big of a problem though...
Ahh... OK, yeah.. I didn't think to catch the date before I went & docked.
I'll be more watchful of dates, before I dock the next time... Time to go keel haul bernard... :har:
No, just sail around and hunt in areas of your choice and you'll select the mission next time when you visit the bunker. Check QSM and tips manual for more info about the campaign...:yep: You can also try to infiltrate Skapa if you want...
Ok, so from that, I infer that the Campaign will continue rolling onwards, despite docking earlier. With the end result being i can chose to go with 'BtF' or the East Coast patrol then, or :D both then... Good to know.
:hmmm: :hmmm: :arrgh!: Think I may just take a crack at 'BtF'... see what results I do, see if I can do more than ol' Prien's trip there... :D
:timeout: BUT....
1st things 1st, before I get too far ahead, that is.. I am at sea, haven't made it to either area, just having cleared the Skrag inlet area... & into the more open waters where I can decide head for Scapa or the East coast of England. :shucks:
Hmm.... decisions... decisions... :haha:
Thanks for the reply back about that, vdr
M. M.
:Kaleun_Salute:
Fragtzack
12-09-20, 06:36 PM
Hats off to SkyBaron for making Enigma mod. This is just wow.
:Kaleun_Cheers: :salute: :yeah:
Is patch 2.2.21 compatible with "The Wolves of Steel v2.2 version - ready for download (Steam v1.2.0 compatible)"?
@vdr1981:
A little suggestion for aircraft roster: game currently uses Short Sunderland model as proxy for Italian z-501 Gabbiano flying boat. I would suggest changing the proxy to German Bv-138 - while it looks nothing like z-501, at least it's an Axis flying boat so there's no risk of player mistakenly shooting down friendly plane.
For a more permanent solution, I'll be adding z-501 to the list of aircraft to model for upcoming unit pack.
vdr1981
12-12-20, 08:41 AM
while it looks nothing like z-501, at least it's an Axis flying boat so there's no risk of player mistakenly shooting down friendly plane.
For a more permanent solution, I'll be adding z-501 to the list of aircraft to model for upcoming unit pack.
Thanks Kapuhy, I'll note this, although practically there is almost no chance for something like this to happen in the game...:yep:
Looking forward to your new units pack...:up::up::salute:
@vdr1981:
A little suggestion for aircraft roster: game currently uses Short Sunderland model as proxy for Italian z-501 Gabbiano flying boat. I would suggest changing the proxy to German Bv-138 - while it looks nothing like z-501, at least it's an Axis flying boat so there's no risk of player mistakenly shooting down friendly plane.
For a more permanent solution, I'll be adding z-501 to the list of aircraft to model for upcoming unit pack.
Except for a few very popular planes, most of which are already in game, Reggia Aeronautica aircraft are not very common neither in videogames/mods, nor in on-line 3D model collections. The Z-501 Gabbiano will make a nice SH5 addition and it will be appreciated even more by the Italian players like me :up:
While you are working on a proper model, the generic three-engined flying boat standing-in for the PBY Catalina in stock game could be used in place of the Italian aircraft, but with the two lateral engines removed.
MoldyTyler
12-13-20, 12:38 AM
Silent Hunter 5 is one of those games you come back to, get excited about playing, then stop playing it because you find yourself always making little adjustments and messing about.
I decided to get back into it and did a fresh install and installed TWOS and tweaked everything to my liking. I finished the patrol in Danzig Bay, re bunkered in Kiel and now I'm just exiting the Kiel Canal to head to the British coast.
At the exit of the Kiel Canal there are two warships, showing a purple contact on the map. Anyone have a list of what the contact colors mean? Red is enemy shipping, green is neutral, blue is allied.. what is purple?
Aktungbby
12-13-20, 02:40 AM
MoldyTyler!:Kaleun_Salute: after a 5 year silent run!:up:
Drakken
12-14-20, 12:28 PM
First, thank you very much for this most excellent and immersive mod. :up: What I love also is that it strives for as much realism as possible, so I have a number of small suggestions for a future update:
1) Would it be possible to decrease the patrol radius of secondary patrol grids from 120 km to 40-60 km? U-boats were usually requested to patrol a small quadrant, far smaller than 120 km. Also, since it is recommended to complete patrols in a single setting without saving, the area in which the player is unable to save without breaking his patrol mission is quite large.
2) Instead, 120 km radius missions could be integrated with new types of orders, in which BdU requests the u-boat to patrol possible convoy traffic lines between two quadrants back and forth either, North-South or East-West, for a number of hours. These are more compable with larger patrol radius.
3) After firing all their torpedoes, u-boats would often be requested to remain on patrol and serve as weather stations until they could return to base after or around a set date. I propose that after reporting on your status with no torpedoes, you would either receive orders to return to base OR to reach a set patrol grid (usually closer to possible future operations) and send regular weather reports for a number of hours.
When you reach the radius and lay inside the radious, you would receive interval blue messages from BdU to report weather, regularly, each 4 and 8 hours. When your time is completed, you'd either be ordered to head to another patrol grid and report weather again, or odds would be increasingly that you'd be ask to return to base to resupply.
Of course, you can still decide to return to base nonetheless, but this would impact on your Rating and possible Renown gains. Also, under a set fuel percentage you would always be requested to return to base.
What do you think? Would these changes be possible?
Thanks!
derstosstrupp
12-14-20, 12:32 PM
First, thank you very much for this most excellent and immersive mod. :up: What I love also is that it strives for as much realism as possible, so I have a number of small suggestions for a future update:
1) Would it be possible to decrease the patrol radius of secondary patrol grids from 120 km to 40-60 km? U-boats were usually requested to patrol a small quadrant, far smaller than 120 km. Also, since it is recommended to complete patrols in a single setting without saving, the area in which the player is unable to save without breaking his patrol mission is quite large.
2) Instead, 120 km radius missions could be integrated with new types of orders, in which BdU requests the u-boat to patrol possible convoy traffic lines between two quadrants back and forth either, North-South or East-West, for a number of hours. These are more compable with larger patrol radius.
3) After firing all their torpedoes, u-boats would often be requested to remain on patrol and serve as weather stations until they could return to base after or around a set date. I propose that after reporting on your status with no torpedoes, you would either receive orders to return to base OR to reach a set patrol grid (usually closer to possible future operations) and send regular weather reports for a number of hours.
When you reach the radius and lay inside the radious, you would receive interval blue messages from BdU to report weather, regularly, each 4 and 8 hours. When your time is completed, you'd either be ordered to head to another patrol grid and report weather again, or odds would be increasingly that you'd be ask to return to base to resupply.
Of course, you can still decide to return to base nonetheless, but this would impact on your Rating and possible Renown gains. Also, under a set fuel percentage you would always be requested to return to base.
What do you think? Would these changes be possible?
Thanks!
I love these suggestions, I too would love to see a little more variability in orders issued by BdU.
First, thank you very much for this most excellent and immersive mod. :up: What I love also is that it strives for as much realism as possible, so I have a number of small suggestions for a future update:
1) Would it be possible to decrease the patrol radius of secondary patrol grids from 120 km to 40-60 km? U-boats were usually requested to patrol a small quadrant, far smaller than 120 km. Also, since it is recommended to complete patrols in a single setting without saving, the area in which the player is unable to save without breaking his patrol mission is quite large.
2) Instead, 120 km radius missions could be integrated with new types of orders, in which BdU requests the u-boat to patrol possible convoy traffic lines between two quadrants back and forth either, North-South or East-West, for a number of hours. These are more compable with larger patrol radius.
3) After firing all their torpedoes, u-boats would often be requested to remain on patrol and serve as weather stations until they could return to base after or around a set date. I propose that after reporting on your status with no torpedoes, you would either receive orders to return to base OR to reach a set patrol grid (usually closer to possible future operations) and send regular weather reports for a number of hours.
When you reach the radius and lay inside the radious, you would receive interval blue messages from BdU to report weather, regularly, each 4 and 8 hours. When your time is completed, you'd either be ordered to head to another patrol grid and report weather again, or odds would be increasingly that you'd be ask to return to base to resupply.
Of course, you can still decide to return to base nonetheless, but this would impact on your Rating and possible Renown gains. Also, under a set fuel percentage you would always be requested to return to base.
What do you think? Would these changes be possible?
Thanks!
They might or they might no br easy to implement, but they are definitely cool :up:
les green01
12-16-20, 12:05 AM
First, thank you very much for this most excellent and immersive mod. :up: What I love also is that it strives for as much realism as possible, so I have a number of small suggestions for a future update:
1) Would it be possible to decrease the patrol radius of secondary patrol grids from 120 km to 40-60 km? U-boats were usually requested to patrol a small quadrant, far smaller than 120 km. Also, since it is recommended to complete patrols in a single setting without saving, the area in which the player is unable to save without breaking his patrol mission is quite large.
2) Instead, 120 km radius missions could be integrated with new types of orders, in which BdU requests the u-boat to patrol possible convoy traffic lines between two quadrants back and forth either, North-South or East-West, for a number of hours. These are more compable with larger patrol radius.
3) After firing all their torpedoes, u-boats would often be requested to remain on patrol and serve as weather stations until they could return to base after or around a set date. I propose that after reporting on your status with no torpedoes, you would either receive orders to return to base OR to reach a set patrol grid (usually closer to possible future operations) and send regular weather reports for a number of hours.
When you reach the radius and lay inside the radious, you would receive interval blue messages from BdU to report weather, regularly, each 4 and 8 hours. When your time is completed, you'd either be ordered to head to another patrol grid and report weather again, or odds would be increasingly that you'd be ask to return to base to resupply.
Of course, you can still decide to return to base nonetheless, but this would impact on your Rating and possible Renown gains. Also, under a set fuel percentage you would always be requested to return to base.
What do you think? Would these changes be possible?
Thanks!
that be great
derstosstrupp
12-19-20, 12:49 PM
Would there be a way to mod something in to keep notes in game? I know there’s the chalkboard, but that seems very limited, or is there already a way to keep notes in the game that I’ve been missing?
Would there be a way to mod something in to keep notes in game? I know there’s the chalkboard, but that seems very limited, or is there already a way to keep notes in the game that I’ve been missing?
Well there's a Ship's Journal included in TWoS that you can write in, perfect to keep your own KTB in game:
https://www.subsim.com/radioroom/showpost.php?p=2568510&postcount=454
derstosstrupp
12-19-20, 08:57 PM
Well there's a Ship's Journal included in TWoS that you can write in, perfect to keep your own KTB in game:
https://www.subsim.com/radioroom/showpost.php?p=2568510&postcount=454
Thanks! That link is what I needed, I knew about the journal but I was missing some crucial steps there.:Kaleun_Salute:
BlackKing
12-27-20, 06:30 AM
When I start the game it shows me an error (files are damaged) plz help
Aktungbby
12-27-20, 02:05 PM
BlackKing!:Kaleun_Salute:
Ulrich Kröpke
12-30-20, 05:05 AM
I play SH.5 and TWoS 2.2.21 full pack with manuel targeting. When I open the WO.menu at the bottom of the game and mark a ship and press "space" the WO.only tells me that he sees a "unknown ship". Even pressing the identify botton two times, there is only the information"unknown ship". I remember that before the WO.gave me the info.what kind of ship it is. Was there a change with the new update or did the procedure change?
vdr1981
12-30-20, 08:09 AM
I play SH.5 and TWoS 2.2.21 full pack with manuel targeting. When I open the WO.menu at the bottom of the game and mark a ship and press "space" the WO.only tells me that he sees a "unknown ship". Even pressing the identify botton two times, there is only the information"unknown ship". I remember that before the WO.gave me the info.what kind of ship it is. Was there a change with the new update or did the procedure change?
Negative Sir, nothing has changed regarding ship recognition. "I have an unknown ship" response is normal for cloned vessels which aren't shown in SOAN and Wolves have a number of them. Only when you press "identify target" button your XO will tell you the exact name of the marked vessel and her mast height data will be automatically sent to TDC...
Ulrich Kröpke
12-31-20, 06:12 AM
Sir vdr1981, where do I find this "identify target botton"?
vdr1981
12-31-20, 07:41 AM
Sir vdr1981, where do I find this "identify target botton"?
Enable and check the description of "Ship Auto Recognition" optional addon...:yep:
vdr1981
12-31-20, 08:10 AM
https://i.postimg.cc/W4vd2nLk/2-2-2.jpg
v 2.2.22 changelog:
- More campaign traffic lines improvements and fixes: redirected several traffic lines in the Mediterranean in which ships for axis needs would get too close to allied controlled waters.
- Coastal schooners (small merchants with sails) are transferred to the appropriate ships category type (Coastal vessels) so that they won't be seen anymore on long oversea routs.
- Added realistic KM grid map visible on navigator's table in the command room.
- Added 8/16/32km tooltip for radar range dial.
- Radar apparatus is moved higher up for approximately 10-15cm so that radar display can bee seen better even without player manning the station (this will be useful for early radars without 360 deg scan capabilities).
- Fixed GR2 editor error for stern torpedo room.
- Compressed air dials in the command room will act independently simulating multiple CA storage (0-50% and 50-100%).
- Edited low wind speed waves shape for more realistic sea appearance and U-boat behavior.
- Increased cooldown intervals for units in coastal traffic lines by approximately 0.5 days and lowered probabilities of forming larger coastal traffic groups of 3 or more vessels.
- Removed range data from radioman's "bearing to nearest stationary radio source/beacon", NDB activation intervals increased to 4h.
- Added radar capabilities for air raid sirens for better in game behavior and timely response.
- Airstrikes.cfg tweaks: increased attenuation factor, reduced AB skill modifiers.
- Mosquito fighter-bombers moved from "bombers "to "fighters" category, which is more appropriate category for this type of airplanes.
- Reduced number of available bombers/torpedo bombers in AB and AC groups in order to prevent planes over-spawn problem which can corrupt gamesaves and/or CTD the game.
- Minimum 2 escort ships: Edited sea traffic groups in order to ensure that minimum of 2 escort ships are assigned to convoy protection duties if game decides to spawn protection for given group, since single escort ship on convoy protection duty can not react very well and she will simply ignore the threat most of the time.
- Edited composition of some naval groups/convoys for more realistic in game appearance and behavior.
- A big thank you for the latest outstanding TWoS supporters/donors: Michael "Skin-nl" Kotte and Leslie Green! Thank you very much captains! I wish you all Merry Christmas, happy new year and lots of good hunting with Wolves!
Download links in my signature,
Install in port and continue campaign...
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy new year hunting!
https://i.postimg.cc/Vvd67ZM3/SH5-Img-2018-02-15-15-31-18-1.png
Texas Red
12-31-20, 09:37 AM
Thank you! Will download ASAP! :salute:
les green01
12-31-20, 10:01 AM
thank you downloading now
embraceentropy
12-31-20, 11:01 PM
I've tried the first campaign patrol 3 times in version 2.2.21. I never receive the rebase at Kiel message even though the icon moves to Kiel on-time (based on other posts) and I can dock there after the patrol is over. In those attempts I have always made it to the intercept point and completed both objectives. Whether or not I sink anything or send status/contact reports I never receive the rebase message. I followed the install & campaign start instructions.
Since my port changes to Kiel it appears the campaign is progressing. However, I believe it is still an indicator of an issue that could have me miss out on other important communications. The first attempt I didn't know there was supposed to be a rebase and didn't figure it out until I returned to Memel & realized my base had changed. Should I be worried about this?
Mods:
TWoS Aspect Ratio Fix 21x9
TWoS Officer Icons as Stations
TWoS Real Navigation
TWoS SM Interior_Food Stocks
TWoS Encrypted BdU Orders
TWoS Remove Map Plastic Cover
TWoS Missing Nav Map Coordinates_Fix
Boogie's Refit for TWOS v3.0 Complete
Darkened Recognition Manual v2.0 by Torpedo
Bstanko6's Low Contrast Message Box
Bstanko6's Radio Channels Final
Now that's a good start of the year! Thanks vdr1981 :salute:
Muckenberg
01-01-21, 08:00 AM
Good day
Good luck, health and all the best until 2021.:Kaleun_Cheers:
And now to the TWOS.
I will just end part of the "Mare Nostrum" campaign and I have a few questions here.
I have already drawn attention to the involvement of the US Navy in the war in TWOS. It just seems very strange to me, why do I have to fight the US Navy in May 1941 in the Mediterranean? US warships are escorting convoys here during this period, and that's a little weird in my opinion.
I do not know how it was with merchant ships and their participation in English convoys, both in the Atlantic and in the Mediterranean.
Wouldn't the active involvement of the USA in the TWOS war really come closer to reality? After all, the mutual "flirting" between the US Navy and the Kriegsmarine before 10.12. 41 shouldn't change history that much.
My next question is directed to the port of Toulon.
Here was anchored by the fleet of "Forces of the High Sea" led by its flagship battle cruiser "Strasbourg". If I'm not mistaken, the French had the defense of this port until November 42.
Would it be possible to set these facts into play in TWOS? I mean add Strasbourg to the port and give the French DD before the port? That is, if the game allows it.
Where is it possible to reduce supplies in the Mediterranean? Toulon, La Spezia, Piraeus and elsewhere?
And one more discrepancy. It's been a long time since I asked Veck about the impossibility of crossing Gibraltar from the Mediterranean to the Atlantic during one part of the campaign. Now I don't remember which one.:k_confused: And during the discussion, we came to the conclusion whether it can be ruled out at all whether such an order was not issued by chance. The order was not issued because the power of the U-boat was not enough. The U-boot would have to float to the surface on diesel engines, and that would probably be completely out of the question at the time.
Thank you very much to all the moderators, contributors, people who are willing to advise what they care about the SH5 world here and keep the game alive and gradually rid it of all its diseases.
I am sorry for my English.
Ouch thank you for the New Year's gift in the form of an update.:Kaleun_Thumbs_Up:
Ulrich Kröpke
01-01-21, 08:29 AM
Hallo vdr1981, Thanks for helping. I must have had "Tomatoes on my eyes"(german speech).that I did not find the solution myself. I wish you a good and Corona free 2021.
fitzcarraldo
01-01-21, 11:49 AM
Happy New Year and the best for you Vecko, and your family!:Kaleun_Cheers::Kaleun_Cheers:
Many thanks for the new update. :Kaleun_Wink:
Fitzcarraldo :Kaleun_Salute:
vdr1981
01-01-21, 12:05 PM
I've tried the first campaign patrol 3 times in version 2.2.21. I never receive the rebase at Kiel message even though the icon moves to Kiel on-time (based on other posts) and I can dock there after the patrol is over. In those attempts I have always made it to the intercept point and completed both objectives. Whether or not I sink anything or send status/contact reports I never receive the rebase message. I followed the install & campaign start instructions.
Since my port changes to Kiel it appears the campaign is progressing. However, I believe it is still an indicator of an issue that could have me miss out on other important communications. The first attempt I didn't know there was supposed to be a rebase and didn't figure it out until I returned to Memel & realized my base had changed. Should I be worried about this?
Monitor Captains log as well since radio messages received there sometimes won't be transferred to your normal radio messages page, probably due to high time compression or somewhat lower FPS. :yep: From what I heard, I don't think that anything is wrong with your campaign. :yep: Happy hunting! :salute:
embraceentropy
01-01-21, 12:17 PM
Monitor Captains log as well since radio messages received there sometimes won't be transferred to your normal radio messages page, probably due to high time compression or somewhat lower FPS. :yep: From what I heard, I don't think that anything is wrong with your campaign. :yep: Happy hunting! :salute:
I checked message screen, radio screen, & captain's log each time and saw no mention. I started the second patrol and just after leaving the canal I noticed the base icon moved to Wilmeshaven with no mention of a base transfer. Hopefully it will come as the patrol goes on.
vdr1981
01-01-21, 12:23 PM
Good day
Good luck, health and all the best until 2021.:Kaleun_Cheers:
And now to the TWOS.
I will just end part of the "Mare Nostrum" campaign and I have a few questions here.
I have already drawn attention to the involvement of the US Navy in the war in TWOS. It just seems very strange to me, why do I have to fight the US Navy in May 1941 in the Mediterranean? US warships are escorting convoys here during this period, and that's a little weird in my opinion.
I do not know how it was with merchant ships and their participation in English convoys, both in the Atlantic and in the Mediterranean.
Wouldn't the active involvement of the USA in the TWOS war really come closer to reality? After all, the mutual "flirting" between the US Navy and the Kriegsmarine before 10.12. 41 shouldn't change history that much.
Yes, GM convoys (Gibraltar to Malta) have few American ships and escorts assigned, with random spawn chances. Someone sometimes thought that this is a good idea but I can not tell exactly why. Maybe some of these convoys historically indeed have American vessels in their composition? :hmmm:
Anyway, if this proves to be completely incorrect, it would be an easy fix to replace those ships with British...:yep:
My next question is directed to the port of Toulon.
Here was anchored by the fleet of "Forces of the High Sea" led by its flagship battle cruiser "Strasbourg". If I'm not mistaken, the French had the defense of this port until November 42.
Would it be possible to set these facts into play in TWOS? I mean add Strasbourg to the port and give the French DD before the port? That is, if the game allows it.
Quite possible yes...:yep:
Where is it possible to reduce supplies in the Mediterranean? Toulon, La Spezia, Piraeus and elsewhere?You mean to take supplies? Yes, for player's boat only those ports will allow refitting... :yep:
vdr1981
01-01-21, 12:37 PM
First, thank you very much for this most excellent and immersive mod. :up: What I love also is that it strives for as much realism as possible, so I have a number of small suggestions for a future update:
1) Would it be possible to decrease the patrol radius of secondary patrol grids from 120 km to 40-60 km? U-boats were usually requested to patrol a small quadrant, far smaller than 120 km. Also, since it is recommended to complete patrols in a single setting without saving, the area in which the player is unable to save without breaking his patrol mission is quite large.
That wouldn't be a good idea in my opinion. :hmmm: I intentionally increased those patrol zones in order to give some space to the player to perform it's actions with lower chances of actually exiting the invisible zone and resetting the mission counter.
2) Instead, 120 km radius missions could be integrated with new types of orders, in which BdU requests the u-boat to patrol possible convoy traffic lines between two quadrants back and forth either, North-South or East-West, for a number of hours. These are more compable with larger patrol radius.
3) After firing all their torpedoes, u-boats would often be requested to remain on patrol and serve as weather stations until they could return to base after or around a set date. I propose that after reporting on your status with no torpedoes, you would either receive orders to return to base OR to reach a set patrol grid (usually closer to possible future operations) and send regular weather reports for a number of hours.
When you reach the radius and lay inside the radious, you would receive interval blue messages from BdU to report weather, regularly, each 4 and 8 hours. When your time is completed, you'd either be ordered to head to another patrol grid and report weather again, or odds would be increasingly that you'd be ask to return to base to resupply.
Of course, you can still decide to return to base nonetheless, but this would impact on your Rating and possible Renown gains. Also, under a set fuel percentage you would always be requested to return to base.
What do you think? Would these changes be possible?
Thanks!
Those are actually cool suggestions and I was recently thinking to expand secondary missions with similar tasks, but while I was working on the last update I figured out that I have to learn more about ME triggers and events options before I start to work on full implementation...:yep: I never messed up with these much before...
Anyway, good suggestions and inspiration for future updates....:yep:
vdr1981
01-01-21, 12:44 PM
I checked message screen, radio screen, & captain's log each time and saw no mention. I started the second patrol and just after leaving the canal I noticed the base icon moved to Wilmeshaven with no mention of a base transfer. Hopefully it will come as the patrol goes on.
Can you upload few screenshots of your Captains log from Baltic mission patrol? Gamesave would be useful as well...
embraceentropy
01-01-21, 02:41 PM
Can you upload few screenshots of your Captains log from Baltic mission patrol? Gamesave would be useful as well...
Thanks! I PM'ed you a link to screenshots and a few save games (initial save from new campaign generation, save after accepting first mission, save headed to Kiel from patrol (where the screenshots were taken))
Please don't judge my misses!
vdr1981
01-01-21, 03:40 PM
Thanks! I PM'ed you a link to screenshots and a few save games (initial save from new campaign generation, save after accepting first mission, save headed to Kiel from patrol (where the screenshots were taken))
Please don't judge my misses!
You were right. It seems that "rebase in Kiel" message is missing from Encripted BdU Orders addon radio messages files (which your are using as I can see), I'll have to code them in for the next update...:yep: Your gamesaves and screenhots look OK to me...:yep:
Texas Red
01-01-21, 09:51 PM
So, if I am correct, if I play my campaign according to how TWoS wants you to play it (receiving orders from the BdU) I will still gain enough points to get new boats and advance to new campaign chapters?
I may be considering a change for my YT series. :salute:
Xander SoS
01-02-21, 03:51 PM
Has anyone else an issue with the sunrise/sunset times on Mosun Gruppe? The times are wrong on the chalkboard and nautical time doesnt fit the position of the sun.
I've had this issue before and noticed it starts with the second patrol after docking in the Penang base.
Any help greatly appreciated!
vdr1981
01-03-21, 08:43 AM
Has anyone else an issue with the sunrise/sunset times on Mosun Gruppe? The times are wrong on the chalkboard and nautical time doesnt fit the position of the sun.
I've had this issue before and noticed it starts with the second patrol after docking in the Penang base.
Any help greatly appreciated!
Time in SH5 is bit of mystery for me as well. Check this post and the thread, maybe that could help...https://www.subsim.com/radioroom/showpost.php?p=2673178&postcount=108
If you use full real navigation with sextant this thread can be of great help as well...https://www.subsim.com/radioroom/showthread.php?t=246847
skin-nl
01-03-21, 09:53 AM
Thanks Vecko for the update :up:
Happy new year to all :salute:
excel4004
01-03-21, 12:29 PM
Happy New Year all Kaleuns here! :salute:
Vecko.. thanks for another update, hope you have time and energy for 2021 too to make TWoS bigger again, like in the past. Really thanks a lot. :yeah:
:subsim:
After more than a year I reinstalled SH5 and fed it with TWOS 2.22. I find that without your mod this game would not be viable. I am very grateful for your work. Especially when you sit out a long time, you notice the small differences of your mods. It all works a little smoother. Thank you very much and a happy new year.
Michael
Belmondo
01-04-21, 01:05 AM
Good day
Good luck, health and all the best until 2021.:Kaleun_Cheers:
And now to the TWOS.
I will just end part of the "Mare Nostrum" campaign and I have a few questions here.
I have already drawn attention to the involvement of the US Navy in the war in TWOS. It just seems very strange to me, why do I have to fight the US Navy in May 1941 in the Mediterranean? US warships are escorting convoys here during this period, and that's a little weird in my opinion.
I do not know how it was with merchant ships and their participation in English convoys, both in the Atlantic and in the Mediterranean.
Wouldn't the active involvement of the USA in the TWOS war really come closer to reality? After all, the mutual "flirting" between the US Navy and the Kriegsmarine before 10.12. 41 shouldn't change history that much.
My next question is directed to the port of Toulon.
Here was anchored by the fleet of "Forces of the High Sea" led by its flagship battle cruiser "Strasbourg". If I'm not mistaken, the French had the defense of this port until November 42.
Would it be possible to set these facts into play in TWOS? I mean add Strasbourg to the port and give the French DD before the port? That is, if the game allows it.
Where is it possible to reduce supplies in the Mediterranean? Toulon, La Spezia, Piraeus and elsewhere?
And one more discrepancy. It's been a long time since I asked Veck about the impossibility of crossing Gibraltar from the Mediterranean to the Atlantic during one part of the campaign. Now I don't remember which one.:k_confused: And during the discussion, we came to the conclusion whether it can be ruled out at all whether such an order was not issued by chance. The order was not issued because the power of the U-boat was not enough. The U-boot would have to float to the surface on diesel engines, and that would probably be completely out of the question at the time.
Thank you very much to all the moderators, contributors, people who are willing to advise what they care about the SH5 world here and keep the game alive and gradually rid it of all its diseases.
I am sorry for my English.
Ouch thank you for the New Year's gift in the form of an update.:Kaleun_Thumbs_Up:
I have a question whether it is possible to fix the fact that it is me, the captain, who is the last one on the bridge during the dive
excel4004
01-05-21, 02:51 PM
I have a question whether it is possible to fix the fact that it is me, the captain, who is the last one on the bridge during the dive
The Kaleun was always the last one who closed the bulkhead.
derstosstrupp
01-05-21, 03:06 PM
The issue I think is a stock one - you can’t order a dive unless you are below. I agree, wish there were a way to order the dive while topside so you can be the last down.
Xander SoS
01-07-21, 05:48 PM
Great thanks for the reply and update! I'm looking forward to diving right in. Have a good new year.:Kaleun_Wink:
Belmondo
01-09-21, 04:11 AM
The issue I think is a stock one - you can’t order a dive unless you are below. I agree, wish there were a way to order the dive while topside so you can be the last down.
So it is probably not possible to change this option
vdr1981
01-09-21, 04:16 AM
So it is probably not possible to change this option
I don't think it's possible, no...
Belmondo
01-09-21, 06:43 AM
I don't think it's possible, no...
Ok, then I still have a question if you can change something in the files to change the light to red, I change when I want
vdr1981
01-09-21, 08:03 AM
Ok, then I still have a question if you can change something in the files to change the light to red, I change when I want
Interior lights? I don't think so. All those stuff are hard codded to the best of my knowledge...
Belmondo
01-09-21, 09:36 AM
Interior lights? I don't think so. All those stuff are hard codded to the best of my knowledge...
Thanks This is a question of time compression and all kinds of reports related to them, noticed units, planes, how to set it up for real time, e.g. with 1024, as it is in sh3.And why, after saving the game, everything that I have drawn on the map is lost
vdr1981
01-09-21, 11:01 AM
Thanks This is a question of time compression and all kinds of reports related to them, noticed units, planes, how to set it up for real time, e.g. with 1024, as it is in sh3.And why, after saving the game, everything that I have drawn on the map is lost
I'm not sure what are you asking exactly but all TC related settings can be found in main.cfg file and OFEV as well. All setings are there for a good reason so I don't recommend changing any of them since you may mess up game stability, AI reactions and bunch of other things.
embraceentropy
01-09-21, 01:41 PM
You were right. It seems that "rebase in Kiel" message is missing from Encripted BdU Orders addon radio messages files (which your are using as I can see), I'll have to code them in for the next update...:yep: Your gamesaves and screenhots look OK to me...:yep:
I just finished up my second patrol, but never received a message to rebase a wihlmeshaven. After clearing Kiel canal I noticed the icon moved to Wihlmeshaven, but I never received a message (encrypted or not) nor did it show on my objectives list. I was on patrol for three different assigned grids and received the encrypted mission accomplished message. I returned to Wilhmeshaven and docked, which appears to have completed the patrol (the old salt is there so I assume that means I'm in the right home port).
Do I have systematic issue with this or is this another missing BDU message like the Kiel rebase on patrol 1?
Also, donation incoming!
Belmondo
01-09-21, 01:42 PM
I'm not sure what are you asking exactly but all TC related settings can be found in main.cfg file and OFEV as well. All setings are there for a good reason so I don't recommend changing any of them since you may mess up game stability, AI reactions and bunch of other things.
The point is that when the bridge notices something, the compression time from 1024 stops at 1
Or maybe you know why the sounds in the game are not completely but cut off in the middle, or is it frequency dependent?
vdr1981
01-09-21, 03:18 PM
I just finished up my second patrol, but never received a message to rebase a wihlmeshaven. After clearing Kiel canal I noticed the icon moved to Wihlmeshaven, but I never received a message (encrypted or not) nor did it show on my objectives list. I was on patrol for three different assigned grids and received the encrypted mission accomplished message. I returned to Wilhmeshaven and docked, which appears to have completed the patrol (the old salt is there so I assume that means I'm in the right home port).
Do I have systematic issue with this or is this another missing BDU message like the Kiel rebase on patrol 1?
Did you receive and decoded this message on 1stOct ? :hmmm:
1000/1/10/39 19
TCNU KQFM BQSJ UTQX BZBC MUWV SGNT BKCH BWRD RDKE FRTL FPIL YGFT OGLF AGDE XMYV HUDU TCNU KQFM there is also one two days later...
0230/3/10/39 19
JGUM VPHF CZVH LTCI RVUD XMBN RTXW UDBD DXYO HITO QGAW GCJF NLHB VVBD VTTO UQYW OTHQ JGUM VPHFAs far as i can remember these two should note you about the transfer to Wilmhelmshafen. They were "red" in your radio messages box...
Also, donation incoming!Thank you very much! :salute::salute::salute:
vdr1981
01-09-21, 03:23 PM
The point is that when the bridge notices something, the compression time from 1024 stops at 1
Yes, that's exactly how TWoS TC drop is set, regardless of unit coalition (enemy, neutral or friendly).
Or maybe you know why the sounds in the game are not completely but cut off in the middle, or is it frequency dependent?If you have enabled realistic sound travel option that would be the cause...
Belmondo
01-09-21, 03:53 PM
Yes, that's exactly how TWoS TC drop is set, regardless of unit coalition (enemy, neutral or friendly).
If you have enabled realistic sound travel option that would be the cause...
Is this an option in the game settings
vdr1981
01-09-21, 04:09 PM
Is this an option in the game settings
yes
fitzcarraldo
01-09-21, 04:09 PM
Is this an option in the game settings
Yes, in the settings of the game, under sound
options.
TWoS isn't a mod to play at high TC. It is realistic. It is for slow gameplay. I play it at 128 TC max. Slow, but secure. 813 savegames without a CTD.
Best regards.
Fitzcarraldo :salute:
embraceentropy
01-09-21, 06:41 PM
[QUOTE=vdr1981;2720029]Did you receive and decoded this message on 1stOct ? :hmmm:
1000/1/10/39 19
TCNU KQFM BQSJ UTQX BZBC MUWV SGNT BKCH BWRD RDKE FRTL FPIL YGFT OGLF AGDE XMYV HUDU TCNU KQFM there is also one two days later...
0230/3/10/39 19
JGUM VPHF CZVH LTCI RVUD XMBN RTXW UDBD DXYO HITO QGAW GCJF NLHB VVBD VTTO UQYW OTHQ JGUM VPHFAs far as i can remember these two should note you about the transfer to Wilmhelmshafen. They were "red" in your radio messages box...
I did not receive either of those messages. I just decoded both of them and see those were my re-base orders. The only encoded messages I received were to send me to new patrol grids and to inform me of mission complete. In fact, one of them came between the two messages above, on 10/2. Also, I've never had any messages show up in red on the message box, radio box, or captain's log.
Belmondo
01-10-21, 02:54 AM
Yes, in the settings of the game, under sound
options.
TWoS isn't a mod to play at high TC. It is realistic. It is for slow gameplay. I play it at 128 TC max. Slow, but secure. 813 savegames without a CTD.
Best regards.
Fitzcarraldo :salute:
You can explain it more clearly. Because I don't know where to set these scales
Demon777
01-10-21, 04:58 AM
2 Belmondo
the checkbox "Realistic sound travel" in game's Sound settings
vdr1981
01-10-21, 07:46 AM
[QUOTE=vdr1981;2720029]Did you receive and decoded this message on 1stOct ? :hmmm:
1000/1/10/39 19
TCNU KQFM BQSJ UTQX BZBC MUWV SGNT BKCH BWRD RDKE FRTL FPIL YGFT OGLF AGDE XMYV HUDU TCNU KQFM there is also one two days later...
0230/3/10/39 19
JGUM VPHF CZVH LTCI RVUD XMBN RTXW UDBD DXYO HITO QGAW GCJF NLHB VVBD VTTO UQYW OTHQ JGUM VPHFAs far as i can remember these two should note you about the transfer to Wilmhelmshafen. They were "red" in your radio messages box...
I did not receive either of those messages. I just decoded both of them and see those were my re-base orders. The only encoded messages I received were to send me to new patrol grids and to inform me of mission complete. In fact, one of them came between the two messages above, on 10/2. Also, I've never had any messages show up in red on the message box, radio box, or captain's log.
That's strange...:hmmm: They are present in Encr.BdU Orders addon and set as regular date/time controlled campaign radio messages which will regularly appear in your radio message log (big box with radio messages) as "red".
Do you still have one game save prior these dates? How about to restart patrol and test will they appear. If not, then something may not be installed correctly since I never had any problems regarding campaign radio messages...:hmmm:
EDIT:
Also, since my enigma is a bit rusty, can anyone please decode this message for me? If I'm correct, it should be "transfer to Kiel" message...
1133/2/9/39 24
DKUW BQGT GBFJ YRTS ICKH VLVW HVPO IMQV SGWP JJOH LTTF SQVP AZGK APBK BTBO HPSN MXYB URNX RVOF UHIL LUTZ IIPU DKUW BQGT
EDIT 2:
This is what I meant embraceentropy. You never saw message like this in your game?
https://i.postimg.cc/kgFq3n1d/SH5-Img-2021-01-10-14-19-44.jpg
embraceentropy
01-10-21, 09:43 AM
[QUOTE=embraceentropy;2720074]
That's strange...:hmmm: They are present in Encr.BdU Orders addon and set as regular date/time controlled campaign radio messages which will regularly appear in your radio message log (big box with radio messages) as "red".
Do you still have one game save prior these dates? How about to restart patrol and test will they appear. If not, then something may not be installed correctly since I never had any problems regarding campaign radio messages...:hmmm:
EDIT:
Also, since my enigma is a bit rusty, can anyone please decode this message for me? If I'm correct, it should be "transfer to Kiel" message...
1133/2/9/39 24
DKUW BQGT GBFJ YRTS ICKH VLVW HVPO IMQV SGWP JJOH LTTF SQVP AZGK APBK BTBO HPSN MXYB URNX RVOF UHIL LUTZ IIPU DKUW BQGT
EDIT 2:
This is what I meant embraceentropy. You never saw message like this in your game?
I don't recall receiving any messages in red like that. I decoded your message above (screenshot below). I did receive this message during my first patrol, but it isn't for re-base.
I uploaded a save game in the bunker before the second patrol just after selecting the mission. The link in my earlier PM should take you there if you want to take a look.
Is there something else I could check in my files to make sure I have a good install? I would rather not have to start over, but will if required to fix this.
https://i.imgur.com/F8aP2LA.png
vdr1981
01-10-21, 02:37 PM
[QUOTE=vdr1981;2720140]
I don't recall receiving any messages in red like that.
In that case, that doesn't sound good. :hmmm: Do you use any non-TWoS mods by any chance? Did you change some radio messages related options in options file editor? Have you done regular save/reload in bunker on your campaign start in Memel? :hmmm:
I uploaded a save game in the bunker before the second patrol just after selecting the mission. The link in my earlier PM should take you there if you want to take a look. Your gamesaves will work OK in my installation, that's not the point. You have to test them so we can be sure if something is wrong with your installation. :yep: Right now, I have check the files and I don't see any reason why you wouldn't receive "transfer to Wilhelmshafen" messages. Transfer to Kiel Message is indeed missing and that should be fixed...:yep:
Try to pass trough 1st Oct once again and test will those "red messages" be received and then will decide what to do next...:yep:
I assume that you have carefully read PDF install instructions when you installed TWoS mod? Generic patcher stuff ect ?:hmmm:
embraceentropy
01-10-21, 02:59 PM
In that case, that doesn't sound good. :hmmm: Do you use any non-TWoS mods by any chance? Did you change some radio messages related options in options file editor? Have you done regular save/reload in bunker on your campaign start in Memel? :hmmm:
I did make some changes in OFEV regarding messages, but I don't recall what they were. I included screenshots of the message box & radio tabs below. Please let me know if there are any I should I look into. These are the only mods I have active in JSGME:
TWoS Aspect Ratio Fix 21x9
TWoS Officer Icons as Stations
TWoS Real Navigation
TWoS SM Interior_Food Stocks
TWoS Encrypted BdU Orders
TWoS Remove Map Plastic Cover
TWoS Missing Nav Map Coordinates_Fix
Boogie's Refit for TWOS v3.0 Complete
Darkened Recognition Manual v2.0 by Torpedo
Bstanko6's Low Contrast Message Box
Bstanko6's Radio Channels Final
https://i.imgur.com/zCgPH7c.jpg
https://i.imgur.com/C6W05Xg.jpg
Your gamesaves will work OK in my installation, that's not the point. You have to test them so we can be sure if something is wrong with your installation. :yep: Right now, I have check the files and I don't see any reason why you wouldn't receive "transfer to Wilhelmshafen" messages. Transfer to Kiel Message is indeed missing and that should be fixed...:yep:
Try to pass trough 1st Oct once again and test will those "red messages" be received and then will decide what to do next...:yep:
Will do. Do you know if it will mess up my current savegames if I try to load an earlier one in the career (a la SH3)?
I assume that you have carefully read PDF install instructions when you installed TWoS mod? Generic patcher stuff ect ?:hmmm:
Yes, I did. I don't recall any issues during installation. I followed the post install instructions as well, including saving in the bunker right away after starting the campaign and re-loading. I also save just after accepting the mission and re-load before starting the patrol.
vdr1981
01-11-21, 04:04 AM
I did make some changes in OFEV regarding messages, but I don't recall what they were. I included screenshots of the message box & radio tabs below. Please let me know if there are any I should I look into. These are the only mods I have active in JSGME:
TWoS Aspect Ratio Fix 21x9
TWoS Officer Icons as Stations
TWoS Real Navigation
TWoS SM Interior_Food Stocks
TWoS Encrypted BdU Orders
TWoS Remove Map Plastic Cover
TWoS Missing Nav Map Coordinates_Fix
Boogie's Refit for TWOS v3.0 Complete
Darkened Recognition Manual v2.0 by Torpedo
Bstanko6's Low Contrast Message Box
Bstanko6's Radio Channels Final
https://i.imgur.com/zCgPH7c.jpg
https://i.imgur.com/C6W05Xg.jpg
Nothing unusual there I'd say...
Will do. Do you know if it will mess up my current savegames if I try to load an earlier one in the career (a la SH3)?
That shouldn't be the case in SH5. You may have have few misplaced destroyed marks here and there but they are messed up anyway...:yep:
Yes, I did. I don't recall any issues during installation. I followed the post install instructions as well, including saving in the bunker right away after starting the campaign and re-loading. I also save just after accepting the mission and re-load before starting the patrol.OK, I'll prepare small radio messages test mod for you this afternoon so we can test do they actually work or not. :yep: If they don't work from some reason, I'm pretty much sure one clean game/mod installation will solve all the problems .:yep:
EDIT
What is your current in-game date? I'll add few test messages for your ongoing patrol so you don't need to mess up with old gamesaves...
embraceentropy
01-11-21, 08:51 AM
OK, I'll prepare small radio messages test mod for you this afternoon so we can test do they actually work or not. :yep: If they don't work from some reason, I'm pretty much sure one clean game/mod installation will solve all the problems .:yep:
EDIT
What is your current in-game date? I'll add few test messages for your ongoing patrol so you don't need to mess up with old gamesaves...
Thank you!! I'm in the bunker, no mission selected. Date is 10/13/1939.
vdr1981
01-11-21, 09:48 AM
Thank you!! I'm in the bunker, no mission selected. Date is 10/13/1939.
OK. Did you change days in bunker trough KSDCommander or manually in UPC.cfg file maybe? I guess your departure date is 6th Nov 1939. Can you please test that?
embraceentropy
01-11-21, 10:07 AM
OK. Did you change days in bunker trough KSDCommander or manually in UPC.cfg file maybe? I guess your departure date is 6th Nov 1939. Can you please test that?
I'm not at my desktop for the rest of the day to check. However, I have not changed those settings in KSD or manually that I recall. On my savegame and in my report earlier I had not selected a mission yet. I found on the last two patrols that after I select a mission and start patrol the days change.
vdr1981
01-11-21, 10:44 AM
I'm not at my desktop for the rest of the day to check. However, I have not changed those settings in KSD or manually that I recall. On my savegame and in my report earlier I had not selected a mission yet. I found on the last two patrols that after I select a mission and start patrol the days change.
OK, here is the mod...https://www.mediafire.com/file/kk9lqcy66zojmta/Radio_messages_TEST.rar/file
Extract it and enable it last in your JSGME.
Then load the bunker gamesave, start your patrol and on 9th and 10th Nov you should receive several test "red" radio messages like this...
https://i.postimg.cc/SsqQmP02/SH5-Img-2021-01-11-16-23-48.jpg
I estimate that your patrol will start few days before Nov 9th so try to move to some "quiet" location and punch TC to the max until those dates are reached...:yep:
The test mod won't mess up your campaign in any way and it can be disabled and deleted anytime...
embraceentropy
01-11-21, 06:38 PM
Try to pass trough 1st Oct once again and test will those "red messages" be received and then will decide what to do next...
I started by testing my bunker save before the second patrol. The date was 9/5/39 before starting patrol and was 10/3 after starting patrol. I TC'ed out to 10/6 and never received an encoded message nor a a message to re-base. No messages in red.
OK, here is the mod...
Extract it and enable it last in your JSGME.
Then load the bunker gamesave, start your patrol and on 9th and 10th Nov you should receive several test "red" radio messages like this...
I estimate that your patrol will start few days before Nov 9th so try to move to some "quiet" location and punch TC to the max until those dates are reached...:yep:
The test mod won't mess up your campaign in any way and it can be disabled and deleted anytime...
I exited the game, applied your mod, and loaded in the bunker after the second patrol. I selected a mission and started patrol. Before starting patrol it was 10/13, after it was 11/10. I TC'ed and received the test messages highlighted in red in my radio message box.
OK. Did you change days in bunker trough KSDCommander or manually in UPC.cfg file maybe? I guess your departure date is 6th Nov 1939. Can you please test that?
I checked KSD and days in port is set to 28 to 28. I don't recall changing it from default in KSD or manually.
vdr1981
01-11-21, 06:52 PM
I exited the game, applied your mod, and loaded in the bunker after the second patrol. I selected a mission and started patrol. Before starting patrol it was 10/13, after it was 11/10. I TC'ed and received the test messages highlighted in red in my radio message box.
Great! This part is important. :yep: This means that your radio messages work as intended. Why you've missed transfer to Wilhelmshaven messages if you were on patrol at that time I really can not tell but I'll start new campaign to test them once again.
From everything I saw I'd say that your game is working OK. I don't think your installation is corrupted in any way since It seems that you know what you're doing...:yep:
embraceentropy
01-11-21, 07:00 PM
Great! This part is important. :yep: This means that your radio messages work as intended. Why you've missed transfer to Wilhelmshaven messages if you were on patrol at that time I really can not tell but I'll start new campaign to test them once again.
From everything I saw I'd say that your game is working OK. I don't think your installation is corrupted in any way since It seems that you know what are you doing...:yep:
Thank you for the excellent support! I'm going to back the mod out and start my 3rd patrol. Let me know if you need any other test/data from me. Otherwise, I will let you know what happens at the next transfer.
vdr1981
01-11-21, 07:04 PM
Thank you for the excellent support! I'm going to back the mod out and start my 3rd patrol. Let me know if you need any other test/data from me. Otherwise, I will let you know what happens at the next transfer.
There won't be any more transfers in Coastal Waters campaign so just relax and hit those Tommies as hard as you can Kaleun! Happy hunting! :salute::salute:
fitzcarraldo
01-12-21, 06:29 PM
Congratulations to Vecko, Best modder of 2020 for TWoS! :Kaleun_Cheers:
Well deserved!
Fitzcarraldo :Kaleun_Salute:
Fragtzack
01-15-21, 05:43 AM
Sunk this coal freighter tonight. While waiting for the ship to get in fire position, kept thinking that the ship looks awfully large in game to only be 2900T.
So after the sinking, looked at the description info a little closer.
The SS Cree was a real ship. The actual ship type was a "bulk cargo carrier" which can haul coal, but other bulks was carried also. In fact when SS Cree was sunk in WW2, SS Cree was carrying Iron Ore.
Well here is the thing:
The SS Cree was larger than 2900T in real life and in game, the dimensions "eyeballed" appears too big for 2900T also.
Is this a stock ship? Anyone feel liking fixing this ship to have a correct tonnage?
https://www.wrecksite.eu/wreck.aspx?16226
Tonnage for this ship should be more like 4791T according to the link with the details of the SS Cree.
RIP 44 crew of the SS Cree - 21/11/1940
Mad Mardigan
01-17-21, 07:03 PM
Ahoy, vecko aka vdr1981... & congrats on Subsim 2020 best of award shipmate... :Kaleun_Cheers:
M. M.
:Kaleun_Salute:
Demon777
01-18-21, 05:33 AM
...Is this a stock ship? Anyone feel liking fixing this ship to have a correct tonnage?...
yeah, I have the same feeling.
If you wish to have more historically correct tonnage, you may change it in ships' cfg files (Sea folder) manually.
But, note that tonnage there is for displacement, not for GRT!!
Onkel Neal
01-18-21, 10:12 AM
Asking for a friend ;)
I am running Windows 10, with a 2080 Ti card, using the steam version, just purchased 5 days ago. I played as much as I could without mods and the main issue was not being able to set the gameplay options. Sunk over 560000 tonnes of shipping, no torpedo problems.
Now that I have installed TWoS only one in five torpedoes goes to target and is normally a dud, the others go off course almost immediately and go in circles, occasionally hitting my sub and then being told it was also a dud.
What on earth is wrong with this? I can only sink ships with my deck gun.
vdr1981
01-20-21, 11:21 PM
Asking for a friend ;)
Hi Neal and sorry for late reply.
Sounds most likelly like a incorrect TWoS mod installation. Your friend should re-read available TWoS pdf install instructions and pay special attention to the step 2 which describes proper generic patcher activation.
But, note that tonnage there is for displacement, not for GRT!!
Wait, is it?
Quick googling shows Liberty GRT as 7170 and displacement as 14300 tons, figure in cfg file is 7170 so at least for merchants it appears to be GRT.
Edit: displacement can be separately defined in .sim file with Goblin Editor, as well as ship's mass. Value in cfg is GRT, though I suppose it's taken by simulation as displacement in case no displacement was defined in .sim file.
Demon777
01-22-21, 05:01 AM
Wait, is it?
Quick googling shows Liberty GRT as 7170 and displacement as 14300 tons, figure in cfg file is 7170 so at least for merchants it appears to be GRT.
I mean that in cfg stands 'displacement' parameter, not GRT
I mean that in cfg stands 'displacement' parameter, not GRT
Maybe there is a bit of confusion, or most probably it is only a language barrier, bu in any case:
displacement: the weight of water displaced by a ship, expressed either in long tons or metric tonnes. Due to Archimedes' principle, this is also the weight of a ship. In game, this parameter is stored in sea unit's .sim file, and it will affect unit's physic properties.
Gross register tonnage: the total internal volume of a ship, expressed in register tons (1 grt = 100 cubic feet = 2.83 cubic metres). In game, this parameter is stored in sea unit's .cfg file and, as in real warfare, it is used for estimating the success of U-boat captains. It has no effect on ship physics.
I done the last days some tests about page ini files (...data\Menu\Pages) and sunk for it some ships. This ships are in port Wilhelmshaven at december 1939 and logically German ship.
Now my question: Can it could be that if you sank German ships, then the game crash or just freezed when open the logbook after sunk a German ship?
If I load for testing a single mission and sunk a british or american ship I do not have this issue.
Without the little changes in page ini files I have it too.
Now my question: Can it could be that if you sank German ships, then the game crash or just freezed when open the logbook after sunk a German ship? If I load for testing a single mission and sunk a british or american ship I do not have this issue.
This issue was reported here:
https://www.subsim.com/radioroom/showpost.php?p=2709939&postcount=720
Apparently, sinking a friendly ship may cause game to CTD when entering captains log. SH5 seems to be CTD'ing while trying to find missing court martial and execution cutscene :03:
This issue was reported here:
https://www.subsim.com/radioroom/showpost.php?p=2709939&postcount=720
Apparently, sinking a friendly ship may cause game to CTD when entering captains log. SH5 seems to be CTD'ing while trying to find missing court martial and execution cutscene :03:
Okay, than it is clear and I will use for testings a save game from campaign with a british vessel in front of my sub. :03:
This issue was reported here:
https://www.subsim.com/radioroom/showpost.php?p=2709939&postcount=720
Apparently, sinking a friendly ship may cause game to CTD when entering captains log. SH5 seems to be CTD'ing while trying to find missing court martial and execution cutscene :03:
Someone should check if the same is happening in stock game. I am pretty confident that the bug was introduced with TDW's New UIs. If confirmed, that would help narrowing down the problem.
Someone should check if the same is happening in stock game. I am pretty confident that the bug was introduced with TDW's New UIs. If confirmed, that would help narrowing down the problem.
I done a short test with stock SH5 in a VM installation with VirtualBox and Win10 (Dev-Build 21296.1010). With last official Ubisoft patch 1.2.0 and I got the same issue/bug with it.
For the test I start new campaign with chapter Happy Time and suck directly the first German ship in front of my in Wilhelmshaven. Result was the same like in TWoS and the game freezed and sound hang in a loop.
I done a short test with stock SH5 in a VM installation with VirtualBox and Win10 (Dev-Build 21296.1010). With last official Ubisoft patch 1.2.0 and I got the same issue/bug with it.
For the test I start new campaign with chapter Happy Time and suck directly the first German ship in front of my in Wilhelmshaven. Result was the same like in TWoS and the game freezed and sound hang in a loop.
Thank you for testing GrenSo, and sorry for wasting your time. I still believe that the problem is UI related, but tracking it down might be more complicated than I hoped...
WaffenPL
01-31-21, 02:07 PM
Hello, got question about new subs. I just completed the first campaign i change the base to St.Lorient and iam still in VIIA no chance to upgrade it. Anyone got sollution?
Aktungbby
02-01-21, 01:41 AM
WaffenPL!:Kaleun_Salute:
excel4004
02-02-21, 10:29 AM
Hello, got question about new subs. I just completed the first campaign i change the base to St.Lorient and iam still in VIIA no chance to upgrade it. Anyone got sollution?
Here you can see when new subs are available:
https://www.subsim.com/radioroom/showpost.php?p=2201543&postcount=64
WaffenPL
02-02-21, 12:23 PM
U dont understand my question. I Know the dates i just dont get the new boat.Iam now in western Aproches and still in VIIA ...
Sam.Willow
02-02-21, 06:51 PM
In game it it February 1943. I have received a message to stop further hostilities and return to port. On the way their I am awarded with a "NEW" submarine. It looks like my Type VII sub but after boarding it I find that I have fewer torpedoes and a aft canon.
This seems a strange way to reward an ACE captain?
What is up with this?
Sam Willow
Muckenberg
02-02-21, 11:11 PM
U-flak?
Texas Red
02-03-21, 08:16 AM
It’s a U-FlaK. If you don’t want it reload your last save before docking. And deny the offer for a new boat. You will get your VIIC/41 in the last campaign chapter in 1944.
Muckenberg
02-06-21, 02:14 AM
Yes, GM convoys (Gibraltar to Malta) have few American ships and escorts assigned, with random spawn chances. Someone sometimes thought that this is a good idea but I can not tell exactly why. Maybe some of these convoys historically indeed have American vessels in their composition? :hmmm:
Anyway, if this proves to be completely incorrect, it would be an easy fix to replace those ships with British...:yep:
Quite possible yes...:yep:
You mean to take supplies? Yes, for player's boat only those ports will allow refitting... :yep:
Good day
So I studied my materials for the US Navy's involvement in the May 1941 war in the Mediterranean. And I didn't find any mention of it. So if you could exchange US Navy ships for Royal Navy ships, it would be historically more faithful.
Now to Toulon. This port has been part of "neutral" unoccupied France since June 1940 and lasts until the German occupation in November 1942. The main components of the French war fleet are moored in this port and I really do not want to believe that it would be possible to supply German submarines.
If this is true, would the possibility of supply in Toulon be abolished?
I know, I don't have to sail there with my submarine and it's over.:D But this modification of the game would move TWoS more towards historical accuracy.
And I'd rather not write about crossing Gibraltar from the Mediterranean to the Atlantic.:D:D
Captain_AJ
02-06-21, 02:58 PM
Tts been a long time bejing biden can eat some crack
Aktungbby
02-06-21, 06:38 PM
Captain_AJ!:Kaleun_Salute:nice silent run!:yeah:
Storm501
02-08-21, 10:52 AM
Not possible using your radio beacons, but very possible if landmarks/daymarks are placed around SH5's coasts, and their exact position is marked on map.
Of course, that would only help in daytime and in clear weather. When visibility is low, lighthouses would be of more help. During WWII the Germans blacked out lighthouses in their territory. Nonetheless I know for sure that, in occupied France, "landing" lighthouses close to ports were illuminated (and then immediately switched off again) when Axis shipping was in bound. I don't know if U-boats would have qualified for this additional help, anyway stock lighthouses illuminated by TDW are of little help for two reasons:
- they all have the same appearance and they emit the same light, so distinguishing one frome the other is difficult;
- their position is not clearly marked on the nav map.
As we already agreed, in your implementation of radio beacons there is no use in having more than one antenna per base. If the antenna of the port we are currently approaching was destroyed (which is a pretty cool feature by the way :up:), and our RDF device detects another signal further away, we will notice the mistake immediately after taking the second bearing, because it will be so close to 90 deg that, for it to apply to the closer (but destroyed) antenna, we should be much farther from our port than our navigator's position fix is telling us :yep:
For the reasons I explained above, my vote goes to beacons emitting only few hours per day and range data not being available to the player but, if possible, I would limit the range of each antenna so that they don't overlap with each other and we avoid confusion :salute:
I would like to offer ideas to the NDBs (non-directional radio beacons). I have experience with them in aviation, not naval.
In real life you can hear their 2-3 letter ID, so that way you know which is Brest and which is Lorient. Also to crude extent you can estimate are you at short/long range by signal clarity/strenght.
If they emit only few hours a day, can this be invididual to each beacon? If Brest would emit 14-15z and Lorient 15-16z, that way we could ID them.
If the above is not possible, I would argue that range information, although unrealistic, is necessary to balance the lack of other possibilities as invididual ID cannot be simulated in the game.
Adding more lighthouses to the game would be awesome. Especially if they could have own light morse code or specific times of the day when the light appears. Even if this is not possible, lighthouses or landmarks would be beneficial. Displaying them on the navmap - Not a problem. Just make PDF of locations and players can draw the relevant ones themselves.
I would like to offer ideas to the NDBs (non-directional radio beacons). I have experience with them in aviation, not naval.
In real life you can hear their 2-3 letter ID, so that way you know which is Brest and which is Lorient. Also to crude extent you can estimate are you at short/long range by signal clarity/strenght.
If they emit only few hours a day, can this be invididual to each beacon? If Brest would emit 14-15z and Lorient 15-16z, that way we could ID them.
If the above is not possible, I would argue that range information, although unrealistic, is necessary to balance the lack of other possibilities as invididual ID cannot be simulated in the game.
Hi Storm, you are making some good points. My remarks:
- If I got Vecko's explainations (https://www.subsim.com/radioroom/showpost.php?p=2711398&postcount=13510) on this feature, his simulated NDBs are in reality normal radio messages. I am noot susre ifm besides distance and direction of the emitter, also message content can be known by the player. Probably yes, in which case the text of the message could be a simple three-letter code denoting the antenna emitting the signal.
- Different daily emission patterns for each antenna should be easy to simulate, and they could help identifying better the antenna of the intercepted NDB signal.
- Even if we knew exactly the name (and thus the location) of the intercepted NDB. there would be no point in placing two or more antennas close to each other, because only one signal (the closest one) can be intercepted at any given time. This limits us to having only one antenna per port, and to plotting our position using the second method I described at post #13544 (https://www.subsim.com/radioroom/showpost.php?p=2712457&postcount=13544).
- For the plotting to be accurate, NDB bearings should be taken pretty near to port. Navigator's dead marks can be used to sail to an appropriate position. Since only one NDB per port is implemented, even supposing that the antenna of that port was destroyed, and that we are actually intercepting the signal of the second nearest port, there would be a very little chance of us not noticing that, as the result of our plot would be totally unconsistent with our approximately known position.
Indeed, radio ID's and range to the beacon would provide a further evidence of that, but I am afraid that the latter would be more useful as a cheat than for anything else.
Adding more lighthouses to the game would be awesome. Especially if they could have own light morse code or specific times of the day when the light appears.
Switching lights on and off depending on time of the day would be tricky but, at night, real lighthouses can be identified by the color, flashing pattern and duration of the light pulses. These characteristics are reported on nautical charts and they can also be found on many websites. For some lighthouses, even historical data is provided when their light's characteristics have changed over the years. Simulating them in game via particle generators is relatively easy.
Even if this is not possible, lighthouses or landmarks would be beneficial.
This one should be their main usage, since for most of WWII the majority of the European lighthouses was switched off :yep:
Displaying them on the navmap - Not a problem. Just make PDF of locations and players can draw the relevant ones themselves.
...or, even better, a vectorial icon can be placed directly on nav map in each lighthouse's position.
Storm501
02-12-21, 11:22 AM
Here one idea on how NDB arrival to port could be implemented. The key would be to install NDB's at visually distinctable objects, so you can visually confirm that you have sailed to the correct NDB.
https://sun9-74.userapi.com/impf/1TZl04YfzU3MmgBMz117TvaCd7Ebz4EGXfvF1w/Wuk9G2V5Lks.jpg?size=1075x928&quality=96&proxy=1&sign=e951f3e12f62ecec4f74935535583925&type=album
In this example there are 4 NDB on 2 light byos and 2 light houses. Larmor Plage "castle" is simply useful as visual reference, even in limited visibility.
https://sun9-3.userapi.com/impf/ngaT5Hm6Dm0ZX0RD9jT_H56YpIjVkgeZffjJNw/SBlU3JNZCic.jpg?size=990x792&quality=96&proxy=1&sign=24c0e0d369eabd550afb8e11f75be69e&type=album
I have modded the TWOS Lorient harbor chart to illustrate this example. I hope that the original creator does not mind.
https://sun9-68.userapi.com/impf/1l9PMaFj9yiPRnWCVPPh1BBZoxJ_Na6o23v-Bw/FMmkYI_QYZA.jpg?size=514x397&quality=96&proxy=1&sign=5a641f03ce5dcdb969410a43d3160712&type=album
Accurate timing is the only way to measure range. NAV1 -> NAV2 switchover as the nearest NDB can be used to conjfirm that you have completed a leg or are half way.
Here one idea on how NDB arrival to port could be implemented. The key would be to install NDB's at visually distinctable objects, so you can visually confirm that you have sailed to the correct NDB.
Cool, but those are not radio beacons. They are visual (light) beacons, and they are already implemented in game, though, as I said, lighthouses might be better implemented.
Talking in general, the main limits of visual beacons in game are two:
a) they are a bit unrealistic since, as I already noted, most lighthouses within German and British territories were darkened during the war.
b) they have a maximum theoretical visual range equal to game's rendering range (20 km in stock game).
Conversely, radio beacon signals can be intercepted from a much longer distance. But again, only the closest beacon is reported by the radio operator, so they can't be used in groups the same way as visual beacons. I am confident that each individual NDB can be identified, in game as in reality, by means of a three-letter code or for its time of emission, but let's wait for Vecko's feedback on this point :salute:
vdr1981
02-14-21, 04:18 AM
I am confident that each individual NDB can be identified, in game as in reality, by means of a three-letter code or for its time of emission, but let's wait for Vecko's feedback on this point :salute:
I'm not aware of such possibility unfortunately... As I said before, TWoS radio beacons are just simple static unit contact reports from the nav map and nothing more. There is no valid way of saying for sure which beacon is actually in question when our radioman says "nerest radio beacon at relative bearing 270" except maybe adding back random range data to the report.
Giving each beacon specific activity time during the day is also very questionable since I believe that those setting would become quite messed up after few game saves/ reloads...:hmmm:
I'm not aware of such possibility unfortunately... As I said before, TWoS radio beacons are just simple static unit contact reports from the nav map and nothing more.
[...]
Giving each beacon specific activity time during the day is also very questionable since I believe that those setting would become quite messed up after few game saves/ reloads...:hmmm:
Roger that :up:
There is no valid way of saying for sure which beacon is actually in question when our radioman says "nerest radio beacon at relative bearing 270" except maybe adding back random range data to the report.
Well, that is not entirely true. If you trace on map a line, centered on the last position fix and forming an angle of 270 deg with your current route, its intersection with the nearest coastline should tell you the beacon that the radio signal is coming from :yep:
vdr1981
02-14-21, 01:23 PM
Well, that is not entirely true. If you trace on map a line, centered on the last position fix and forming an angle of 270 deg with your current route, its intersection with the nearest coastline should tell you the beacon that the radio signal is coming from :yep:
We already talked about this IIRC...Yes, you can do all kind of "clever" hacks and trick to reduce the possibility of a mistake but clear indication like three letter code which can be heard on our radio in order to confirm the identity of a selected beacon (which Storm501 has mentioned) is not possible.
clear indication like three letter code which can be heard on our radio in order to confirm the identity of a selected beacon (which Storm501 has mentioned) is not possible.
Yes, that's indeed a limitation. My point is that it is not a limitation that will render your current implementation of radio beacons useless, and adding back the beacon range reporting won't do things much better, but imho it will only make radio navigation lesser realistic :salute:
Hi.
I was wondering the following, my automatic transfer worked fine (end of Mare nostrum) However, i wanna go to drumbeat but it is not available (dunno why). If I use the silentotto thing, it becomes active, however I lose my current sub and crew. Isnthere a workaround so I can chose drumbeat without losing my current sub, crew and career? :hmmm:
Tnx a lot!
Hi everyone,
today I done a small update of my mod/fix "Visible Date of Awards for TWoS".
Changelog:
v1.0 - Make the dates of the award from medals visible in TWoS again
v1.1 - Removes yellow border when clicking on the awards
v1.2 - Make the color from U-boat War Badge a little bit darker to fit better to the other ons
here you can find the download: https://www.subsim.com/radioroom/downloads.php?do=file&id=5741
vdr1981
02-27-21, 10:45 AM
Hi everyone,
today I done a small update of my mod/fix "Visible Date of Awards for TWoS".
Changelog:
v1.0 - Make the dates of the award from medals visible in TWoS again
v1.1 - Removes yellow border when clicking on the awards
v1.2 - Make the color from U-boat War Badge a little bit darker to fit better to the other ons
here you can find the download: https://www.subsim.com/radioroom/downloads.php?do=file&id=5741
Thanks GrenSo, some people will probably find it useful, although you already know my opinion about the game tendency to award you with the iron cross every single month...:D
Anyway...I can't remember right now which modder updated those SH5 medals (checked the TWoS docs, it was ual002) but they look absolutely gorgeous indeed! To bad they aren't working properly... :wah:
Thanks GrenSo, some people will probably find it useful, although you already know my opinion about the game tendency to award you with the iron cross every single month...:D
Anyway...I can't remember right now which modder updated those SH5 medals (checked the TWoS docs, it was ual002) but they look absolutely gorgeous indeed! To bad they aren't working properly... :wah:
If you will disable the page of the awards/medals it will be ok. But if someone will have it back, than I can provide a mod for it. But it depens how you will be disable it.
Texas Red
02-28-21, 05:35 PM
When can we expect the next update? is the mod still in development?
I’m so excited for the next version, keep us posted.
vdr1981
03-01-21, 09:50 AM
When can we expect the next update? is the mod still in development?
I’m so excited for the next version, keep us posted.
v2.2.23 update is ready. :yep: I'm only little bit lazy to write down all the changes in the change log. It'll happen in day or two...:yep:
Texas Red
03-02-21, 05:25 AM
v2.2.23 update is ready. :yep: I'm only little bit lazy to write down all the changes in the change log. It'll happen in day or two...:yep:
:up::salute:
vdr1981
03-02-21, 10:58 AM
https://i.postimg.cc/Px35m7kX/23-2.jpg
https://i.postimg.cc/w7pqq8DV/SH5-Img-2021-02-15-00-14-17.jpg (https://postimg.cc/w7pqq8DV) https://i.postimg.cc/xc30qxRS/SH5-Img-2021-02-27-22-38-45.jpg (https://postimg.cc/xc30qxRS) https://i.postimg.cc/3kLYFkVS/SH5-Img-2021-03-02-13-09-00.jpg (https://postimg.cc/3kLYFkVS) https://i.postimg.cc/18RyFGCV/SH5-Img-2021-03-02-13-09-14.jpg (https://postimg.cc/18RyFGCV) https://i.postimg.cc/V5MsPL0v/SH5-Img-2021-03-02-14-29-20.jpg (https://postimg.cc/V5MsPL0v)
v 2.2.23 Changelog:
- New addon - YellowSubmarine's "New Sextant", which adds universal time for in-game sextant and set of corrections for celestial objects, for full celestial navigation in SH5. Note that the New Sextant will appear in your JSGME only after you enable regular "Real Navigation" addon.
- Added set of Alpheratz's dedicated nautical almanacs and tables which will finally make a dream of full celestial navigation in SH5 world, using Sun and stars, possible! Also, added document with link for Alpheratz's high quality video tutorials on his YT channel, which will allow that even casual SH5 players master this form of art quite easily and without much effort. Huge Thanks for Alpheratz! Subscribe on his channel and support his work! For more info check TWoS Documentation folder/Real Navigation section.
- Added missing R01 radar nodes for destroyers and frigates. All intended ships will now be able to use assigned radar equipment at designated date span. Thanks to Kapuhy for noticing this.
- Added Kapuhy's Captain Class Frigates to the British ship rooster!
- Removed mid/late war escorts ability to detect surfaced contacts with their hydrophones. They can now only detect surfaced submarine visually or by radar. Only the most modern hydrophones available near the end of the war and on very few escort types will keep partial ability to detect surfaced contacts.
- Watch officer's "Stop reporting visual contacts" ability duration increased to 1 hour for easier transition form coastal waters to open seas with less TC drops. (In your current campaign duration will still remain 30 min until campaign restart or new sub offer from BdU, even though in dialog menu it'll be shown "1 hour").
- Reorganized composition of some late war convoys in order to avoid occasional appearance of neutral illuminated ships in them.
- Removed American escorts and majority of cargo ships from early Mediterranean GM (Gibraltar to Malta) convoys. Possibility of occasional appearance of American tankers still remains though...
- Completely reorganized units skill settings trough out the entire war period in all campaign chapters, varying from average/competent at the beginning, to the veteran/elite near the end of the war.
- Reduced number of assigned escorts in few late war convoys with extreme number of destroyers in order to reduce FPS impact on the game.
- Added few missing encrypted BdU orders base transfer messages.
- Added Encrypted BdU Orders support for two more campaign chapters, Arctic Convoys and The Black Pit.
- Added patrol radius and time duration data for secondary "intercept" missions in the campaign. Hopefully, this should solve the confusion commonly involved around these type of missions...
- Fixed few broken "spy/commando team deliverance" missions from Arctic Convoys campaign chapter.
- Reduced max appearance range for important radio contacts (convoys and taskforces) to 2000 km with map hold time of 24h and for opportunity radio contacts (individual ships and port radio beacons) to 500km with map hold time of 6 h. These settings should significantly reduce annoying TC drops on open ocean when radio contact is in 40km range.
- Few Options File Editor/Viewer tweaks: TC drop on sub sensors contact detection increased from 30 to 40 km (useful for hydro hunt of incoming convoy), increased range and possibility that BdU will send ("yellow") contact report if opportunity radio contact is spotted in your vicinity (within 200km - 80% of chances, previously 160km-70%) - (To activate the changes run "Restore Stock OFEV Settings.bat" found in "The Wolves of Steel - Documentation" folder).
- Added "preview" images to optional addons, small tutorial with pictures for "casual" Real Navigation ect.
- Reduced overall game saturation by 10-15% for less "cheerful" atmosphere.
- Slightly increased Sun/Moon size for more realistic appearance and easier sextant measurements.
- Removed some of the irrelevant in-game charts (ship posters) in order to make space for Alpheratz's celstial navigation tables.
- Short Sunderland model as proxy for Italian z-501 Gabbiano flying boat had been replaced by German Bv-138.
- Two new names on TWoS deserving modders in-game credits list: Alpheratz and YellowSubmarine! Welcome on board Captains!
- Updated TWoS credits page! Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Slaven "Ypsan" Caleta, Robert Hancak, Alexander Sosenko, Alan Brazier, Christopher Kelley, Michael Von Franck, Thomas "excel4004" Pentenrieder and Andreas Ferkaljuk - Thank You very much Captains and happy hunting!
Download links in my signature...
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy hunting!
Tonci87
03-02-21, 11:29 AM
Wow, congratulation on the update!
Now all the game needs is my opinion this:
1: Better AI for planes. For example, planes should drop their bombs on the position where the submarine submerged. Now you are safe once you get below the surface. Planes on a bomb run will immediately abort the run once the submarine has submerged.
2. Better AI for ships. While I was still playing my campaign I noticed that convoys almost always travel in a straight line. There is no zig zag movement, unless you have been detected. This makes it very easy to set up near perfect shots. Also Destroyers stay within the formation as long as you have not been detected. They do not sweep ahead or to the sides.
Unfortunately this makes most engagements play the same way. Predictable
Id say these points are the main reasons preventing me from starting a new campaign in SH5 at the moment.
I know, doing something about the AI is very difficult, but it has been done in the past. SH3 with GWX unfortunately has better AI than what we see now in SH5 + TWOS.
Muckenberg
03-02-21, 01:50 PM
Good day
thank you for updating. It's great that you repaired US Navy ships in the Mediterranean. :Kaleun_Applaud:
I have a question about the port of Toulon. To one of my questions, he answered that it should not be a problem to entrust port security to the French Navy. Will you consider this for some next update?
Thank you for answer. :Kaleun_Salute:
Thanks for the update! (and thanks to Alpheratz and YellowSubmarine for sextant addon - I'm totally gonna get lost at sea until I learn celestial navigation on my next playthrough).
One small question: did you change anything in cfg files for airbases between 2.2.22 and 2.2.23?
fitzcarraldo
03-02-21, 03:20 PM
Many thanks for the new update!
First I need to end my actual patrol for see the changes. Now in the South Atlantic...
Best regards.
Fitzcarraldo :salute:
vdr1981
03-02-21, 03:21 PM
One small question: did you change anything in cfg files for airbases between 2.2.22 and 2.2.23?
Negative...v2.2.22 deals with airbases cfg files.:yep:
vdr1981
03-02-21, 04:11 PM
Wow, congratulation on the update!
Now all the game needs is my opinion this:
1: Better AI for planes. For example, planes should drop their bombs on the position where the submarine submerged. Now you are safe once you get below the surface. Planes on a bomb run will immediately abort the run once the submarine has submerged.
I can not agree more. I once asked TDW pretty much the same question but all he said is that there isn't much space for planes AI improvements. Yes, planes are quite dumb when it comes to bombs BUT, when they got rockets in later campaigns it's a completely different story IMO. I commonly get sunk on my first patrol when testing late war campaigns...
2. Better AI for ships. While I was still playing my campaign I noticed that convoys almost always travel in a straight line. There is no zig zag movement, unless you have been detected. This makes it very easy to set up near perfect shots. This is not entirely true. Here's few examples how convoys constantly change their course, which can make most of the radio reports from BdU unusable...
https://i.postimg.cc/FdGyr5Kn/Capture.jpg (https://postimg.cc/FdGyr5Kn) https://i.postimg.cc/hhP8CjyF/Capture1.jpg (https://postimg.cc/hhP8CjyF) https://i.postimg.cc/fk2c1NpV/Capture2.jpg (https://postimg.cc/fk2c1NpV) https://i.postimg.cc/jn5zCgwq/Capture3.jpg (https://postimg.cc/jn5zCgwq)
As you can see, I wouldn't call it a straight line exactly...
Also Destroyers stay within the formation as long as you have not been detected. They do not sweep ahead or to the sides.
This is the case in SH3? I never noticed that...
SH3 with GWX unfortunately has better AI than what we see now in SH5 + TWOS.I don't know, this is a subject for wider discussion. I found SH3 destroyers to be much more predictable and somehow all the same. I remember that one of the main tactics to avoid destroyer attack in SH 3/4 was so called "down a throat shoot from stern tube" (or something like that). Although quite ridiculous IMO, it become something like legitimate tactics in previous SH titles...Yes, IRAI isn't perfect but it has it's advantages...Same goes for SH5+TWoS, but you already know that!
Id say these points are the main reasons preventing me from starting a new campaign in SH5 at the moment.And I'd say that only learning celestial navigation using Alpheratz's video tutorials is reason enough to start new campaign...:):salute:
vdr1981
03-02-21, 04:13 PM
I have a question about the port of Toulon. To one of my questions, he answered that it should not be a problem to entrust port security to the French Navy. Will you consider this for some next update?
Thank you for answer. :Kaleun_Salute:
Yes...I didn't have time to do enough research now about composition of the fleet, dates ect...Probably in some of the future updates...:yep:
Tonci87
03-02-21, 04:56 PM
I can not agree more. I once asked TDW pretty much the same question but all he said is that there isn't much space for planes AI improvements. Yes, planes are quite dumb when it comes to bombs BUT, when they got rockets in later campaigns it's a completely different story IMO. I commonly get sunk on my first patrol when testing late war campaigns...
Yes, rockets are very deadly, but mostly because your crew calls out the target very late if the sky isn´t completely clear.
This is not entirely true. Here's few examples how convoys constantly change their course, which can make most of the radio reports from BdU unusable...
https://i.postimg.cc/FdGyr5Kn/Capture.jpg (https://postimg.cc/FdGyr5Kn) https://i.postimg.cc/hhP8CjyF/Capture1.jpg (https://postimg.cc/hhP8CjyF) https://i.postimg.cc/fk2c1NpV/Capture2.jpg (https://postimg.cc/fk2c1NpV) https://i.postimg.cc/jn5zCgwq/Capture3.jpg (https://postimg.cc/jn5zCgwq)
As you can see, I wouldn't call it a straight line exactly...
I mean, once you have them in your sight. It becomes kind of repetitive. Destroyers around the convoy, always in kind of the same formation, no evasive or preemptive movements unless you have been spotted, etc...
Even if you attack a convoy, they will go back to their previous movement pattern after some time.
I don't know, this is a subject for wider discussion. I found SH3 destroyers to be much more predictable and somehow all the same. I remember that one of the main tactics to avoid destroyer attack in SH 3/4 was so called "down a throat shoot from stern tube" (or something like that). Although quite ridiculous IMO, it become something like legitimate tactics in previous SH titles...Yes, IRAI isn't perfect but it has it's advantages...Same goes for SH5+TWoS, but you already know that!
The down the throat shot is a valid tactic, that was used IRL :D
And I'd say that only learning celestial navigation using Alpheratz's video tutorials is reason enough to start new campaign...:):salute:
That is indeed tempting.
1: Better AI for planes. For example, planes should drop their bombs on the position where the submarine submerged. Now you are safe once you get below the surface. Planes on a bomb run will immediately abort the run once the submarine has submerged.
That's a pity. I have accurate models and detailed information on US and British airborne depth charges, but apparently due to the AI limitation that you pointed out, in SH5 they will be of little use :hmmm:
Tonci87
03-02-21, 06:03 PM
Just a very wild idea here. Would it be possible to create a invisible dummy target on the surface at the players position once he gets detected by airplanes? And then the planes could drop on that?
Muckenberg
03-02-21, 10:44 PM
Yes...I didn't have time to do enough research now about composition of the fleet, dates ect...Probably in some of the future updates...:yep:
Thank you for answer.
At what time period would you like the composition of the French fleet in the Mediterranean?
I could look in my books and write the different types and names of French ships.
Would November 1942, for example, suffice?
skin-nl
03-03-21, 01:16 PM
Thanks for the update Vecko :up:
Just a very wild idea here. Would it be possible to create a invisible dummy target on the surface at the players position once he gets detected by airplanes? And then the planes could drop on that?
mmm... spawning simple 3D objects or even shells, bombs or torpedoes by means of any controller with a particle effect bound to it, is well doable. Nonetheless, under many respects, "unit" objects are different from other objects if only because the game keeps track of them, even when they are outside rendering radius, not to mention the fact that they need some properties to be assigned like speed, direction, veterancy level, nationality, n.k. The game engine might crash whlle trying to spawn an unit as if it was a simple particle but, even if it worked, I see other problems.
- One or more "dummy units" would spawn every time the U-boat submerges. After a while the ocean would be full them. What would be their destiny?
- When you think you are invisible under the water surface, those units might give up our position not only to aircraft but also to surface eneny units.
- Due to AI limitations, any unit can only have one enemy target at any given time. When an enemy aircraft is on an attack run against us, it has our boat as its target. If we submerge and another unit spawns in place of our boat, the switch of target might not be immediate. The aircraft might abort its initial dive, re-align and the attack the enemy unit, giving us the time to dive anyway.
With the above considerations in mind, I am not saying that your idea is totally unfeasible, but its implementation might be (much) more complicated than you can think :yep:
SixthFall
03-03-21, 06:44 PM
Hey everyone! Love the mod, but I was wondering if there is a way to make the UI larger? I play on a 65 inch 4k tv and the UI is so small it's basically un readable. I did do some searching and couldn't find anything. Thanks guys!
Alpheratz
03-03-21, 08:09 PM
Thanks a lot to everyone who made the effort to update 2.2.23!:up:
I must report the discovered bug that you can fix yourself if you need to. The Page layout.py file contains incorrect SEXTANTSUNDIAMETER = 1.83 and SEXTANTMOONDIAMETER = 1.83 values (must be SEXTANTSUNDIAMETER = 1.61555555555, SEXTANTMOONDIAMETER = 1.5125) in two cases:
C:\Ubisoft\Silent Hunter 5\TWoS_Parts\TWoS Campaign Advance Verifier_Testing\TWoS_Parts\TWoS Real Navigation\TWoS_Parts\TWoS Real Navigation_New Sextant\data\Scripts\Menu
C:\Ubisoft\Silent Hunter 5\TWoS_Parts\TWoS Real Navigation\TWoS_Parts\TWoS Real Navigation_New Sextant\TWoS_Parts\TWoS Campaign Advance Verifier_Testing\data\Scripts\Menu
This will lead to erroneous measurements of the Sun if TWoS Campaign Advance Verifier_Testing is activated both before activating TWoS Real Navigation_New Sextant and after activating this mod.
If you are not using TWoS Campaign Advance Verifier_Testing, then nothing needs to be fixed.
vdr1981
03-04-21, 10:11 AM
Thanks a lot to everyone who made the effort to update 2.2.23!:up:
I must report the discovered bug that you can fix yourself if you need to. The Page layout.py file contains incorrect SEXTANTSUNDIAMETER = 1.83 and SEXTANTMOONDIAMETER = 1.83 values (must be SEXTANTSUNDIAMETER = 1.61555555555, SEXTANTMOONDIAMETER = 1.5125) in two cases:
C:\Ubisoft\Silent Hunter 5\TWoS_Parts\TWoS Campaign Advance Verifier_Testing\TWoS_Parts\TWoS Real Navigation\TWoS_Parts\TWoS Real Navigation_New Sextant\data\Scripts\Menu
C:\Ubisoft\Silent Hunter 5\TWoS_Parts\TWoS Real Navigation\TWoS_Parts\TWoS Real Navigation_New Sextant\TWoS_Parts\TWoS Campaign Advance Verifier_Testing\data\Scripts\Menu
This will lead to erroneous measurements of the Sun if TWoS Campaign Advance Verifier_Testing is activated both before activating TWoS Real Navigation_New Sextant and after activating this mod.
If you are not using TWoS Campaign Advance Verifier_Testing, then nothing needs to be fixed.
Yes, I've completely forgot about that, it'll be solved quite soon...Thank you Alpheratz!
Macgregor the Hammer
03-07-21, 12:50 PM
I'm going to install TWoS 2.2.23 and I chose to get wipe clean and start fresh. Something was wrong with the original install, which was done in Aug of last year. I'm not sure what happened, but there were some peculiar behaviors that didn't match any of the known bugs.
I have a question regarding installation. I have the Steam version of the game. The process needed to use for downloading and installation was getting the key from Steam and then going to Ubisoft to download it. I'm not clear if anyone else has to install in this fashion. I'm not sure if my game would be considered Steam, Ubi or both. This poses a question:
One of the bullet points says that if the game is a Ubi download, it needs to have the executive replaced. (I have the SH5.exe downloaded).
The rest of the installation document is pretty straight forward. If there any other caveats, let me know. I really wish that I bought the DVD instead of having Steam/Ubi keeping a tight leash on everything!
Thanks in advance, :Kaleun_Salute:
MacGregor :Kaleun_Cheers:
OS: Win 7 64 bit SP1
Graphics: GTX 660 Ti
CPU: Intel Core Duo 1.66G
Generic Intel Mobo
8Gig DDR3 Ram
@vdr1981,
Installed 2.2.23 and noticed two little things with Quarterdecker merchant:
- it still uses huge 4MB texture files I created initially in wrong .dds settings. Thanks to info from Rosomaha, I've since replaced them with four times smaller texture files with no quality loss. You'll find corrected textures here:
Quarterdecker texture files (https://drive.google.com/file/d/1HDzkExM8jNFmvtpYPA3eZTKkJtMWvQMW/view?usp=sharing)
- it's not in British roster? This might be my oversight when uploading my mod, but anyway, if any country should have this ship it's Britain - it is, after all, a British design and while other countries bought or copied these a lot, majority of them was still built in British yards.
Propnut17
03-08-21, 05:21 AM
I have a question regarding installation. I have the Steam version of the game.
Thanks in advance, :Kaleun_Salute:
MacGregor :Kaleun_Cheers:
I currently run the Steam/Ubisoft version. At my last full install I deleted all traces of SH5 and made sure using Ccleaner. Signed into Steam and downloaded their SH5 version. Ran SH5 after installation and noted the Ubisoft popup. After making sure all looked good, set Ubisoft to offline mode and proceeded to install ToWS. In the end all works just as intended. I made no changes to SH.EXE.
vdr1981
03-08-21, 07:06 AM
- it's not in British roster? This might be my oversight when uploading my mod, but anyway, if any country should have this ship it's Britain - it is, after all, a British design and while other countries bought or copied these a lot, majority of them was still built in British yards.
Since British 108 type ships are used in some large slow moving convoys I removed it intentionally. It would be quite strange to see this fragile ships in the middle of the Atlantic IMO...:yep:
Since British 108 type ships are used in some large slow moving convoys I removed it intentionally. It would be quite strange to see this fragile ships in the middle of the Atlantic IMO...:yep:
That's a bummer... how about manually placing it in british coastal shipping groups, would this cause any problems? (I could do it if you don't have time and send you files).
vdr1981
03-08-21, 07:15 AM
That's a bummer... how about manually placing it in british coastal shipping groups, would this cause any problems? (I could do it if you don't have time and send you files).
I could create type 104 clone and add it to the British roster, yes that would work...:yep::up:
Since British 108 type ships are used in some large slow moving convoys I removed it intentionally. It would be quite strange to see this fragile ships in the middle of the Atlantic IMO...:yep:
Hi Vecko, just a thought, but wouldn't it be better if "rare" and "elite" unit types were removed from generic traffic and only used for special purposes in scripted traffic? If need be, they could be used in convoys too, but by calling them by class :hmm2:
Hi Vecko, just a thought, but wouldn't it be better if "rare" and "elite" unit types were removed from generic traffic and only used for special purposes in scripted traffic? If need be, they could be used in convoys too, but by calling them by class :hmm2:
This came up earlier in discussion about coastal vessels - iirc, in TWoS "rare" and "elite" ships are already used for other types of traffic (108, "rare cargo" is for smaller/slower cargo vessels sailing in small convoys or alone, where big freighters would be out of place).
Still, withdrawing one type (preferably least used one) from any generic traffic whatsoever and only using it for manually calling it by class for "special purposes" might be a good idea, though probably lot of work to implement (because it would first require rewriting composition of each group that currently uses the type...)
Demon777
03-08-21, 09:10 AM
I've noticed that in v2.2.23 I still have a few US destroyers escorting British convoys (Mare Nostrum chapter).
As far as I remember, it was in the changelog that those were removed in early-1941 from British convoys?
This came up earlier in discussion about coastal vessels - iirc, in TWoS "rare" and "elite" ships are already used for other types of traffic (108, "rare cargo" is for smaller/slower cargo vessels sailing in small convoys or alone, where big freighters would be out of place).
Still, withdrawing one type (preferably least used one) from any generic traffic whatsoever and only using it for manually calling it by class for "special purposes" might be a good idea, though probably lot of work to implement (because it would first require rewriting composition of each group that currently uses the type...)
The sad truth is that we have not enough unit types. I am sure this is a question which has been asked many times, but who knows if we can add other types to the game?
Else, another possible workaround might be duplicating some nations. I already did it when I set up (for OHII) "free" nation duplicates whose ships can be legitimately sunk even though the relative "main" nation if friendly or neutral. I also plan to do it for Royal Fleet Auxiliary, whose vessels (oilers, tenders, lighters, landing ships, etc) sailed under the Blue Ensign defaced with an anchor.
The one problems I see with this trick, is that we would see the "fake" nations in museum, and that - in SOAN - ship classes which are assigned to the roster of two copies of the same nation, would have the flag of that nation repeated two or more times.
Macgregor the Hammer
03-08-21, 10:08 AM
I currently run the Steam/Ubisoft version. At my last full install I deleted all traces of SH5 and made sure using Ccleaner. Signed into Steam and downloaded their SH5 version. Ran SH5 after installation and noted the Ubisoft popup. After making sure all looked good, set Ubisoft to offline mode and proceeded to install ToWS. In the end all works just as intended. I made no changes to SH.EXE.
Thanks for the input. I followed the your installation technique and I am running the game without overwriting SH5.exe. I still have Ubisoft popping up when it's looking for save games. I've been playing historical mission without any strange hiccups. I'm confident enough with the install that I'm going to start loading mods and start a career.
Mad Mardigan
03-08-21, 02:14 PM
Thanks for the input. I followed the your installation technique and I am running the game without overwriting SH5.exe. I still have Ubisoft popping up when it's looking for save games. I've been playing historical mission without any strange hiccups. I'm confident enough with the install that I'm going to start loading mods and start a career.
Ahoy, Mac...:Kaleun_Cheers:
Yeah, about that...
The Ubi pop up, I believe.. is hard coded into SH5 flat out. Going into the Uplay.. erhm.. correction, now called Ubi Connect... & setting things to off as it relates to updating & setting it into offline, short circuits its raging need to phone home to mama... In game, it'll still run the looking for history saves, but not finding any, will then move along & allow you to continue.
Am sure either VDR or Gap... or 1 of the other old hats, can confirm or correct on that... am fairly confident, I have that understood right, as I outlined it...
M. M.
:Kaleun_Salute:
Hi everyone
Would there be a digital (PDF) version of TWOS's recognition manual? Or any ideas how could it be possible to make one (somehow easy way).
Tnx!
Macgregor the Hammer
03-11-21, 04:50 PM
I've run into a strange problem. I did a clean install of SH5 and used the TWoS 2.2.3 full expansion. 2.2.23 installed flawlessly. Everything was running well. I was going to play today and Steam/Ubi is launching the unmodded version of the game.
I tried swapping out the sh5.exe with a DVD version I found. No help. I kinda had a feeling this was going to happen.
Any input on how to resolve this would be most welcome.
Thanks,
MacGregor
Mad Mardigan
03-11-21, 06:15 PM
I've run into a strange problem. I did a clean install of SH5 and used the TWoS 2.2.3 full expansion. 2.2.23 installed flawlessly. Everything was running well. I was going to play today and Steam/Ubi is launching the unmodded version of the game.
I tried swapping out the sh5.exe with a DVD version I found. No help. I kinda had a feeling this was going to happen.
Any input on how to resolve this would be most welcome.
Thanks,
MacGregor
With Ubi Connect, as it is now called (formerly Uplay) did you go into settings & put it:
1. To sleep (meaning tell it to stay offline completely)
2. Tell it to NOT to update anything...???
These are 2 things I seem to recall being mentioned.. to ensure... so as to avoid any chance of Ubi screwing things up with regards to SH5.
M. M.
:Kaleun_Salute:
vdr1981
03-11-21, 07:28 PM
I've run into a strange problem. I did a clean install of SH5 and used the TWoS 2.2.3 full expansion. 2.2.23 installed flawlessly. Everything was running well. I was going to play today and Steam/Ubi is launching the unmodded version of the game.
I tried swapping out the sh5.exe with a DVD version I found. No help. I kinda had a feeling this was going to happen.
Any input on how to resolve this would be most welcome.
Thanks,
MacGregor
It must be that you have missed your main SH5 install folder (sh5.exe location) while installing TWoS. I can not see any other reason...:hmmm:
https://i.postimg.cc/8cKZ4gTC/Untitled.jpg
Macgregor the Hammer
03-11-21, 09:41 PM
I've run into a strange problem. I did a clean install of SH5 and used the TWoS 2.2.3 full expansion. 2.2.23 installed flawlessly. Everything was running well. I was going to play today and Steam/Ubi is launching the unmodded version of the game.
I tried swapping out the sh5.exe with a DVD version I found. No help. I kinda had a feeling this was going to happen.
Any input on how to resolve this would be most welcome.
Thanks,
MacGregor
It so turns out I missed a step. I thought I changed the desk top shortcut to point directly to the sh5 executable. Instead, it was asking Steam to launch the game. Deleted shortcut, created the correct one-- that problem solved.
The other item was going to Ubi (the mothership) and log out completely. I'm up and running.
Thanks for the input. Should have done the troubleshooting before I posted. :doh::o
vdr1981
03-12-21, 07:00 AM
Thank you for answer.
At what time period would you like the composition of the French fleet in the Mediterranean?
I could look in my books and write the different types and names of French ships.
Would November 1942, for example, suffice?
Which French units would you like to see in Tulon and when? Date spans?
Muckenberg
03-13-21, 02:24 AM
Which French units would you like to see in Tulon and when? Date spans?
Good day
Thank you very much for your interest in this small game discrepancy.
If we take into account only the port of Toulon, there were ships of the "Forces of the High Sea". The fleet consisted of:
Battleships "Provence", "Ocean", "Concordet".
Battlecruisers "Strasbourg", "Dunkirk"
Heavy cruisers "Algeria", "Colbert", "Dupleix", "Foch".
Light cruisers "Jean de Vienne", "Marsellaise", "La Galissonieére".
There were also units of large, small destroyers and several submarines. I will not discuss these here.
There were also a large number of smaller warships (minesweepers, submarine fighters, etc.).
Some sources state that Dukerque-class ships are listed as battleships.
This composition is valid until November 1942, when the fleet self-sunk.
Then there is the question of what to do with other French colonial ports. Casablanca, Oran, Dakar, etc.
To the question of what date. In my opinion, the best date would be November 1942. There were certainly no major changes to French warships in ports. Although we must take into account that Dunkirk sailed to Toulon for the necessary repairs in February 1942.
I hope I helped a little. :Kaleun_Salute:
vdr1981
03-13-21, 07:24 AM
Good day
Thank you very much for your interest in this small game discrepancy.
If we take into account only the port of Toulon, there were ships of the "Forces of the High Sea". The fleet consisted of:
Battleships "Provence", "Ocean", "Concordet".
Battlecruisers "Strasbourg", "Dunkirk"
Heavy cruisers "Algeria", "Colbert", "Dupleix", "Foch".
Light cruisers "Jean de Vienne", "Marsellaise", "La Galissonieére".
There were also units of large, small destroyers and several submarines. I will not discuss these here.
There were also a large number of smaller warships (minesweepers, submarine fighters, etc.).
Some sources state that Dukerque-class ships are listed as battleships.
This composition is valid until November 1942, when the fleet self-sunk.
Then there is the question of what to do with other French colonial ports. Casablanca, Oran, Dakar, etc.
To the question of what date. In my opinion, the best date would be November 1942. There were certainly no major changes to French warships in ports. Although we must take into account that Dunkirk sailed to Toulon for the necessary repairs in February 1942.
I hope I helped a little. :Kaleun_Salute:
You are aware that we only have two french battleships(Bretagne and Strasbourg) and couple of destroyers in the game? Would it be sufficient to dock them in Toulon harbour until november 1942?
Muckenberg
03-13-21, 01:31 PM
You are aware that we only have two french battleships(Bretagne and Strasbourg) and couple of destroyers in the game? Would it be sufficient to dock them in Toulon harbour until november 1942?
Good day
Yes, I am aware of the ship restrictions that TWoS offers us. Yes, I think that your solution will be as close as possible to historical fidelity. Thank you very much for editing the game :)
Good day
Thank you very much for your interest in this small game discrepancy.
If we take into account only the port of Toulon, there were ships of the "Forces of the High Sea". The fleet consisted of:
Battleships "Provence", "Ocean", "Concordet".
Battlecruisers "Strasbourg", "Dunkirk"
Heavy cruisers "Algeria", "Colbert", "Dupleix", "Foch".
Light cruisers "Jean de Vienne", "Marsellaise", "La Galissonieére".
There were also units of large, small destroyers and several submarines. I will not discuss these here.
There were also a large number of smaller warships (minesweepers, submarine fighters, etc.).
Some sources state that Dukerque-class ships are listed as battleships.
This composition is valid until November 1942, when the fleet self-sunk.
Then there is the question of what to do with other French colonial ports. Casablanca, Oran, Dakar, etc.
To the question of what date. In my opinion, the best date would be November 1942. There were certainly no major changes to French warships in ports. Although we must take into account that Dunkirk sailed to Toulon for the necessary repairs in February 1942.
I hope I helped a little. :Kaleun_Salute:
Off the classes that the warships you have mentioned belonged to, only the Suffren class is missing from my collection of 3D models. The ones I have are:
Battleships: Bretagne class (Bretagne and Lorraine), Courbet class (Coubert), Danton-class (Turenne)
Battlecruisers: Dunkerque class (Dunkerque)
Heavy cruisers: Algérie
Light cruisers: La Galissonnière class (La Galissonnière)
Most of them are from World of Warhsips (not ripped but published by the 3D artist who modelled them). I doubt we will ever get a permission to use them in another game (evef if only a free mod), but for sure they will provide an excellent template for creating our own models.
You are aware that we only have two french battleships(Bretagne and Strasbourg) and couple of destroyers in the game? Would it be sufficient to dock them in Toulon harbour until november 1942?
You could add the above ship classes to the game as "proxy copies" of similar ships that are already in game, and with the time we could replace them with proper models. If the same class name, unit type, etc. is used for the proxy units and for their proper replacement, no campaign file change / campaign restart would be required for swithcing from the ones to the others :yep:
To be honest, I got confused about the TWOS threads on our forum.
TDW_GenericPatcher_v_1_0_168_0 - what function does this patcher perform? What needs to be patched? :o
vdr1981
03-14-21, 11:10 AM
To be honest, I got confused about the TWOS threads on our forum.
TDW_GenericPatcher_v_1_0_168_0 - what function does this patcher perform? What needs to be patched? :o
In short, a LOT of essential game bug fixes and improvements on hardcore level. Without it, SH5 is still very much broken, despite the regular mods...
In short, a LOT of essential game bug fixes and improvements on hardcore level. Without it, SH5 is still very much broken, despite the regular mods...
Understood, thank you.
vdr1981 - You the Best of The Best! :up: :yeah: :subsim:
longdog499
03-14-21, 07:07 PM
Does the silentotto option work with The Wolves of Steel mod?
les green01
03-14-21, 07:39 PM
Does the silentotto option work with The Wolves of Steel mod?
yes it does
longdog499
03-15-21, 04:01 AM
Ok Thanks.
CaptJulius
03-15-21, 08:33 AM
Is it me only that having Diesel Engines Animations stuck when longer into patrol , and most of the time fires raging on ships emmits no sounds :06:
Is it me only that having Diesel Engines Animations stuck when longer into patrol , and most of the time fires raging on ships emmits no sounds :06:
Did you notice if that happens after minimizing the game while on patrol?
CaptJulius
03-15-21, 11:44 AM
Did you notice if that happens after minimizing the game while on patrol?
I know that minimizing SH5 breaks the game in many ways like sound etc.. but the engine animations stuck on me without minimizing.. gonna test more, Thanks.
I know that minimizing SH5 breaks the game in many ways like sound etc.. but the engine animations stuck on me without minimizing.. gonna test more, Thanks.
Okay :up:
Theoatmeal2
03-16-21, 12:26 PM
Just started this game, great mod from what little I know...
Anyway I spotted a polish submarine of the coast and gave chase, it dived. I`ve been using hydrophone to track it underwater (and `m somewhat afraid we`ll
collide at some point). The problem is I`m already out of batteries and check the surface every once in a while but the bastard doesn`t seem to ever surface.
Will it, ever? It`s been 1.5 days.
Any tips on dealing with subs would also be appreciated.
Thank you:)
Aktungbby
03-16-21, 12:36 PM
Throatmeal2!:Kaleun_Salute:
Just started this game, great mod from what little I know...
Anyway I spotted a polish submarine of the coast and gave chase, it dived. I`ve been using hydrophone to track it underwater (and `m somewhat afraid we`ll
collide at some point). The problem is I`m already out of batteries and check the surface every once in a while but the bastard doesn`t seem to ever surface.
Will it, ever? It`s been 1.5 days.
Any tips on dealing with subs would also be appreciated.
Thank you:)
Our Polish batteries are better than your German batteries! We can outlast you anytime!
Seriously though, I don't think battery level for AI subs is modeled in game.
Jeff-Groves
03-16-21, 01:23 PM
Seriously though, I don't think battery level for AI subs is modeled in game.
I agree. Although the sim file says it should only go 94 miles or so submerged.
BatteryConsume is not used by the AI Subs so It has unlimited range.
One could add that to the Scripts to see what happens.
One could also try setting the Diesel\Electric setting in the sim file to YES.
What is happening is that you are inside the Detection area.
Your to close. How far that area is? I don't know.
CaptJulius
03-17-21, 03:50 AM
Okay :up:
So i completed another patrol without minimizing game at all to be sure , and once again my diesel engine animations stuck mid patrol or sometimes they move a bit at certain camera angle and then stops again , cant figure out why that happens.. am i only one with this issue ?
vdr1981
03-17-21, 07:08 AM
So i completed another patrol without minimizing game at all to be sure , and once again my diesel engine animations stuck mid patrol or sometimes they move a bit at certain camera angle and then stops again , cant figure out why that happens.. am i only one with this issue ?
Never saw such glitch but I'll recheck what's going in my engine room on my next patrol...:yep:
CaptJulius
03-17-21, 07:36 AM
Never saw such glitch but I'll recheck what's going in my engine room on my next patrol...:yep:
Thank you Sir :Kaleun_Cheers: This glitch happens on me with VIIC boat, havent tested VIIA or VIIB yet..
Macgregor the Hammer
03-19-21, 07:20 PM
I have a question regarding mod management. The main TWOS install created the mod folder TWOS_Parts. When I add other mods do I put them in the TWOS_Parts folder or do I need to do a second install of JSGME and create a MODS folder to manage them.
Thanks, :salute:
I have a question regarding mod management. The main TWOS install created the mod folder TWOS_Parts. When I add other mods do I put them in the TWOS_Parts folder or do I need to do a second install of JSGME and create a MODS folder to manage them.
Thanks, :salute:
Putting mods in TWoS_Parts folder and managing them tgrough TWoS JSGME works fine for me.
Macgregor the Hammer
03-19-21, 08:22 PM
Putting mods in TWoS_Parts folder and managing them tgrough TWoS JSGME works fine for me.
Thanks! I just didn't want to create more problems.......:up:
what about U mark,I don t see my sub in water when destroyer run above with depth charges
vdr1981
03-21-21, 08:12 AM
what about U mark,I don t see my sub in water when destroyer run above with depth charges
Removed as unrealistic, but there is a small mod somewhere around here which will add it back...:yep:
vdr1981
03-21-21, 08:18 AM
Just a quick update with few fixes which were skipped previously...
https://i.postimg.cc/1t5LXm3C/AAA1-Copy.jpg
v2.2.24 Changelog
- Fixed incorrect Sun/Moon diameter values in Page layout.py scripts.
- Updated Alpheratz's real navigation almanacs, tables and the celestial coordinates of 37 navigation stars.
- Kapuhy's Raised Quarterdecker has been added to the coastal vessels category. Added to British roster as well.
- Added anchored French fleet and patrol boats to Toulon harbor in Mediterranean campaigns, removed Italian escorts.
- Reorganized museum: "Cargo" has been renamed to "Large Freighter" while nonsensical "Rare Cargo Ships" category is appropriately renamed to "Medium/Small Freighters". Units are reorganized accordingly...
- A big thank you for the latest outstanding TWoS supporters/donors: Ryland "SixthFall" Kirzinger and Ross "MacGregor the Hammer" Babcock! Thank you very much captains! Lots of good hunting with Wolves!
Download links in my signature, install in port or patrol...
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy hunting Captains!
Kal_Maximus_U669
03-21-21, 11:32 AM
Thanks for this work here ... I just corrected ...
all is unrolling without problem .. :up:
good luck ... kind regards K.M_U669 :Kaleun_Salute:
Belmondo
03-22-21, 02:59 AM
Just a quick update with few fixes which were skipped previously...
https://i.postimg.cc/1t5LXm3C/AAA1-Copy.jpg
v2.2.24 Changelog
- Fixed incorrect Sun/Moon diameter values in Page layout.py scripts.
- Updated Alpheratz's real navigation almanacs, tables and the celestial coordinates of 37 navigation stars.
- Kapuhy's Raised Quarterdecker has been added to the coastal vessels category. Added to British roster as well.
- Added anchored French fleet and patrol boats to Toulon harbor in Mediterranean campaigns, removed Italian escorts.
- Reorganized museum: "Cargo" has been renamed to "Large Freighter" while nonsensical "Rare Cargo Ships" category is appropriately renamed to "Medium/Small Freighters". Units are reorganized accordingly...
- A big thank you for the latest outstanding TWoS supporters/donors: Ryland "SixthFall" Kirzinger and Ross "MacGregor the Hammer" Babcock! Thank you very much captains! Lots of good hunting with Wolves!
Download links in my signature, install in port or patrol...
:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy hunting Captains!
I want to install this mod, do I have to install each update one by one or if I just install TWOS 2.2.24 full
I want to install this mod, do I have to install each update one by one or if I just install TWOS 2.2.24 full
Just TWOS 2.2.24 full.
Demon777
03-22-21, 03:57 AM
Good day to everyone!
probably a stupid question, but I'm a bit confused with it.
what is the correct way to 'transfer' TWOS gamesaves to another PC?
Just copy files from Documents-SH5-data (including all the files there: cfg, Mission Editor, Users)?
Or should I also backup some other files from different folders?
Belmondo
03-22-21, 04:30 AM
Just TWOS 2.2.24 full.
Thanks but Something didn't go right what's going on?
skin-nl
03-22-21, 10:42 AM
what is the correct way to 'transfer' TWOS gamesaves to another PC?
Just copy files from Documents-SH5-data (including all the files there: cfg, Mission Editor, Users)?
Your saved games are on the ubi-cloud...so you don't need to transfer files :03:
Demon777
03-22-21, 11:41 AM
Your saved games are on the ubi-cloud...so you don't need to transfer files :03:
yes but if playing TWOS, Ubisoft app must be always in offline mode...
Hi Vecko,
can you tell me if it is possible that one of the standard TWoS mods can be a reason why the subs do not have any smoke exhaust effects anymore?
I noticed this weekend that my VIIB has no more smoke effect and I wanted to exclude the TWoS addons/mods before I deactivate all other addons/mods to find the reason.
Macgregor the Hammer
03-22-21, 03:52 PM
I never knew you could have this much fun with your clothes on!!!!!! :yeah:
What a great mod........Thanks again!!! :Kaleun_Salute:
Jeff-Groves
03-22-21, 04:57 PM
I never knew you could have this much fun with your clothes on!!!!!! :yeah:
:o
I'm gonna need some brain bleach now!
:har:
:03:
And I LOVE your SIG!!!!
In case the mod devs weren't aware, I just wanted to report some sort of visual bug I noticed on the Stukas (see attachment). What is that stuff in front of and trailing behind them? They disappears when I bring the camera closer. Or was this bug there in vanilla too?
In case the mod devs weren't aware, I just wanted to report some sort of visual bug I noticed on the Stukas (see attachment). What is that stuff in front of and trailing behind them? They disappears when I bring the camera closer. Or was this bug there in vanilla too?
It was around in vanilla game, and it was even fixed by Balu0 years ago. Perhaps somehow this fix somehow didn't find its way to TWoS :hmmm:
https://www.subsim.com/radioroom/showthread.php?t=215466
Belmondo
03-23-21, 09:12 AM
Hello, I want to share a story with TWOS. I encountered three destroyers and I dove to a depth of 150m with a speed of 2 in 20 hours and the destroyers were constantly following me and finally threw me so precisely with depth bombs that after 10 minutes I was killed. Not bad
Hello, I want to share a story with TWOS. I encountered three destroyers and I dove to a depth of 150m with a speed of 2 in 20 hours and the destroyers were constantly following me and finally threw me so precisely with depth bombs that after 10 minutes I was killed. Not bad
In this case will it be better to go down until 175 or 180m. It should be not a problem with VIIB and VIIC if you do it slowly after you pass 150m.
It also hepl if you go down and up between 150m and 180m and sometimes with full speed hit the hook to starboard or port and go to silent running again after 45° or 60° change of direction and dove again until 180m.
For me it works very often and they lose me.
skin-nl
03-23-21, 01:45 PM
yes but if playing TWOS, Ubisoft app must be always in offline mode...
But your save games are still in the cloud.
ingsoc39
03-23-21, 04:40 PM
Hi! I just reinstalled SH5, previously I have just used stand alone mods installed with JGSME, I would like to try TWOS, but where would I find the current download version? Sorry to ask, there are 916 posts or pages to the thread, and I have eye issues, corneal transplants, and it would be extremly hard for me to dig through them all, thanks so much in advance.
Hi! I just reinstalled SH5, previously I have just used stand alone mods installed with JGSME, I would like to try TWOS, but where would I find the current download version? Sorry to ask, there are 916 posts or pages to the thread, and I have eye issues, corneal transplants, and it would be extremly hard for me to dig through them all, thanks so much in advance.
Hi, links are at the bottom of first post in this thread.
It was around in vanilla game, and it was even fixed by Balu0 years ago. Perhaps somehow this fix somehow didn't find its way to TWoS :hmmm:
https://www.subsim.com/radioroom/showthread.php?t=215466
Thanks, that fixed it! And it seems to work fine together with TWOS.
Removed as unrealistic, but there is a small mod somewhere around here which will add it back...:yep:
Greetings from Belgrade,2.24 version have u mark fix...maybe
Kal_Maximus_U669
03-24-21, 08:44 AM
Hi Vecko,
can you tell me if it is possible that one of the standard TWoS mods can be a reason why the subs do not have any smoke exhaust effects anymore?
I noticed this weekend that my VIIB has no more smoke effect and I wanted to exclude the TWoS addons/mods before I deactivate all other addons/mods to find the reason.
hi GrenSo it seems that I have this problem too .. yet I didn t touch the graphics parameter ... were you able to locate the problem? oh yes I saw your work on type21 "it's a killing"... that promises !!! if it wants to work :har: I think with the engineering team here it will work out well in the end :ahoy:
salutation K.M_U669 :salute:
Macgregor the Hammer
03-24-21, 11:14 PM
Hi! I just reinstalled SH5, previously I have just used stand alone mods installed with JGSME, I would like to try TWOS, but where would I find the current download version? Sorry to ask, there are 916 posts or pages to the thread, and I have eye issues, corneal transplants, and it would be extremly hard for me to dig through them all, thanks so much in advance.
Welcome Ingsoc39...............great nickname :)
hi GrenSo it seems that I have this problem too .. yet I didn t touch the graphics parameter ... were you able to locate the problem?:ahoy:
salutation K.M_U669 :salute:
With deactivated mods and TWoS in stock version I have already the same issue and the sub do not have any smoke exhaust effects.
I had no time for more testings.
If I have the time, I can try a new installation of SH5 and TWoS and check if this solve the issue but I think Vecko should say something to this issue before I do anything more.
Einsamer-Wolf
03-25-21, 04:33 AM
Hey guys,
I am not exactly new here (reading the forum for a year or so) but it's my first post. :subsim:
I play TWOS mod for six months now and installed the update for 2.2.24 yesterday. But in main menu it still shows 2.2.13 in the upper left corner. Do I have to reinstall the whole mod, therefore SH5 Exp.Pack_v2.2.24_Full? And will my game saves be compatible with the new version?
And by the way, I got another question about torpedos: I read a lot about magnetic pistol problems in the early war stages and therefore I tried using impact pistols, but they always bounce off. And of course, I got a 90° intercept course and set a very low depth in order to get the best impact angle. (I'm not a noob and I know how to set up torps correctly :03:). My year is August 1941 and I got equipped with T3 torps. I must use magnetic pistol and set the exact depth in order to hit anything....(needs a lot of tries) Does this sound like a bug to you? I only use some graphic tweak mods, all of them TWOS compatible.
I am looking forward to your answers :yeah: Thank you in advance!
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