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masd
04-13-15, 04:37 AM
What is your current date?

MV Bessel should be available for refueling in Vigo from June '40:

http://www.subsim.com/radioroom/showpost.php?p=1944568&postcount=2078
http://www.subsim.com/radioroom/showpost.php?p=1945193&postcount=2088

Please inform Trevally in OHII's thread on any anomaly or misleading campaign message.

In theory you should been given notice about the availability of any individual replenishment ship shortly before her deployment in campaign. The same goes for their retirement.
Replenishment operations in Spanish ports were unofficial (Spain was a neutral country) and they were carried out in a strictly confidential way; even admitting that someone in KM's high commands could foresee the readiness of Spain to support the German Campaign in the Atlantic, to the point of knowing with large advance start and ending dates (which I doubt), no U-boat captain would have been informed about them but at the last minute. :salute:


Hi Gap
Im in middle March, so the message about the MV Bessel came to early, i remember i've received it on March 1th. I will post it on OH thread.

PaulB
04-13-15, 06:32 AM
Thats a known bug with the "TDW electric engine rations patch" or "TDW electric engine rotations patch". It only happens on the electric engines as far as I know of.

Thank you, indeed it's an issue of that mod. No big deal.

Also turns out so far that the other CTDs I've had are random and not repeatable, which is good news in a sense.

Lately I've been having a problem with the messagebox (where crew orders, info etc are shown) disappearing. It pops up again as I up the TC (at 32x and above), then disappears again as I lower the TC below 32x. Is there some toggle button to make it stick?

vdr1981
04-13-15, 07:41 AM
Thank you, indeed it's an issue of that mod. No big deal.

Also turns out so far that the other CTDs I've had are random and not repeatable, which is good news in a sense.



Can you say more about those CTD's , how many of them, location, were there any AI units around you ect... Have you read my tips for stable gameplay?

Phrozin
04-13-15, 08:09 AM
Thank you, indeed it's an issue of that mod. No big deal.

Also turns out so far that the other CTDs I've had are random and not repeatable, which is good news in a sense.

Lately I've been having a problem with the messagebox (where crew orders, info etc are shown) disappearing. It pops up again as I up the TC (at 32x and above), then disappears again as I lower the TC below 32x. Is there some toggle button to make it stick?

I'm not sure if I'm remembering it correctly, but I believe it's the "L" key that hides and unhides the message box.

Husksubsky
04-13-15, 08:23 AM
For clarity, it is the main.cfg in your documents folder. In windows 7, C:\Users\<your profile name>\Documents\SH5\data\cfg

NOT the game folder Silent Hunter 5\data\cfg.
Yes sound right. The one u get told to change during install (first post) Change spot friendly from 1to 1,256 or whatever then should be able to pass with hight tc in travel mode
Or just 256 so it ll keep 256 in both modes

PaulB
04-13-15, 10:43 AM
I'm not sure if I'm remembering it correctly, but I believe it's the "L" key that hides and unhides the message box.
You are, thanks a lot :)

Husksubsky
04-13-15, 12:45 PM
I've just noticed that i don't get the DD to atack me, i've sliped right into to the middle of 4 DD and not a single one fired a shot at my uboat.
Happened to me to . Just tried to test. A shot woke up those drunk sailors though

Husksubsky
04-13-15, 02:23 PM
10-4, thank you for the conformation. Installing it now :yeah:
Me too although I never had any major ctd problems. I was at start of coastal waters when I installed latest patch. Had one ctd but none after reload of the coast of wilhelmshaven .
Cpl more days and I have the autoscript update ready:woot:

beastment1
04-15-15, 05:42 AM
No one? Do I have to go back to using map contacts? Any help appreciated.

Hi Folks,

I've searched long and hard, but can't find an answer to this one, so apologies if it's been covered.

I'm running SH5 with WoS on a 3440x1440 monitor. I don't seem to be able to get accurate distance measurements with the RAOBF. Should I be able to and I'm just doing it wrong, or would there be a 21:9 res patch needed somewhere?

Thanks so much for this mod by the way Vdr, what a pleasant way to jump back in to SH5!

alien41
04-15-15, 06:41 AM
Hello everybody . Occurs in my game that some contacts heard by hidrophone are not detected by soundman . Sometimes it's the opposite. It is a known bug ?

vdr1981
04-15-15, 08:43 AM
Hello everybody . Occurs in my game that some contacts heard by hidrophone are not detected by soundman . Sometimes it's the opposite. It is a known bug ?

Known limitation...For the first scenario you should dive deeper...:yep:

alien41
04-15-15, 09:57 AM
Known limitation...For the first scenario you should dive deeper...:yep:

Thanks for the response VRD :up:

yes ... I have tested at various depths. The target is in my range, but sometimes , no sound.


I was just curious. I thought it was just me.

antoni112
04-15-15, 01:17 PM
hello, I have a problem after installing the wolf of steal the game began to get dark and lighten add that on a clean version of the game did not. successful hunt

PaulB
04-16-15, 01:17 AM
I'm having some trouble getting to the next mission early on in the campaign after returning to base before the 'deadline'.
I have read this tutorial post (http://www.subsim.com/radioroom/showpost.php?p=2203326&postcount=71) and have tried to follow the instructions but to no avail.

The first time I had the problem what I did was start another patrol without orders and end it on the spot, game time advanced by a couple weeks and I was able to get my coastal waters mission.

Now it should be time for Baltic Ops mission but it's nowhere to be seen on the map, though sometimes the 'baltic ops' tag flashes on the top left, then disappears.

In the patrols themselves (except for those done whenever I returned early to dock), I have always done what requested and completed the in mission objectives.

Curiously, when I exit the game for good, the final message shows that all my mission objectives (Operation Weserübung, Breaking the Fortress etc) are incomplete...

What am I doing wrong?

THEBERBSTER
04-16-15, 05:04 AM
Hi PB

The Baltic Operations mission is the first mission you see that starts on August 31st to September 5th 1939

If you are in Kiel earlier than the 4th September you will not be able to select the EBCW mission to get a grid reference.

You can always start the mission without selecting it and then use End Patrol from the bridge.

You should now be able to go to the Flotilla Leader be able to request
the EBCW mission from loading the new Autosave in Base made when you ended the patrol.

Operation Weserübung is the last mission in the Total Germany Campaign and does not appear until March 20th 1940 and is limited to 3 weeks to complete it.

Some special operations like Breaking The Fortress (BTF) show up just after Eastern British Coastal Waters (EBCW) starts.

BTF only gives you 1 month to complete it.

EBCW runs for about 3 months.

It is advisable to do BTF straight away and come back to EBCW.

This way you should have plenty of time to complete both.

My tutorial post #64 shows you all of the missions/bases/subs in OHII.

Completing missions is important as they are worth Campaign Points thath you need a minimum of 8 from these 6 missions to successfully complete this first Total Germany Campaign before moving to the Happy Times Campaign.

Peter

vdr1981
04-16-15, 08:43 AM
Completing missions is important as they are worth Campaign Points thath you need a minimum of 8 from these 6 missions to successfully complete this first Total Germany Campaign before moving to the Happy Times Campaign.

Peter

Not really... Only victory/defeat message between campaigns depends of value points (AKA small Iron crosses). Player needs only one value point in order to complete campaign successfully ...

vdr1981
04-16-15, 09:06 AM
I'm having some trouble getting to the next mission early on in the campaign after returning to base before the 'deadline'.
I have read this tutorial post (http://www.subsim.com/radioroom/showpost.php?p=2203326&postcount=71) and have tried to follow the instructions but to no avail.

The first time I had the problem what I did was start another patrol without orders and end it on the spot, game time advanced by a couple weeks and I was able to get my coastal waters mission.

Now it should be time for Baltic Ops mission but it's nowhere to be seen on the map, though sometimes the 'baltic ops' tag flashes on the top left, then disappears.

In the patrols themselves (except for those done whenever I returned early to dock), I have always done what requested and completed the in mission objectives.

Curiously, when I exit the game for good, the final message shows that all my mission objectives (Operation Weserübung, Breaking the Fortress etc) are incomplete...

What am I doing wrong?

It may be that your missions are locked because you skipped deadline date of EBCW.

I strongly suggest you to enable this patch last in in your JSGME and restart campaign. It makes all missions date control and deals with tonnage bar bug and tonnage bar it self once and for all...http://www.subsim.com/radioroom/showpost.php?p=2306158&postcount=195

For now, it's only for first two campaigns but there will be more updates...

PaulB
04-16-15, 10:01 AM
Thanks for the feedback.
This is what I have done:

Started campaign and made the very first mission where you just head north of the base and patrol there. Can't remember the name of the base, but it was east of Denmark, near Kiel, and the mission was in the Baltic.

I returned to base and then selected the Scapa Flow mission.
Made the mission, sank one capital ship, returned to port prior to that mission's deadline.

Eastern British Coastal Waters was not yet visible, so I started a patrol without new orders and immediately docked again and ended it. Time had advanced by a couple weeks and then EBCW appeared.
I selected EBCW and made the mission, also returned a little early.
I advanced time using the aforementioned method as upon I return I saw no further missions. Now I think it's mid-Dec 1939 and I am still not getting any new missions whatsover.
What's more, when I exit the game I am shown that even the missions I successfully completed (like Scapa flow) are 'incomplete'.

I'll add the patch suggested above, last after TWOS etc, but is there a way to continue my current save or is it doomed?

vdr1981
04-16-15, 11:19 AM
Thanks for the feedback.
This is what I have done:

Started campaign and made the very first mission where you just head north of the base and patrol there. Can't remember the name of the base, but it was east of Denmark, near Kiel, and the mission was in the Baltic.

I returned to base and then selected the Scapa Flow mission.
Made the mission, sank one capital ship, returned to port prior to that mission's deadline.

Eastern British Coastal Waters was not yet visible, so I started a patrol without new orders and immediately docked again and ended it. Time had advanced by a couple weeks and then EBCW appeared.
I selected EBCW and made the mission, also returned a little early.
I advanced time using the aforementioned method as upon I return I saw no further missions. Now I think it's mid-Dec 1939 and I am still not getting any new missions whatsover.
What's more, when I exit the game I am shown that even the missions I successfully completed (like Scapa flow) are 'incomplete'.

I'll add the patch suggested above, last after TWOS etc, but is there a way to continue my current save or is it doomed?

You can edit campaign.cfg file inside your last gamesave but it's better idea to start fresh campaign...

THEBERBSTER
04-16-15, 05:37 PM
Hi vdr

Did not realize that.

Not as bad as it could have been.

Good luck with your new Campaign proposals.

Very interesting watching it all coming slowly together.

Peter

vdr1981
04-19-15, 06:54 AM
Rongel Lifeboats finally! :D Inspite certain CTD problems with this mod in historical missions, it seems that there isn't any problems in the campaign.

With this hot fix I'm putting an end on whole tonnage bar and tonnage bar bug story but changes will become obvious after player's restart or advancement to the next campaign...

The Wolves of Steel 1.03 - Patch 5_HotFix (http://www.subsim.com/radioroom/downloads.php?do=file&id=4670) changelog:

Snapshot changes:
- Player is now allowed to designate unit for deck gun attack by pressing space key while looking at the unit through binoculars
- Added some color to the map tools

Other tweaks:
- Menu.txt : Edited defeat message which appears between campaigns
- Revised DynEnv v2.9 - 2. Main Mod Low Resolution Patch, some files are replaced with original from the main DynEnv mod.
- Waves settings : added more reflection and shape settings
- Disabled "object linket to function" in NBB_QueenElizabeth zon file to prevent CTD's/ FXU_0_0_22_Ship zon Files v2

Added mods:
- Grossdeutscher Rundfunk New Remix 1939-1945_CTD Fix
- SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
- FXU_0_0_22_Ship zon Files v2
- OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign_IO Strat.Map TDWv750 (Make sure to read documentation for this patch found in TWoS Documentation folder)

Removed mods:
-
Installation:
1. This is Hotfix is not cumulative so it has to be enabled with JSGME after The Wolves of Steel 1.03-Patch 5 and before optional patches. Your activated modlist should look like this:

The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 5
The Wolves of Steel 1.03 - Patch 5_HotFix
The Wolves of Steel 1.03 - TDW Real Navigation *(optional mod)
The Wolves of Steel - *x* Resolution Patch *(optional mod)

2.Start TDW's genericpatcher.exe and restore Snapshot found in "SH5/TDW_GenericPatcher_v_1_0_168_0/Snapshot" folder.

* Enable the patch in the port or at the sea when you don't have any AI units in your rendering area.
* Some changes will kick in after camping restart or after player's advance to the next campaign.
* Grossdeutscher Rundfunk New Remix 1939-1945_CTD Fix is not needed anymore...

zuff
04-19-15, 09:28 AM
Fantastic vdr1981! Starting a new campaign on this lazy Sunday, looking forward to it. :up:

Husksubsky
04-19-15, 02:50 PM
Thx for update VDR.
Finally finished tuning the autoscripts. It s here

http://www.mediafire.com/download/ag7yw4g5tcux474/autoscripts1.0_WOS_tuned.rar

The file itself is called version 04 still so it overwrites. I guess VDR will add it to next patch, but thers no danger adding it with jsgme.
Added a new section ..Patrolarealurk-- wich just bafflesearch and surface to load batteries and refresh oxygen. Brilliant if you want to search but save fuel. I used the VII B when I made it and hope it will work for the other boats aswell. Use obsscope instead of attack before surface now. I added TDW automation txt file from new ui s since it s not so easy to dig that up the way we are modding in WOS . It s logical and not hard. Just all the timing stuff that took ages. The tc I use (and like) is not for ppl in a hurry. I think the 64x no station scripst use approx 1 hour on 24 hours gametime.
Pls tell if something don t work or seem strange..FE (fueleconomy) scripts are just duplicates with different speed. I didn t test every single one.

A bit more here on first post of the aoutoscript thread http://www.subsim.com/radioroom/showpost.php?p=2134900&postcount=1

Deep_Hunter
04-19-15, 03:09 PM
Wow, this game is getting more and more perfection, thx a lot!!! :rock:
Is there a way to get the radiomessages in german? I only read about that old Deutschmod, are there any other translations?

kunral
04-20-15, 12:16 PM
Hi all.

I have not seen this issue posted nor found anything via Google.

I have a legit copy of SH5 via Uplay. It is patched to 1.2.

The only Mods I am using is the Wolves of steel Mega mod pack + WoS Patch 5 and patch 5 hotfix in that order.

My issue was initially a freeze after I leave Kiel harbor to head towards the UK. (after completing Danzig mission and heading to Kiel I made a save when I entered the bunker. On reload I get a new mission but only option was a repeat of Danzig. I take Danzig, enter patrol then re-enter base and speak to mission giver where the new UK missions are available so I take the Missions near the UK. I then get a freeze traveling up the baltic sea.)

Then I decided not to take Danzig mission again in case it was causing conflicts so I talk to the mission giver where the (UK missions not available), I choose to go on patrol with no mission and then re-enter the base which then allows me to choose the UK missions. This time I get a CTD every time I get out of the harbor and onto the open sea.

I have managed to get onto the UK missions before but that was stock SH5. Also this is the second time I have installed SH5 with WoS and have the same issues.

I was hoping someone may have come across this before and could put me right.

Thank you.

BrianB
04-20-15, 02:41 PM
Hi,

I am new to the forums and SH5 so bear with me :)
First let me say Hi to everyone and vdr1981 - love the Wolves of Steel Mod! Great work.
Now for the issue :hmmm:

I am only using the Wolves of Steel Mega mod pack, the WoS Patch 5 and the patch 5 hotfix in that order.

My issue started with the install of the new patch 5 hotfix. When I first installed the patch the game wouldn’t load fully, never got past the main startup screen. (Maybe a corrupted download) I re-downloaded the patch hotfix and installed EVERYTHING as a fresh install, game loaded this run. Now the game will freeze at random points, sometimes the deck guns will work fully other times they won’t move(no aiming), they will still fire. Also the game will freeze when using time compression if I try to do anything else (even if just reading a radio message). The other thing I noticed is when starting a new campaign it does not give me the option to skip the tutorial like it did prior to the patch 5 hotfix.
I also cannot load a saved point in the game, I have to start a new campaign.
Any ideas?

On a separate note I was wondering if someone could tell me if in SH5 you should still use the app “large address aware” to get access to the additional memory available, like in SH4 and if so can that app can be used with the Wolves of Steel Mod.
And when I install the game I get the notification that says I am not using the most updated graphics driver and says I am using the Graphics Driver version 150.152 – as you can see by my system and graphics info I am using the Driver Version: 9.18.13.5012 which was just released Driver Date/Size: 4/8/2015.

Thanks for the help :)




System:
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1
Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
System Model: p7-1074
BIOS: BIOS Date: 12/28/11 19:32:03 Ver: 6.11
Processor: AMD Phenom(tm) II X4 960T Processor (4 CPUs), ~3.0GHz
Memory: 8192MB RAM
Available OS Memory: 8190MB RAM
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 32bit Unicode

Video Card:
Card name: NVIDIA GeForce GTX 960 (EVGA 02G-P4-2966-KR GeForce GTX 960 Gaming 2GB 128-Bit GDDR5 PCI Express 3.0 HDCP Ready SLI Support SuperSC ACX 2.0+ Video Card)
Manufacturer: NVIDIA
Chip type: GeForce GTX 960
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_1401&SUBSYS_29683842&REV_A1
Display Memory: 4018 MB
Dedicated Memory: 1970 MB
Shared Memory: 2048 MB
Current Mode: 1440 x 900 (32 bit) (60Hz)
Monitor Model: S242HL
Native Mode: 1920 x 1080(p) (60.000Hz)
Output Type: DVI
Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,n vwgf2um,nvwgf2um
Driver File Version: 9.18.0013.5012 (English)
Driver Version: 9.18.13.5012
DDI Version: 11
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 4/8/2015 20:58:18, 15818528 bytes
Driver Strong Name: oem147.inf:NVIDIA_SetA_Devices.NTamd64.6.1:Section 144:9.18.13.5012:pci\ven_10de&dev_1401

Husksubsky
04-20-15, 03:27 PM
All I can say is I never heard of it before . Haven t installed hotfix, but two players with the same error makes me suspect the hotfix. maybe wind back and drop hotfix and put the rundfunkel fix instead?. :hmm2:

vdr1981
04-20-15, 03:39 PM
All I can say is I never heard of it before . Haven t installed hotfix, but two players with the same error makes me suspect the hotfix. maybe wind back and drop hotfix and put the rundfunkel fix instead?. :hmm2:

And all I can say is Repetitio est mater studiorum...:D
Be more concentrated while reading those instructions guys...I really doubt that's happening because of the hotfix but again , anything is possible...:hmm2:

EDIT:
And yes, you can ignore driver message...

BrianB
04-20-15, 04:58 PM
Well did a fresh install without applying the hotfix and the issues seem to be non-existent for now (at least haven’t run into them)
I will try a fresh download of the hotfix (it’s possible my original download was corrupt or something happened in the install of it).

As for following the instructions, well the only comment I will make on that is, was followed to a T - I do programming for a living so understand the complexity of following installation instructions ;)

Vdr1981, what’s your take on the app “large address aware”? Is it needed with SH5 and is it compatible with your mod?

PaulB
04-20-15, 04:58 PM
Hi all.

I have not seen this issue posted nor found anything via Google.

I have a legit copy of SH5 via Uplay. It is patched to 1.2.

The only Mods I am using is the Wolves of steel Mega mod pack + WoS Patch 5 and patch 5 hotfix in that order.

My issue was initially a freeze after I leave Kiel harbor to head towards the UK. (after completing Danzig mission and heading to Kiel I made a save when I entered the bunker. On reload I get a new mission but only option was a repeat of Danzig. I take Danzig, enter patrol then re-enter base and speak to mission giver where the new UK missions are available so I take the Missions near the UK. I then get a freeze traveling up the baltic sea.)

Then I decided not to take Danzig mission again in case it was causing conflicts so I talk to the mission giver where the (UK missions not available), I choose to go on patrol with no mission and then re-enter the base which then allows me to choose the UK missions. This time I get a CTD every time I get out of the harbor and onto the open sea.

I have managed to get onto the UK missions before but that was stock SH5. Also this is the second time I have installed SH5 with WoS and have the same issues.

I was hoping someone may have come across this before and could put me right.

Thank you.
I've essentially had the same issue.
Before the hotfix I was able to play the Danzig mission and then proceed with the Scapa Flow mission, no problems at all.
After the hotfix, I started a new campaign, completed the Danzig mission and docked at Kiel Sept 3, 1939. As I was a little early, I then did the "start patrol without new orders-dock immediately-get new mission" trick to get access to BTF/EBCW.
I chose Scapa Flow (BTF). Twice I got a CTD upon trying to start the patrol.
Third time I actually got into the boat and set the harbour pilot for Kiel outbound via canal.
Well, I got another CTD soon after I got into the canal.

Only thing that's changed in my game is the addition of the hotfix (and deletion of the Grossdeutscherrundfunk patch) and the updated autoscripts, so this makes me wonder.
JGSME Mod order:
TWoS 1.03
TWoS 1.03 patch 5
TWoS 1.03 patch 5 hotfix
TWoS 16x9 Resolution patch
autoscripts1.0_WOS_tuned

I thought it could just be my game but since others are experiencing the same issue, perhaps there's more to it.

THEBERBSTER
04-20-15, 06:30 PM
Make a copy of your CareerHistory CFg file and put it somewhere where it will not get deleted.

If you have to do a reinstall you can just copy this file back and you can skip the tutorial when you start a new career.

Peter

kunral
04-20-15, 09:52 PM
My problems happen with or without the hotfix. I was going to post earlier than I did but realized there was a hotfix which I wasn't using. So I added it but it didn't change anything for me.

vdr1981
04-21-15, 09:07 AM
After the hotfix, I started a new campaign, completed the Danzig mission and docked at Kiel Sept 3, 1939. As I was a little early, I then did the "start patrol without new orders-dock immediately-get new mission" trick to get access to BTF/EBCW.
I chose Scapa Flow (BTF). Twice I got a CTD upon trying to start the patrol.
Third time I actually got into the boat and set the harbour pilot for Kiel outbound via canal.
Well, I got another CTD soon after I got into the canal.



I always make manual game save in the bunker and then restart the game. If you jump directly from one patrol to another the game may CTD, especially in KIel harbor.

steve_lyons
04-21-15, 10:08 AM
Hi guys,

My problem is outlined by the OP of this thread. Any ideas? This great looking mod has brought me back here after a few years' absence. Would appreciate a hand mates.

http://www.subsim.com/radioroom/showthread.php?p=2308312&posted=1#post2308312

:woot:

Deep_Hunter
04-21-15, 02:11 PM
I guess the reason why nobody answered my question about german radio messages is, that there is no mod... :hmmm:
Additionally I have to report a problem with a savegame...Before entering the english channel I saved. In the channel I sank some ships but unfortunatly I had to quit the game. When I loaded the savegame I had the marks for the ships on the navigation map, although there was no tonnage in the log...To make it clear: I sank the ships after the saving and didnt save again. I also didnt load an autosave. Never had this before, is this normal?

vdr1981
04-21-15, 04:17 PM
I guess the reason why nobody answered my question about german radio messages is, that there is no mod... :hmmm:
Additionally I have to report a problem with a savegame...Before entering the english channel I saved. In the channel I sank some ships but unfortunatly I had to quit the game. When I loaded the savegame I had the marks for the ships on the navigation map, although there was no tonnage in the log...To make it clear: I sank the ships after the saving and didnt save again. I also didnt load an autosave. Never had this before, is this normal?

It happens sometimes when you load older savegame without game restart...


Guys with CTD's, can you confirm that you get CTD at midnight exactly ?

Nippelspanner
04-21-15, 05:33 PM
After a fresh SH5 installation with this mod (and the patch + hot fix), I encounter a lot of weird bugs. Maybe some of you know why they happen or how to fix, cause they make it next to unplayable for me.

- Crew often not on deck after surfacing the boat, only saving/reloading helps.
- Telegraph acts weird. I order standard speed (3) but it only sets to slow ahead (2) and so on, it is always one speed setting behind the ordered one.
- Ordering full stop takes ages, screws keep turning/running for a while, so does the Diesel - seems odd.
- Water drops sometimes "freeze" on the lens/screen and don't disappear for a while - can I delete those completely? I hate them.
- Ships/boat sometimes stops 'bobbing' completely. I noticed this while shooting with the DG on some merchant. While it was nice for precise shooting, it definitely was a bug. Sea was absolutely calm - but boats and ships usually always move a little.
- I attacked a polish submarine, hit it stern and to my surprise, the sub wasn't destroyed immediately. The bow was sticking out of the water, rest was deep below and I could hear the machines still running, it even made some knots... what the?
- Some orders happen with huge delays, sometimes they don't work at all.
For example, I ordered a crash dive, it was listed in the message box bottom right, I heard the alarm bell etc... but the boat just never dived?
I then hit crash dive again and it dived in 15(!) seconds - wha!?

Overall, I just have the feeling "something" is very wrong with my installation.
Would appreciate some hints or clarification.

Other than that, I really like the mod so far but:
Why does the 1WO still have his eyepatch?
And are these silly special abilities still ingame?
I'd love to fix both of these problems, is that possible?

Another important thing: Language.
I'd like to have my menus and texts in German for immersion - is there a German version?

alien41
04-21-15, 05:33 PM
Hello Guys;

I completed the mission in Scapa Flow, but not won the medal of progression.

Appears mission accomplished in Captain log. Something is wrong?

I'm using Wos patch 5 with the latest hotfix.

Thanks!:salute:

Havner
04-21-15, 05:39 PM
- Crew often not on deck after surfacing the boat, only saving/reloading helps.
I don't use WOS now but my own set of mods that's similar to WOS, just smaller and I hit this one pretty often. Might be some issue with MightyFine Crew Mod.

- Water drops sometimes "freeze" on the lens/screen and don't disappear for a while - can I delete those completely? I hate them.In the generic patcher there is patch in "render patches" that removes water droplets completely.

For example, I ordered a crash dive, it was listed in the message box bottom right, I heard the alarm bell etc... but the boat just never dived?
I then hit crash dive again and it dived in 15(!) seconds - wha!?Stupid question. You sure you were not standing on the deck while ordering for the first time? The bells seem to trigger, but you don't dive with a message that a crew is on the deck.

And the german version is available in the TDW NewUI. Not sure though if it is fully compatible with WOS, some messages might be missing.

Nippelspanner
04-21-15, 05:58 PM
Thanks for the help Havner!
I'm 100% sure I was under deck when I ordered the crash dive - I learned my lesson the first few times I tried to dive while on the bridge :D

Maybe it was some random hickup and won't happen again, I'll do some crash dives later to see if the problem is repeatable.

I found the water drop thingie in the patcher, no idea why I didn't think of that myself, thanks a ton!

Husksubsky
04-21-15, 05:59 PM
Hi guys,

My problem is outlined by the OP of this thread. Any ideas? This great looking mod has brought me back here after a few years' absence. Would appreciate a hand mates.

http://www.subsim.com/radioroom/showthread.php?p=2308312&posted=1#post2308312

:woot:
I ve had the version conflict thing once. Might be something that happens during patching to 1.2. I had a folder containing all original files files altered by tdw patch. Replaced and started the procedure again without problem.

steve_lyons
04-21-15, 06:13 PM
Might be something that happens during patching to 1.2.

Thanks but I've got it sorted... Only took me hours to pull off. I'm new to SH5 (was a huge fan of Grey Wolves and SH3) and didn't realise the problems posed by the steam exe.

Since then I've followed a number of tutorials to get it up and running properly. Namely this little gem of a thread. For anyone interested in getting steam SH5 modded right, the first post (read very carefully) is all you'll need.

http://www.subsim.com/radioroom/showthread.php?t=214687&page=5

Cheers!
:woot:

Havner
04-21-15, 06:15 PM
The third is intended. Inertia I think its called.Intended and should be realistic.Never checked that out. Around 30 secs I think from standard speed.
There is also a patch for this in the generic patcher. It's called "RPM intertia". You can turn that off if that bothers you. I think WOS snapshot has it turned on by default.
There is also a setting in the OFEV that makes your crewman react to your orders with a little delay (6 secs by default IIRC). This affects speed, direction setting and possibly more.

Husksubsky
04-21-15, 06:48 PM
There is also a patch for this in the generic patcher. It's called "RPM intertia". You can turn that off if that bothers you. I think WOS snapshot has it turned on by default.
There is also a setting in the OFEV that makes your crewman react to your orders with a little delay (6 secs by default IIRC). This affects speed, direction setting and possibly more.

Sorry for taking posts in and out was messing up with multiquote :D
Can add that thers also an intended delay before crashdive so "crew can get into boat". Can be changed in optionfileeditor if not mistaken

Nippelspanner
04-21-15, 06:59 PM
Speaking of 'bugs'.
Just leaving Kiel for my second patrol on September 3, when...

http://i.gyazo.com/90da3052229740059f9b57eceb5c8df3.png

http://i.gyazo.com/bba6a918b34134fdc242d4fe9d9eb543.png

It is (was) a polish merchant, heading for Kiel on September 3, 1939. :har:

maillemaker
04-21-15, 09:05 PM
Hi all.

I have just discovered this megamod. This looks fantastic - cuts a lot of work out of installing stuff.

I have followed all the instructions, and I launched the game, and I saved and loaded a game while in the bunker. I went and talked to the mission assigner dude, and he went through his spiel on my mission.

There are two missions shown:

The old "Baltic patrol", and then below it "First assignment" or something like that.

If I click on "Baltic Patrol" an X appears in the ocean and an info box next to it and I can choose "accept mission".

But if I click on the "First assignment" the patrol box is burried in the bottom left-hand corner of the screen and I cann see the entire box and cannot click on the "accept mission" button.

I did not install any of the 16:9 or whatever aspect ratio mods.

Any ideas? I'm on about page 5 of reading this thread.

Steve

vdr1981
04-22-15, 01:46 AM
Hi all.



But if I click on the "First assignment" the patrol box is burried in the bottom left-hand corner of the screen and I cann see the entire box and cannot click on the "accept mission" button.



Steve

It's "First Deployment" and that's intentional, there are no additional missions for that one, just ignore it... The mission is only visible for one day...

alien41
04-22-15, 06:32 PM
Hello Vdr ;


We should receive crosses to complete the missions ?

I finished the mission " baltic operation" and " Scapa Flow " and did not get anything . :hmmm:

Thanks

vdr1981
04-23-15, 09:43 AM
Hello Vdr ;


We should receive crosses to complete the missions ?



That's not necessary...
Small crosses (aka value points ) are only used to unlock missions and to define victory /defeat message between campaigns, and that's all. Now, all missions are date controlled and defeat message is changed to more appropriate one, so those crosses are not important anymore . What's important is overall tonnage anywhere in the world, tankers and capital ships...:yep:

vdr1981
04-23-15, 01:57 PM
After a fresh SH5 installation with this mod (and the patch + hot fix), I encounter a lot of weird bugs. Maybe some of you know why they happen or how to fix, cause they make it next to unplayable for me.


- Crew often not on deck after surfacing the boat, only saving/reloading helps.
I use blow ballast all the time when surfacing and I saw that bug only once...It's the same for diveing, use GUI buttons...

- Telegraph acts weird. I order standard speed (3) but it only sets to slow ahead (2) and so on, it is always one speed setting behind the ordered one.
Small side effect from one of the patches but your commands are accepted correctly, works much better with SH3 interface...

- Ordering full stop takes ages, screws keep turning/running for a while, so does the Diesel - seems odd.
From the RPM inertia patch which deals with unrealistic sporty sub and AI unit performances, very stupid feature of all SH game IMO.

- Water drops sometimes "freeze" on the lens/screen and don't disappear for a while - can I delete those completely? I hate them.
There is a patch for that too but it seems it doesn't work...

- Ships/boat sometimes stops 'bobbing' completely. I noticed this while shooting with the DG on some merchant. While it was nice for precise shooting, it definitely was a bug. Sea was absolutely calm - but boats and ships usually always move a little.
0 wind speed patch...Maybe it's better to disable this patch...:yep:

- I attacked a polish submarine, hit it stern and to my surprise, the sub wasn't destroyed immediately. The bow was sticking out of the water, rest was deep below and I could hear the machines still running, it even made some knots... what the?
- Known bug, AI subs could be really strange...

- Some orders happen with huge delays, sometimes they don't work at all.
For example, I ordered a crash dive, it was listed in the message box bottom right, I heard the alarm bell etc... but the boat just never dived?
That delay simulate crew entering the sub and without it SH5 subs will crashdive in less than 15s. You can edit time delays via TDW options file editor...

Why does the 1WO still have his eyepatch?
And are these silly special abilities still ingame?
Because he lost his eye?
Not really , check readme documentation of Real U-boat performace and Reworked Morale and Abilities v.1.1 mods...

Another important thing: Language.
I'd like to have my menus and texts in German for immersion - is there a German version?
Unfortunately not (yet)...German menu.txt is not compatible...

Speaking of 'bugs'.
Just leaving Kiel for my second patrol on September 3, when...

http://i.gyazo.com/90da3052229740059f9b57eceb5c8df3.png

It is (was) a polish merchant, heading for Kiel on September 3, 1939. :har:
It happens sometimes due to random unit activation...

P.S.
Turn off those GPS map updates and play like veteran...With TDW Real Navigation....:up: I would never shift to SH5 if this mod wasn't released...

vdr1981
04-23-15, 02:06 PM
Hotfix is updated...Maybe you guys with CTD will have more luck this time...

http://www.subsim.com/radioroom/downloads.php?do=file&id=4670

Nippelspanner
04-23-15, 02:32 PM
- Crew often not on deck after surfacing the boat, only saving/reloading helps.
I use blow ballast all the time when surfacing and I saw that bug only once...It's the same for diveing, use GUI buttons...
Ok, I'll try using the GUI instead, if I do (I'm SO used to keys by now) I'll report back if I notice a difference.

- Telegraph acts weird. I order standard speed (3) but it only sets to slow ahead (2) and so on, it is always one speed setting behind the ordered one.
Small side effect from one of the patches but your commands are accepted correctly, works much better with SH3 interface...
Ah, yeah I figured that by now, it was just confusing the first time it happened.

- Ordering full stop takes ages, screws keep turning/running for a while, so does the Diesel - seems odd.
From the RPM inertia patch which deals with unrealistic sporty sub and AI unit performances, very stupid feature of all SH game IMO.
I never liked the "Ferrari" subs and was happy to see that this was addressed. Most of the time it works correctly, but once or twice (when I reported it), it didn't and kept running/moving for minutes.
However, the Diesels should be able to stop in a matter of seconds though, from what I know about them.

- Water drops sometimes "freeze" on the lens/screen and don't disappear for a while - can I delete those completely? I hate them.
There is a patch for that too but it seems it doesn't work...
I disabled it and it seems to work for the drops - but not always for whatever reason. I do get them a lot less and if they appear, I just dive the cam underwater and that 'cleans' the lens. :03:

- Ships/boat sometimes stops 'bobbing' completely. I noticed this while shooting with the DG on some merchant. While it was nice for precise shooting, it definitely was a bug. Sea was absolutely calm - but boats and ships usually always move a little.
0 wind speed patch...Maybe it's better to disable this patch...:yep:
Yeah I figured by now that this might be intended and I highly welcome it. Calm waters are calm waters - I always hated the over-modeled bobbing around in SH5, like in the U-Boat bunker. I just thought it is a bug since vanilla SH never did that.

- I attacked a polish submarine, hit it stern and to my surprise, the sub wasn't destroyed immediately. The bow was sticking out of the water, rest was deep below and I could hear the machines still running, it even made some knots... what the?
- Known bug, AI subs could be really strange...
Copy that.


- Some orders happen with huge delays, sometimes they don't work at all.
For example, I ordered a crash dive, it was listed in the message box bottom right, I heard the alarm bell etc... but the boat just never dived?
That delay simulate crew entering the sub and without it SH5 subs will crashdive in less than 15s. You can edit time delays via TDW options file editor...
Ah ok, that's interesting!


Why does the 1WO still have his eyepatch?
And are these silly special abilities still ingame?
Because he lost his eye?
Not really , check readme documentation of Real U-boat performace and Reworked Morale and Abilities v.1.1 mods...
Will check them out thanks.
Regarding the 1WO.
Yes, he lost his eye but my point comes from a historical/realistic background. A watch officer (or actually any crew member aboard a sub) with just one eye would have never-ever served on a U-Boat.
I know, I know, Ubi thought they are so super original by making him a friend or relative to Dönitz (oh come on!) and so he gets the extra sausage but that is just plain silly and from all I know about Dönitz, he would have never been "that guy".
That is why I was surprised to find this uhm "feature" in any mod at all.

Are there compatible crew skin mods maybe?


Another important thing: Language.
I'd like to have my menus and texts in German for immersion - is there a German version?
Unfortunately not (yet)...German menu.txt is not compatible...
Ok, no big deal though. By now, I'm used to English text on German boats. :03:

Thanks a lot for taking the time to answer my issues/questions, much appreciated!

Deep_Hunter
04-23-15, 02:42 PM
For german language you can use raven corax German Sprachpatch http://www.subsim.com/radioroom/showthread.php?t=215259 like Dragon suggested in his addon. I use it and it works fine :D Only the radio messages are still in english
@vdr: Could you please remove the low resolution of the dynenv...since you changed it to lowres I get huge ugly brown rocks in underwater view...

vdr1981
04-23-15, 03:07 PM
For german language you can use raven corax German Sprachpatch http://www.subsim.com/radioroom/showthread.php?t=215259 like Dragon suggested in his addon. I use it and it works fine :D Only the radio messages are still in english
@vdr: Could you please remove the low resolution of the dynenv...since you changed it to lowres I get huge ugly brown rocks in underwater view...

I think the issue is not related to Dyn Env low res patch. That patch is with TWoS since day one. If I remember correctly it's stock graphical glitch...Usually those rocks will dissapear after you dive again with free camera...

PaulB
04-24-15, 11:31 AM
Hotfix is updated...Maybe you guys with CTD will have more luck this time...

http://www.subsim.com/radioroom/downloads.php?do=file&id=4670
Download link is not working, something must have probably gone wrong when you uploaded the file.

zuff
04-24-15, 11:56 AM
Download link is not working, something must have probably gone wrong when you uploaded the file.

Can confirm, not working for me either.

vdr1981
04-24-15, 02:49 PM
Can confirm, not working for me either.

Sry about that guys, try it now...
If any have downloaded hotfix2 without mentioned changes in menu.txt in readme file please redownload the hotfix...

Nippelspanner
04-24-15, 06:30 PM
For german language you can use raven corax German Sprachpatch http://www.subsim.com/radioroom/showthread.php?t=215259 like Dragon suggested in his addon. I use it and it works fine :D Only the radio messages are still in english
@vdr: Could you please remove the low resolution of the dynenv...since you changed it to lowres I get huge ugly brown rocks in underwater view...
Thanks man, I'll give it a try!
Radio messages in English are fine - I wish they would be all in their native language, so an English vessel sendiinng SSS should be in English, obviously, but BdU messages should be German.

Edit: I just checked the file, the BdU generated messages are in German so... it should work, shouldn't it?

4190=Funktelegramm
4191=FT-Eingang
4192=Von: %s|An: %s|%s
4193=BdU
4194=Meldung über Funkkontakt
4195=Kontaktmeldung. %s %s, %s, Kurs %s, Fahrt %d Knoten.
4196=Kontaktmeldung erhalten. Gute Arbeit!
4197=Seien Sie aggressiver!
4198=Weiter so!
4199=Rückmarsch antreten!

4200=Fühlungshaltermeldung
4201=%s. Position %s
4202=Geleitzug gesichtet.|Ungefähre Fahrt %d Knoten.|Ungefährer Kurs %d Grad.
4203=Kampfverband gesichtet.|Ungefähre Fahrt %d Knoten.|Ungefährer Kurs %d Grad.
4204=EmpfangenI'll give it a shot.

barel80
04-24-15, 06:36 PM
My adventure with Silent Hunter 5 and Wolves of Steel started and ended with crash to desktop after the mission loaded...

Core i7, Nvidia GTX 970, 16GB RAM, Windows 8.1

Does anyone have the same problem ? Mission is loading and it crashes before submarine interior appears...

Nippelspanner
04-24-15, 07:57 PM
Did you install the SH5 patch(es)?
Uplay does NOT do that automatically, you have to do it manually, using the updater in Main Folder\Support\GameUpdater.

THE_MASK
04-25-15, 01:49 AM
I was watching this video https://www.youtube.com/watch?v=VblG2RxoIWc and noticed that the interior submarine lights look dull .
Here are the lights on my sub . I think its this file but cannot really remember .
Silent hunter 5\data\Cfg\Lights (interior submarine) .
Mod sobers Lights Cfg V10 SH5
http://i62.tinypic.com/optrir.jpg

moosenoodles
04-25-15, 08:19 AM
I am going to grab this pack while its here :D Last one I did was sobers and took a while to be um how does one say, confident that one did it right. :D

Even with the WOS mod pack here the TDW patcher part again just links to a how to use it page which I would rather if he is going to create a simple no brainer pack to actually state what you do with the TDW patcher in his install steps instead of using links to the page to read what you do there.

I am guessing or hoping though its a matter of run TDW and patch with the snapshot which If I am correct in saying a snapshot is a image of sorts of what should be all an automated setup and patch system.

Ideal for me a guy who wonders if he did something right or not :D

moosenoodles
04-25-15, 12:17 PM
All installed great, tdm thing was no hassles really was easier than I thought.
Finally understand it I think. Ive not dabbled with the other overview config tool that lets you change little prefs you might like.

Any ideas there? I left it standard the game is running great and so is the mod pack. Looks fantastic with Antialiasing up to max with the gtx 970 card.

alien41
04-27-15, 11:11 AM
I was watching this video https://www.youtube.com/watch?v=VblG2RxoIWc and noticed that the interior submarine lights look dull .
Here are the lights on my sub . I think its this file but cannot really remember .
Silent hunter 5\data\Cfg\Lights (interior submarine) .
Mod sobers Lights Cfg V10 SH5
http://i62.tinypic.com/optrir.jpg


Sober, what you did for the bulbs look white and bright?

maillemaker
04-27-15, 02:56 PM
It's "First Deployment" and that's intentional, there are no additional missions for that one, just ignore it... The mission is only visible for one day...

Great, thanks!

Steve

maillemaker
04-27-15, 03:14 PM
OK, finally made it through all the pages of this thread.

I really like this mod pack. I have played SH3+GWX for many years now, culminating in 100% realism with no map contacts, and while I have dabbled with SH5 a few times I was always put off by the complexity of the mod soup and even after trying to mod it I could not get into the feel of the game nor the interface.

Now, with the advent of this mod, for the first time the UI of SH5 makes some sense to me.

I very much like the "pop up" officer faces at the bottom center of the screen that allow me to access my traditional SH3 commands (plus some new ones).

The graphics in this game are definitely tremendously better than SH3. Very realistic water, and the damage effects on ships are very cool. Realistic looking fire and smoke. I even saw a hole appear in the side of a ship and you could see into its hold.

Some questions:

1) On the map screen, in SH3 there is nice compass/range wheel that appears around your boat when you zoom in sufficiently. This is useful to get a sense of scale around your boat. Is there anything like this in SH5? Do I have to go to the tactical map to see it? I have not used the tactical map yet.

2) I read somewhere you should not give any promotion points to the torpedoman...is that still true?

3) Do the realism settings accessible while in the bunker still work with this mod installed? Or does the mod counter/disable them? For example, right now I have no external view ability. I would like to turn it on for now to see the sights in this new graphical world.

4) In SH3 electric torpedoes had a range of 5km I think. In SH5 they are 3km. Is this right? Do I have to play games with my torpedoman to have him "supercharge the torpedo" or whatever to get the correct range out of them?

5) The German labels on the damage screen confuse me. I know I can click on them and get an English description down below but I would prefer the damage boxes to be in English (or have English translations below the German word). Is this possible?

6) My men are spotting ships at ranges in excess of 20km when I ask for nearest visible contact. In SH3 the limit was 16km. Is this accurate?

7) On the way back to Kiel after Baltic mission where I had sank two Polish merchants, I came across an S-class sub. I sank it with gunfire. While my mission status showed I had sunk 2 merchants, it still said 0 warship sunk even though it showed in the log that I had sunk the sub. Also the sub never returned fire. Why?

For people following along in the thread here are some things I picked up while reading 100+ pages:

* Random smoke blobs in environment: Known stock bug - no fix.

* When using electric engines with WOS mod, engine speed selection (1-5) does not correspond to the user interface, which shows one speed lower than selected. However, engine RPMs reflect actual selected speed. This is a known issue.

* Ships viewed at long range appear partially submerged in the water. Known issue.

Steve

THEBERBSTER
04-27-15, 05:52 PM
Hi Steve.

Check out the little buttons in the corners of both the Nav and TAI Maps.

Peter

maillemaker
04-27-15, 09:10 PM
Many of the buttons appear to do nothing. Presumably the mod eliminates their function. For example, showing visual contacts.

Steve

moosenoodles
04-28-15, 04:09 AM
there are two buttons on the left menu at times in map modes that seem to be greyed out for me also. And I am still figuring out why I do not have identify target on torpedo man's skill set bar when others in WOS videos do. And apparently full real set for them also.

vdr1981
04-28-15, 12:11 PM
I'm getting a bit tired answering the same questions over and over again, so please out check 2nd post of this thread...I'm creating small FAQ retrospective...

auricom
04-28-15, 01:17 PM
Hi all,

I started playing this mod yesterday after a long winter break from SH5.. Last foray was the 'Wolves from the Deep' mod, and then a long SH4 stint with 'Fall of the Rising Sun'

Just wanted to pass along another 'great damn work' from myself to the author of this mega mod and the authors of all the sub mods. This is my first attempt to play SH5 with 'realistic navigation' and I'm enjoying the additional layer of challenge immensely .. No issues so far with the mod and hopefully the upcoming days will be CTD free

Keep up the great work subsim modders, you guys are amazing.

moosenoodles
04-28-15, 01:56 PM
I'm getting a bit tired answering the same questions over and over again, so please out check 2nd post of this thread...I'm creating small FAQ retrospective...

Oh yes I see the identity button part now :D, its fairly ok to have it there really because I would use it when its 5000mtrs or so which would be acceptable for a trained watch officer to do. Using it though as you said at 20km is a little sad if anyone would do that.

On a different note, I can not see this question though in the faq.

I completed the baltic operations mission with two green ticks. Then chose to head to kiel instead of just staying out some more like offered on completion.

I dock at kiel with end patrol. There are no new mission areas to click on only baltic operations again. Is this normal? I recall it not being so last time I played. Does one just have to take a new patrol only option now?

Thanks for the patience :)

vdr1981
04-28-15, 02:02 PM
I dock at kiel with end patrol. There are no new mission areas to click on only baltic operations again. Is this normal? I recall it not being so last time I played. Does one just have to take a new patrol only option now?

Thanks for the patience :)

This will become one looong FAQ retrospective I guess...:D
Next mission will become available on 4th September 1939...You can chose not to dock in Kiel before that date or you can sail first eastern British patrol without secondary mission... It's up to you...

moosenoodles
04-28-15, 02:58 PM
i just left kiel and its the 16th sep down the canal.. there was no option for mission in mission options at dock, the only time the items showed on map was if i chose take a new patrol. then the eastern uk one and the scapa flow area one showed up. but you could not take it as a mission.

I need to know if I should dock at the kiel canal yard or something to try again or is patrol to uk ok to sink tonnage or do the uk ships only become available IF i take missions if its at all possible right now :O

vdr1981
04-28-15, 03:32 PM
You can dock in Kiel as soon as you start patrol but doing so you will get one negative rating point (finishing mission without tonnage) and those are really hard to earn (you need to sink something really big). Keep in mind that those points are really important for your future awards, new sub offers and medals.
It's really the best for you to do what I told you in my previous post.
And yes, you will always find shipping in the SH world, regardless of missions ...

moosenoodles
04-28-15, 03:36 PM
Next mission will become available on 4th September 1939...You can chose not to dock in Kiel before that date or you can sail first eastern British patrol without secondary mission... It's up to you...

^^ I can not seem to grasp what you said here.

Its the 16th september and im in Kiel dock... I can not get any mission regardless of what I do on the map. If I go to new patrol it just launches me into the conning tower ready for a patrol ( with no mission set ) and you just mentioned thats a bad thing as if I dock now to try get mission which seems odd as its already past 4th september.. then I will lose a hard to earn point.

so tickle me with a feather here old boy, its the 16th sep, I am in kiel docked now and how do I get the misssion for UK attacks.


edit: the only way I got the mission to show on the 16th september was to go to new patrol, end it, then go back to mission guy and now I can take them. But now I probably have a negative point lol. Makes no sense here, either your sept the 4th date is incorrect or something else is not right.

vdr1981
04-28-15, 03:43 PM
so tickle me with a feather here old boy, its the 16th sep, I am in kiel docked now and how do I get the misssion for UK attacks.

Go to eastern British coastal waters without additional mission or load save from Danzing operations and wait for 4th Sept to enter the Kiel base. OK now?

moosenoodles
04-28-15, 03:52 PM
I am unsure what you are missing here and I sense you are stressing out lol.

this is your post to me just now, read it....

"Go to eastern British coastal waters without additional mission or load save from Danzing operations and wait for 4th Sept to enter the Kiel base. OK now? 04-28-2015 09:36 PM"

what do we see here, oh we see u telling me to wait for 4th sept to enter kiel base. With an OK now? aggressiveness :P

Let us see if you understant now what I am saying once again, because I understand what you said every time I just wanted confirmation on why this was not working, here is the question in laymens terms for you.

I had finished the Danzig mission/s and by time I got to KIEL it was already the 16th of september. THE 16TH OF SEPTEMBER :rotfl2:

what part of this do you not get that the 16th of september is after the 4th of september and I then enter kiel and got no mission offers..

Christ am I going mad here or did you mean 16th september bloody 1940. hahahah god man save my sanity and tell me im not insane.

THE_MASK
04-28-15, 04:05 PM
When you enter the bunker in Kiel can you go to the upgrade officer and see if any upgrades like torpedo load out is available .

maillemaker
04-28-15, 04:06 PM
I dock at kiel with end patrol. There are no new mission areas to click on only baltic operations again. Is this normal?

As was said, and as I learned reading through this thread, the missions in SH5 are date driven.

That means that the missions won't be available except within a certain date window. They are not dependent on what you have done, they are dependent on dates.

Steve

THE_MASK
04-28-15, 04:20 PM
If you don't do this step then you will have no missions to select on the briefing map afaik .
''Don't forget to save/reload the game first time you enter the bunker''

moosenoodles
04-28-15, 04:21 PM
Neil please save me. :arrgh!:

THE_MASK
04-28-15, 04:31 PM
Neil please save me. :arrgh!:LOL . Take a picture to show whats happening , make sure you press Shift + F11 to take the picture .

vdr1981
04-28-15, 04:41 PM
I am unsure what you are missing here and I sense you are stressing out lol.

this is your post to me just now, read it....

"Go to eastern British coastal waters without additional mission or load save from Danzing operations and wait for 4th Sept to enter the Kiel base. OK now? 04-28-2015 09:36 PM"

what do we see here, oh we see u telling me to wait for 4th sept to enter kiel base. With an OK now? aggressiveness :P

Let us see if you understant now what I am saying once again, because I understand what you said every time I just wanted confirmation on why this was not working, here is the question in laymens terms for you.

I had finished the Danzig mission/s and by time I got to KIEL it was already the 16th of september. THE 16TH OF SEPTEMBER :rotfl2:

what part of this do you not get that the 16th of september is after the 4th of september and I then enter kiel and got no mission offers..

Christ am I going mad here or did you mean 16th september bloody 1940. hahahah god man save my sanity and tell me im not insane.

Hmmm...Be more aggressive?:rotfl2:

Like Sober said, drop some screenshot, I really can't understand what is going on with your game...

Also, did you perform last step of installation as you should? ''Don't forget to save/reload the game first time you enter the bunker''

Sailor Steve
04-28-15, 05:25 PM
LOL . Take a picture to show whats happening , make sure you press Shift + F11 to take the picture .
Did they change that for SH5? In SH3 and SH4 it's Ctrl + F11. Shift starts a video that makes the FPS pretty much stop.

THEBERBSTER
04-28-15, 07:11 PM
I think you are right Steve.

CTRL +F11 takes a single picture (screen shot).
Shift + F11 takes continuous frames.

Peter

THEBERBSTER
04-28-15, 07:58 PM
Part of the problem is that until you know who is playing with what set up (No stupid tonnage bar with the freestyle missions) or those on the previous setup without the new mod then confusion is going to continue.

Even before this new set up there seems to be a lack of understanding anyway as to how OHII missions worked.

There is this confusion where having ended the patrol you can just go and get another one, and as some of know it does not work like that.

Having the freestyle missions is going to add to more confusion.

I agree with vecko that how many times do you have to go over the same ground.

With newcomers to the game and others changing over to TWOS it unlikely that they will toil through the hundreds of posts to find an answer.

Every day you see isolated Threads on TWOS problems and queries where it would far more sensible to post it here where you will get a quicker response.

With TWOS becoming even more popular as it will a message in Post #1 and in the installation documentation might calm things down a bit.

FAQ's is definetly a step in the right direction.

I can feel your frustration vecko.

Peter

THE_MASK
04-28-15, 08:27 PM
TWOS , is the best thing to happen to SH5 in a long time .

Husksubsky
04-29-15, 12:41 AM
Now I m also bit confused:hmmm:. Just installed latest patches and can click northwestern approaches (Im in december 39), but no mission and get the question if I Really want to go wihout a mission. I didn t see that specified in the documentation. intentional? seem logic with freeplay but always heard we must pick mission and see that little box appear. First time I encounter that well within date limits.
It appears to me after some reading up the pages that moosenoodles also experience the same issue. I m not sure what I missed

EDIT: The problem appears after I removed hotfix too so it s something else. What did we do under these surcomstances again..just go without mission? I m ok with that....:)

Husksubsky
04-29-15, 01:20 AM
A little from the campaign.cfg..not completed yet(if we talk completed in freeplay)

[Campaign.CampObj.MacroObj 4]
ObjectiveID=TG_Blockade_of_Germany
Name=Campaign.CampObj.MacroObj 4.Name
MapZone=NorthPatrol
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 4.FurtherInfo
StartDate=19390921
EndDate=19400401
IsCompleted=false
IsFailed=false
IsUnlocked=true
GenAchiev=OBJ Carriers removed
GenAchievOnFail=OBJ Carriers removed
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ British Coastal Waters Succesful

[Campaign.CampObj.MacroObj 4.PersObj 1]
PersObjType=0
Name=Patrol_the_British_Western_Coast
Description=Campaign.CampObj.MacroObj 4.PersObj 1.Description
RelatedMapLocations=Line_BNP
IsCompleted=false

[Campaign.CampObj.MacroObj 4.PersObj 1.Amount]
IsTonnage=true
Tonnage=80000
NumOfShips=1

[Campaign.CampObj.MacroObj 4.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=79536
NumOfShips=0

THE_MASK
04-29-15, 01:33 AM
Unenable this mod and start a new campaign .
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign_IO Strat.Map_NewUIs v7.5.0
See if you can now choose a mission on the briefing map .

THEBERBSTER
04-29-15, 05:40 AM
Hi sober

I will second that. :yeah:

I hope vecko gets rewarded for this at the end of the year.

Peter

vdr1981
04-29-15, 08:32 AM
Now I m also bit confused:hmmm:. Just installed latest patches and can click northwestern approaches (Im in december 39), but no mission and get the question if I Really want to go wihout a mission. I didn t see that specified in the documentation. intentional? seem logic with freeplay but always heard we must pick mission and see that little box appear. First time I encounter that well within date limits.
It appears to me after some reading up the pages that moosenoodles also experience the same issue. I m not sure what I missed

EDIT: The problem appears after I removed hotfix too so it s something else. What did we do under these surcomstances again..just go without mission? I m ok with that....:)

OK, show me the screenshot of navigation map from the bunker and upload Campaign .cfg file from the same bunker save. It is the best way for me see what is wrong.

Note that in order to activate all tweaks from hotfix2 you have to restart your campaign or to edit campaign,cfg file from gamesave manually.

vdr1981
04-29-15, 08:34 AM
Unenable this mod and start a new campaign .
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign_IO Strat.Map_NewUIs v7.5.0
See if you can now choose a mission on the briefing map .

Not possible with all in one megamod like this one...I'm also pretty much sure that there's nothing wrong with the mod/addon, you don't have any problems fro example, right?

And for anyone else, you can see whole idea behind no tonnage bar/free style campaign on this page...http://www.subsim.com/radioroom/showthread.php?t=189818&page=372

maillemaker
04-29-15, 11:37 AM
I don't know if this is due to this mod or if this is SH5 in general, but holy crap aircraft are thick!

It's still 1939 and I'm making my first pass up the British eastern coast.

And I'm getting shot up by planes during the day like it's 1945!

In SH3 I could pretty much sail the eastern coast of Britain unmolested in 1939 and 1940, except for running into the occasional escort or torpedo boat.

Is this to be expected in SH5?

Steve

Jedstream
04-29-15, 02:01 PM
Hi everyone! Enjoying first trip with SH5 and WOS. Is there a manual/readme for the WOS mod? Cheers.

THE_MASK
04-29-15, 02:20 PM
I don't know if this is due to this mod or if this is SH5 in general, but holy crap aircraft are thick!

It's still 1939 and I'm making my first pass up the British eastern coast.

And I'm getting shot up by planes during the day like it's 1945!

In SH3 I could pretty much sail the eastern coast of Britain unmolested in 1939 and 1940, except for running into the occasional escort or torpedo boat.

Is this to be expected in SH5?

SteveNew tactics are required if I am near the British coast . If I have all engines stopped and are at silent running I can sit at 35 meters below and listen for traffic with the hydrophone during the day . I only need to surface briefly to release the CO2 twice per daylight hours . I travel at night to get to where I want to go . I have had to return for repairs twice so far in my current campaign because of planes . I have been lucky and found 2 small convoys at night .

THEBERBSTER
04-29-15, 02:23 PM
Hi Steve

It's bit hot on the East Coast with the latest IRAI.

Anything over TC32 and you are going to take damage.

One way to ease the problem is to adjust the Crash Dive time in the OFEV.

In the Crash Dive Tab you can change the default 20 seconds to a lower setting of 10 seconds that seems to work ok up to TC32.

Another option is do not stay on the bridge but go below during the day.

Peter

Husksubsky
04-29-15, 03:10 PM
OK, show me the screenshot of navigation map from the bunker and upload Campaign .cfg file from the same bunker save. It is the best way for me see what is wrong.

Note that in order to activate all tweaks from hotfix2 you have to restart your campaign or to edit campaign,cfg file from gamesave manually.

Thx for answer. I never tweaked anything, I missed that part , but I ll send when I come home.

Husksubsky
04-29-15, 03:12 PM
Not possible with all in one megamod like this one...I'm also pretty much sure that there's nothing wrong with the mod/addon, you don't have any problems fro example, right?

And for anyone else, you can see whole idea behind no tonnage bar/free style campaign on this page...http://www.subsim.com/radioroom/showthread.php?t=189818&page=372

I did however reload with hotfix removed and to my surprise still no mission

maillemaker
04-29-15, 03:13 PM
Is this level of air coverage/defense realistic for 1939/1940?

Also aircraft do not seem to be deterred by bad weather in SH5?

Steve

Husksubsky
04-29-15, 10:25 PM
If I have all engines stopped and are at silent running I can sit at 35 meters below and listen for traffic with the hydrophone during the day . I only need to surface briefly to release the CO2 twice per daylight hours .
Try my new patrolarealurk in the TWOS autoscriptupdate:D

Husksubsky
04-30-15, 12:09 AM
heres campaign.cfg from bunkersave. Im obviously not good at attachments I ll try again


[Campaign]
NameId=TotalGermany39
Title=Campaign.Title
Description=Campaign.Description
StartDate=19390831
EndDate=19400601
IsStartingCampaign=true
RequiredSubTypes=SSTypeIIA,SSTypeVIIA,SSTypeVIIB,S STypeVIIC
RequiredProfileAchievements=
RequiredCareerAchievements=

[Campaign.CampObj]
Name=Campaign.CampObj.Name
ValuePointsRequired=8
ValuePointsMajorVictory=10
DateMajorVictory=19400601
DateHistoricalVictory=19400601
IsCompleted=false
IsFailed=false
DateOfCompletion=0

[Campaign.CampObj.MacroObj 1]
ObjectiveID=TG_Scapa_Flow
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=Scapa_Raid
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19390910
EndDate=19391015
IsCompleted=true
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Special_Operation_P
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=
IsCompleted=true

[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=1

[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=BBRoyalSovereign
Type=11
TargetType=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Class=BCRenown
Type=10
TargetType=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Class=BBQueenElizabeth
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=Scapa_Raid

[Campaign.CampObj.MacroObj 2]
ObjectiveID=TG_Norway_Invasion
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=NorwayInvasion
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19400320
EndDate=19400411
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Attack_ships_in_Narvik_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=Area_Narvik,Line_Norway_Invasi on2
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=5

[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 4]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 6]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 7]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 8]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 9]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 10]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 11]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 12]
Type=10
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=0
ToNode=Narvik

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2]
TargetIdType=2
MapZone=DefendNorway

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3]
TargetIdType=3
PatrolNode=NARVIK_Patrol_1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4]
TargetIdType=0
ToNode=NARVIK_Patrol_1

[Campaign.CampObj.MacroObj 2.PersObj 2]
PersObjType=0
Name=Attack_British_ship_entering_Norway_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 2.Description
RelatedMapLocations=Line_Norway_Invasion
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 2.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2

[Campaign.CampObj.MacroObj 2.PersObj 2.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 3]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 4]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 5]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 6]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 7]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 8]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 9]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 10]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 11]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 12]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 13]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 1]
TargetIdType=2
MapZone=Norway1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 2]
TargetIdType=2
MapZone=Norway2

[Campaign.CampObj.MacroObj 3]
ObjectiveID=TG_British_Supplies
Name=Campaign.CampObj.MacroObj 3.Name
MapZone=BritishSupplies
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo
StartDate=19400101
EndDate=19400601
IsCompleted=false
IsFailed=false
IsUnlocked=false
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ Carriers removed

[Campaign.CampObj.MacroObj 3.PersObj 1]
PersObjType=0
Name=Patrol_South_Western_Approaches
Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description
RelatedMapLocations=Area_Southwestern
IsCompleted=false

[Campaign.CampObj.MacroObj 3.PersObj 1.Amount]
IsTonnage=true
Tonnage=90000
NumOfShips=0

[Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=St. Nazaire
FromNode=Bristol

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Bristol
FromNode=St. Nazaire

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Bristol
FromNode=Lorient

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=Liverpool
FromNode=Gibraltar

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Liverpool
FromNode=Kingston

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 7]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Southend

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 8]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Liverpool

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 9]
TargetIdType=1
ToNode=Gibraltar
FromNode=OG_RALLY

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 10]
TargetIdType=1
ToNode=Liverpool
FromNode=Freetown

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 11]
TargetIdType=2
MapZone=South_Western

[Campaign.CampObj.MacroObj 4]
ObjectiveID=TG_Blockade_of_Germany
Name=Campaign.CampObj.MacroObj 4.Name
MapZone=NorthPatrol
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 4.FurtherInfo
StartDate=19390921
EndDate=19400401
IsCompleted=false
IsFailed=false
IsUnlocked=true
GenAchiev=OBJ Carriers removed
GenAchievOnFail=OBJ Carriers removed
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ British Coastal Waters Succesful

[Campaign.CampObj.MacroObj 4.PersObj 1]
PersObjType=0
Name=Patrol_the_British_Western_Coast
Description=Campaign.CampObj.MacroObj 4.PersObj 1.Description
RelatedMapLocations=Line_BNP
IsCompleted=false

[Campaign.CampObj.MacroObj 4.PersObj 1.Amount]
IsTonnage=true
Tonnage=80000
NumOfShips=1

[Campaign.CampObj.MacroObj 4.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=79536
NumOfShips=0

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 3]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 4]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 5]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 6]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 7]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 8]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 9]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 10]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 11]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 12]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=North_Western

[Campaign.CampObj.MacroObj 5]
ObjectiveID=TG_British_Coastal_Waters
Name=Campaign.CampObj.MacroObj 5.Name
MapZone=Coastal_Shipping
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 5.FurtherInfo
StartDate=19390904
EndDate=19391201
IsCompleted=true
IsFailed=false
IsUnlocked=true
GenAchiev=OBJ British Coastal Waters Succesful
GenAchievOnFail=OBJ British Coastal Waters Succesful
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 5.PersObj 1]
PersObjType=0
Name=Hunt_around_the_British_Eastern_Coast
Description=Campaign.CampObj.MacroObj 5.PersObj 1.Description
RelatedMapLocations=Line_BCW
IsCompleted=true

[Campaign.CampObj.MacroObj 5.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000
NumOfShips=0

[Campaign.CampObj.MacroObj 5.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=74978
NumOfShips=0

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Methil
FromNode=Bergen

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Methil
FromNode=Southend

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Southend
FromNode=Methil

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=Southend
FromNode=Tyne

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Methil
FromNode=Narvik

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Narvik
FromNode=Methil

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 7]
TargetIdType=2
MapZone=Coasta_Traffic

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 8]
TargetIdType=2
MapZone=Coasta_Traffic2

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 9]
TargetIdType=2
MapZone=Coastal_Traffic3

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 10]
TargetIdType=2
MapZone=Coastal_Traffic4

[Campaign.CampObj.MacroObj 6]
ObjectiveID=TG_Baltic
Name=Campaign.CampObj.MacroObj 6.Name
MapZone=BalticObjective
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 6.FurtherInfo
StartDate=19390831
EndDate=19390905
IsCompleted=true
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 6.PersObj 1]
PersObjType=0
Name=Danzig_Bay
Description=Campaign.CampObj.MacroObj 6.PersObj 1.Description
RelatedMapLocations=Baltic zone
IsCompleted=true

[Campaign.CampObj.MacroObj 6.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2

[Campaign.CampObj.MacroObj 6.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=5

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 1]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 2]
Class=SSUndine
Type=200
TargetType=0

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 3]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=BalticSea

Husksubsky
04-30-15, 12:47 AM
here we try again
I ve not yet tried to reload just before baseenter. Too tired now
no request mission to click

Sjizzle
04-30-15, 01:55 AM
here we try again
I ve not yet tried to reload just before baseenter. Too tired now
no request mission to click


what i see there u are not at docks ....and u can't request missions when u are outside of docks or in mission u must be at docks and talk with the officer to give u the mission.

vdr1981
04-30-15, 08:38 AM
what i see there u are not at docks ....and u can't request missions when u are outside of docks or in mission u must be at docks and talk with the officer to give u the mission.

No, it is from bunker save, note skip/replay button on top of the map...:hmmm:

vdr1981
04-30-15, 09:25 AM
OK Husk,

It's obvious for me that you didn't restart campaign with hotfix2 enabled but that's OK. From some reason game registered over 75000 tonnes scored in northwestern approaches and that's the reason why you haven't been able to request patrol area. It could be that battleship from Scapa Flow is registered in both missions , EBCW and NW Approaches, this happened to me once too...

I've made few changes in your campaign.cfg file which will add all the changes available in hotfix2 so you can be able to continue your campaign without any problems.

So what you have to do...

Enable Hotfix2 following install instructions and...

Replace Campaign.cfg file that you gave with this one and continue your campaign using the same gamesave...

Campaign.cfg (http://www.mediafire.com/download/8c11imlnde0c13b/HuskCampaign.rar) download

Husksubsky
04-30-15, 10:37 AM
Thx a lot VDR. I thought about the high tonnage as a disturbing factor but threw that thought away again.Less than 500 tons left.
I Honestly earned those tons 3 or 4 armed troopers and an escorted 31000 ton battleship :wah:

True no new campaign . Planned to wait to happy times but wasnt sure wether to install just before or just after new campaign was chosen. Thats academic now on this occation : )

For info that save is not autosave enter base , its a save I did in the bunker just to see easiest the newest date on the save. Im out again but will eagerly start fixing when I get home.
Thx again for help
Regards Tom

vdr1981
04-30-15, 11:29 AM
Thx a lot VDR. I thought about the high tonnage as a disturbing factor but threw that thought away again.Less than 500 tons left.
I Honestly earned those tons 3 or 4 armed troopers and an escorted 31000 ton battleship :wah:
Why sadness?? If you really sunk those ships you will be properly rewarded with promotional points, credits for upgrade, medals and new submarines, just like in SH3 and SH4...I sound like broken record now but tonnage objectives for individual missions aren't used for any of those and that's a good thing...


True no new campaign . Planned to wait to happy times but wasnt sure wether to install just before or just after new campaign was chosen. Thats academic now on this occation : )
Yo can enable it anytime or you can wait until happy times...


For info that save is not autosave enter base , its a save I did in the bunker just to see easiest the newest date on the save. Im out again but will eagerly start fixing when I get home.
Thx again for help
Regards Tom

Even better...I never trust autosaves...


And one more thing...I'm really interested about your engagement of taskforce with 31000 tons battleship. I've track down one probably AI caused CTD scenario so I could really use your brief report from that engagement, if you remember of course...

Have you had any CTD issues during the engagement?
Was the battleship destroyed immediately by your initial salvo of torpedoes or died from taken damage some time later?
Was the escorts actively searching for you?

Husksubsky
04-30-15, 05:45 PM
Why sadness?? If you really sunk those ships you will be properly rewarded with promotional points, credits for upgrade, medals and new submarines, just like in SH3 and SH4...I sound like broken record now but tonnage objectives for individual missions aren't used for any of those and that's a good thing...


Yo can enable it anytime or you can wait until happy times...



Even better...I never trust autosaves...


And one more thing...I'm really interested about your engagement of taskforce with 31000 tons battleship. I've track down one probably AI caused CTD scenario so I could really use your brief report from that engagement, if you remember of course...

Have you had any CTD issues during the engagement?
Was the battleship destroyed immediately by your initial salvo of torpedoes or died from taken damage some time later?
Was the escorts actively searching for you?

Not sad anymore I thought I d be stripped of the tons altogether :)

I enaged the taskforce east part of AM34 afternoon 26 NOV 1939. It was a Nelson battleship with some 6 dd s heading WNW about 15 knots.
No CTD during engagement.
I was waiting without moving and I just dared raise scope breifly cpl times. Some dds was passing very close without detecting. I fired at the battleship from only like 4-500 meters.
I had only one torp front left and hit it just underneath the forward gunbatteries. ( think it only had front fitted big guns). It went into flames at impact and I got message of sinking it immediatly.
I dived after impact and there was a big cirkus with pinging and charges but I lurked around at 195 m depth until they left some hours later.

Like the day after I encountered another TF same area heading ESE approx 15 knots with ..I think QE class battleship. I was to far away with my electric torp and no hit.
For curiosity I surfaced and followed to see how close I could get without detection surfaced since there had been some posts about weird AI. I followed them in light fog and moon to my advantage, but still feel they should seen me earlier. Finally some 1500 meters away from trailing dd that(trailling one only ) turned towards me and rammed me . not firing. It sank me.
No CTD.
Reloaded game from before TF detect, ignored it and sailed home.

Husksubsky
04-30-15, 10:33 PM
Fantastic ...mission for me:woot:Thx a lot.
And...when I pass 80 000 (or75 000) problem will reappear?
I can just adjust down again if needed

Death6
05-01-15, 02:05 AM
Patch 5 download on mediafire gives permission denied :(

succerpunch
05-01-15, 03:40 AM
To solve the problem just keep refreshing the page, Because that worked for me.

vdr1981
05-01-15, 04:50 AM
Thanks for your report, it was very helpful!:up:
Fantastic ...mission for me:woot:Thx a lot.
And...when I pass 80 000 (or75 000) problem will reappear?
I can just adjust down again if needed

Or you can change 80.000 to 800.000...That way you'll bee able to select patroll zones for both NW and SW approaches until campaign ends...

Husksubsky
05-01-15, 10:16 AM
Thanks for your report, it was very helpful!:up:
My pleasure


Or you can change 80.000 to 800.000...That way you'll bee able to select patroll zones for both NW and SW approaches until campaign ends...
why not if it doesnt matter where I harvest:).
And have them both uncompleted at end of campaign is totally irrelevant and can be ignored totally?I can totally ignore the Norway coast stuff too? (I don t know why this is so hard to accept for me. Chased that bar and cross fillup too long, but in the back of my head I feel this is a truth with modifications still even after reading all links and documentation.something called value points makes me uncertain.So sorry for this I don t know why I cant get it 100 percent.)

Be out on patrol at all enddates? Wondered about "enddate of last mission". :hmm2: (from documentaion)Only enddate of SW approaches that is?

vdr1981
05-01-15, 03:12 PM
My pleasure
why not if it doesnt matter where I harvest:).
And have them both uncompleted at end of campaign is totally irrelevant and can be ignored totally?I can totally ignore the Norway coast stuff too?
You wont be punished, if that's what you mean...:) For me personally , invasion of Norway is the most interesting part of opening campaign, add to that secondary harbor photo reconnaissance missions in tight fjords with real navigation, truly something that can be experienced only with SH5 such as it is...


(I don t know why this is so hard to accept for me. Chased that bar and cross fillup too long, but in the back of my head I feel this is a truth with modifications still even after reading all links and documentation.something called value points makes me uncertain.So sorry for this I don t know why I cant get it 100 percent.)
I was very satisfied when I learned that tonnage bar and tonnage objectives are not important at all for overall campaign development. I will try to clarify this for you a little bit more...
Value points or small iron crosses are earned when you fulfill tonnage request defined in campaign.cfg file (aka tonnage bar). Those points are used only for messages which appears on the art-screen between campaigns and to unlock next available mission. In theory, this system should work OK, but unfortunately it is not like that. Almost all players today are experiencing famous tonnage bar bug where their tonnage is properly registered by the game but it is not registered by individual missions, so the whole concept brakes down.



Be out on patrol at all enddates? Wondered about "enddate of last mission". :hmm2: (from documentaion)Only enddate of SW approaches that is?
Only last mission, SW approaches...If possible , at open seas without units in your vicinity...

Husksubsky
05-01-15, 04:52 PM
You wont be punished, if that's what you mean...:) For me personally , invasion of Norway is the most interesting part of opening campaign, add to that secondary harbor photo reconnaissance missions in tight fjords with real navigation, truly something that can be experienced only with SH5 such as it is...

Thx again I hate punishements:). I love the Norwegian campaign, I just used it as an example as something I can Ignore and it won t have consequenses


I was very satisfied when I learned that tonnage bar and tonnage objectives are not important at all for overall campaign development. I will try to clarify this for you a little bit more...
Value points or small iron crosses are earned when you fulfill tonnage request defined in campaign.cfg file (aka tonnage bar). Those points are used only for messages which appears on the art-screen between campaigns and to unlock next available mission. In theory, this system should work OK, but unfortunately it is not like that. Almost all players today are experiencing famous tonnage bar bug where their tonnage is properly registered by the game but it is not registered by individual missions, so the whole concept brakes down.

Awww now we really touch the aching points. Especially this part :"and to unlock next available mission"

and this from page 102:
"Originally Posted by THEBERBSTER http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=2307136#post2307136)
Completing missions is important as they are worth Campaign Points thath you need a minimum of 8 from these 6 missions to successfully complete this first Total Germany Campaign before moving to the Happy Times Campaign.
Peter
Not really... Only victory/defeat message between campaigns depends of value points (AKA small Iron crosses). Player needs only one value point in order to complete campaign successfully ... "

Wich to me indicates total ignore of a "Macro Objective" like se coast NW approach etc is not advisable if u want to unlock next "mission"
Moving on to "Macro Objective" vs Mission.
Seem like these terms are used a bit messy . When it s stated :
"All of the "missions" are controlled by date - not by your progress in the game."
we talk about what the map call Macro Objectives right?(NW approach etc) not the Missions you request on map.(like take a photo in a fjord)
This leads to some confusion..look this thread that should be placed here from earlier today:http://www.subsim.com/radioroom/showthread.php?t=219977

OR is me who have got everything wrong.
Thx for ur unbelievable patience. All teachers ive had say I make things way more difficult than needed. I feel I m close to the goal now and hopefully this helps some others too :D

Only last mission, SW approaches...If possible , at open seas without units in your vicinity...
Thx Even I understood this correct:woot:

vdr1981
05-01-15, 05:53 PM
and this from page 102:
"Originally Posted by THEBERBSTER http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=2307136#post2307136)
Completing missions is important as they are worth Campaign Points thath you need a minimum of 8 from these 6 missions to successfully complete this first Total Germany Campaign before moving to the Happy Times Campaign.
Peter
Not really... Only victory/defeat message between campaigns depends of value points (AKA small Iron crosses). Player needs only one value point in order to complete campaign successfully ... "

Wich to me indicates total ignore of a "Macro Objective" like se coast NW approach etc is not advisable if u want to unlock next "mission"
Yes , I remember that...Most of the people simple don't understand how SH5/OHII campaign actually works, including my self until few days ago...
That one value point which is needed for campaign ending triggering when final date is reached (small iron cross) is given to the player as soon as he enters campaign for the first time (First Deployment macro objective).


Moving on to "Macro Objective" vs Mission.
Seem like these terms are used a bit messy . When it s stated :
"All of the "missions" are controlled by date - not by your progress in the game."
we talk about what the map call Macro Objectives right?(NW approach etc) not the Missions you request on map.(like take a photo in a fjord)
This leads to some confusion..look this thread that should be placed here from earlier today:http://www.subsim.com/radioroom/showthread.php?t=219977

Yes, I've noticed that too...:D
When I say "mission" I actually mean "macro objective" and when I say "secondary mission" I mean "mission" (patrol grid, spy infiltration ect). This can create confusion, I agree...I'll try to use proper terms from now on...:up:

Wich to me indicates total ignore of a "Macro Objective" like se coast NW approach etc is not advisable if u want to unlock next "mission"

On the contrary, you can ignore it completely, if you like, and you will still be able to enter next campaign, in your case Happy Times...Will you have type VIIB, trained crew, medals and plenty of credits for upgrades when that happens depends of your overall tonnage and capital ships on your score...

In theory, if you are not aggressive enough you can enter 1945 with type VIIA and untrained crew...:D

Husksubsky
05-01-15, 07:12 PM
Yes , I remember that...Most of the people simple don't understand how SH5/OHII campaign actually works, including my self until few days ago...
That one value point which is needed for campaign ending triggering when final date is reached (small iron cross) is given to the player as soon as he enters campaign for the first time (First Deployment macro objective).

Awww now Im starting to get somewhere:) u wrote:
"those points are used only for messages which appears on the art-screen between campaigns and to unlock next available mission."
Meaning that automatic given cross unlocks all Macroobjectives and trigger next campaign where we in turn get a new single cross to keep the wheel rolling on yeah?


Yes, I've noticed that too...:D
When I say "mission" I actually mean "macro objective" and when I say "secondary mission" I mean "mission" (patrol grid, spy infiltration ect). This can create confusion, I agree...I'll try to use proper terms from now on...:up:


That was ment for all of us.I think even the Game calls the Macroobjectives missions in a setting wich I can t remember. Just the navmap that calls it MacroObjective. as long as we understand we can call them whatever we like:yep:


On the contrary, you can ignore it completely, if you like, and you will still be able to enter next campaign, in your case Happy Times...Will you have type VIIB, trained crew, medals and plenty of credits for upgrades when that happens depends of your overall tonnage and capital ships on your score...

In theory, if you are not aggressive enough you can enter 1945 with type VIIA and untrained crew...:D

Great knews thx ...this kinda makes my questionmark after first quote somewhat rhetorical.
Was tired but know I got energy to play more..
If I just stay in the Kiel Canal there s a chance I can at least stick with my type B to 1945. Yup 315 000 tons is enough I ll do that:yeah:

vdr1981
05-02-15, 05:20 AM
Shaefer's deck gun adventure, really must see! :haha::up:https://www.youtube.com/watch?v=E-iD6ZLO0H8

Don't forget to share some comments on YT and like the videos.

THE_MASK
05-02-15, 07:12 AM
Shaefer's deck gun adventure, really must see! :haha::up:https://www.youtube.com/watch?v=E-iD6ZLO0H8

A few observations .
Don't forget to share some comments on YT and like the videos.
I use the no ship bow spray mod , makes it a lot harder to get tonnage at night when you cannot see the ships on a dark night .
To make the deck crew man the gun after the submerged icon disappears from the top right of the screen , just click on the crew on deck icon .
I did find a fix once for the deck crew leaving the gun but the alternative is sinking every ship with the deck gun .
http://i57.tinypic.com/2rm9its.jpg

THEBERBSTER
05-02-15, 07:22 AM
Hi Guys

You can get all of Shaefer's video's from my tutorial post's in one place.

See TWOS in action.

Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)

If you missed season 1 then here all the video's.

Post #14 Shaefer's Season 1 Let`s Play Silent Hunter 5 (16 YouTube vidoes) (http://www.subsim.com/radioroom/showpost.php?p=2183002&postcount=14)

Enjoy Peter

kevinsue
05-02-15, 05:20 PM
Is there any way that the area patrol time can be reduced from 72 hours to 48 hours? Not being able to save during the patrol duration seems to induce a problem with the SH5 Advanced UI becoming corrupted after about 48 "in game" hours on my system under certain conditions.

All the UI information fields get blanked out with white squares and the only way to tell what they read is by placing the mouse cursor over it and reading the tool tips and also the game generally becomes unstable. :down:

This has happened a couple of times now and I think it seems more prone to happen when the seas are high with wind speed up towards 15 M/S for the 72 hours of the patrol duration.

kevinsue
05-02-15, 05:34 PM
Shaefer's deck gun adventure, really must see! :haha::up:https://www.youtube.com/watch?v=E-iD6ZLO0H8

Don't forget to share some comments on YT and like the videos.

I feel Shaefer's pain!! :haha:

The ultimate SH5 mod........One that allows you to throw the deck/flack gunners into the ocean and watch them tread water while you sail into the distance!!!:D

mobucks
05-03-15, 07:34 AM
I use SH3UI and don't have any UI problems like that kevinsue.

This mod is working GREAT for me. It actually seemed to get more stable as my patrol went on. A solid 6 hours running the game with no crashes. (up the southeast coast of England, back to Heligoland to refit, and back to England again to dump my load on a convoy)

IMO saving often is not that great of an idea. You want to minimize saving/loading as much as possible on patrol. This mod is loading everything inside 60km and drawing everything inside 20km. If you save while inside your patrol grid, there is a much higher chance that you are not making a "clean" save. The best is to follow the tips for stable gameplay on the supermod description.

I make a save in/out of patrol area ~100km "open sea" all stop 0kn, run TC512 and watch the minute hand. If the minute hand isnt moving smooth at this TC there is probably traffic <60km away.

Same thing for entering/exiting port or refit.

I wouldn't ever load a save not made under those conditions.

Watch the chronometer movement during TC! If it starts getting too choppy, you're flirting with a CTD. That patrol I mentioned finally did CTD going back to Willhemshaven at TC128.

vdr1981
05-03-15, 09:04 AM
All the UI information fields get blanked out with white squares and the only way to tell what they read is by placing the mouse cursor over it and reading the tool tips and also the game generally becomes unstable. :down:

I experienced something similar but extremely rarely and if I remember correctly I used SH5 interface back then...:hmmm: Maybe you should try SH3 interface and if the same problem repeats it must be something GPU driver related...


This mod is working GREAT for me. It actually seemed to get more stable as my patrol went on. A solid 6 hours running the game with no crashes. (up the southeast coast of England, back to Heligoland to refit, and back to England again to dump my load on a convoy)
That's very good to hear! :up:



IMO saving often is not that great of an idea. You want to minimize saving/loading as much as possible on patrol. This mod is loading everything inside 60km and drawing everything inside 20km. If you save while inside your patrol grid, there is a much higher chance that you are not making a "clean" save. The best is to follow the tips for stable gameplay on the supermod description.
The whole point behind "smarthsaving" and occasional game restarts is to "unburden" game engine between actions and when I say action I mean large number of units, particles and other stuff shown in your rendering area. There is one really old engine bug (or maybe even engine limitation) where game tends to CTD if you accumulate too many objects in your rendering area and what is the worst, this does not need to happen at same time.
For example , you're engaging convoy somewhere in the Atlantic, creating skirmish and your game engine "accumulates" objects A, B and C , but later when in your rendering area enters object D, your game may CTD. If you do not reload the game before object D enters your area, the game will restart it self...:D After all this years it seams that objects A, B and C are mostly .dat imported units and planes, particles ect while obj.D will almost always be found in the harbor...


I make a save in/out of patrol area ~100km "open sea" all stop 0kn, run TC512 and watch the minute hand. If the minute hand isnt moving smooth at this TC there is probably traffic <60km away.
A famous FPS convoy detector! :D Unfortunately , people with fast CPU's wont notice much of that...:D


That patrol I mentioned finally did CTD going back to Willhemshaven at TC128.
Restart the game before you get too close to the homeport and you'll avoid that...

Jedstream
05-03-15, 11:05 AM
How do I deactivate these to stop CTD at homeport? Cheers.

TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test

Aktungbby
05-03-15, 11:47 AM
Jedstream & Death6 :Kaleun_Salute: We missed your first posts; forgive our bad manners.

Jedstream
05-03-15, 12:20 PM
Thanks- and no problem!

vdr1981
05-03-15, 03:24 PM
How do I deactivate these to stop CTD at homeport? Cheers.

TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test

I don't get you there? Those mods are not part of this modpack...

THE_MASK
05-03-15, 04:25 PM
How do I deactivate these to stop CTD at homeport? Cheers.

TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_TestTDW_Ship_Inertia_1_1_0
is out dated by RPM inertia that is found in the TDW_GenericPatcher_v_1_0_168_0 .

THEBERBSTER
05-03-15, 05:42 PM
A Warm Welcome To The Subsim Community > Death6 & Jedstream :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:

kevinsue
05-03-15, 05:48 PM
I experienced something similar but extremely rarely and if I remember correctly I used SH5 interface back then... Maybe you should try SH3 interface and if the same problem repeats it must be something GPU driver related...

Thanks for the replies.....I'll change over to the SH3 interface now and see if the problem happens again. I've just returned to Heligoland for a refit and I'm about to head out back to AM3987 for another 72 hour stint. (That's such a long way for a refit!!:-?)

Off Topic: Just read a book yesterday called "I Flew for the Fuhrer" by Heinz Knoke. He spent much of the war years defending this area, Heligoland, Wilhelmshaven and Kiel etc against the massive allied bomber attacks......Interesting read! :yep:

Originally Posted by mobucks
IMO saving often is not that great of an idea. You want to minimize saving/loading as much as possible on patrol. This mod is loading everything inside 60km and drawing everything inside 20km. If you save while inside your patrol grid, there is a much higher chance that you are not making a "clean" save. The best is to follow the tips for stable gameplay on the supermod description.

Yeah...I normally do a save and game reload just prior to entering the patrol area, 200 km radius or whatever is stipulated. 72 hours is a long time between saves if there is a lot happening. I try not to use anything above 128 TC. Trying to overhaul fast convoys or doing 4 bearings on whale pods etc in inclement weather just makes 72 hours between saves seem to go on forever!!:D

Shaefer
05-04-15, 04:54 AM
Shaefer's deck gun adventure, really must see! :haha::up:

Don't forget to share some comments on YT and like the videos.

Thank you for linking my embarrassing moments, old man. :O: :subsim:
Hi Guys

You can get all of Shaefer's video's from my tutorial post's in one place.

See TWOS in action.

Enjoy Peter
Wow, I had no idea you`d done this. Not sure my videos qualify as tutorials though, but I am honored.
Thank you very much, sir! :salute:

I have some questions:
1: Can I apply "Nvidia missing lights" with the JSGME, after everything else, without messing the game up? In the folder there is only texture files, so I take it that wont make problems.....
2: I would also like to apply the "hide UI" option. Would be great for video making. Is there a guide somewhere on how to?
3: I am ready to install patch 5 + hotfix 2, but I dont want to screw it up. From what I read, I just apply it out of rendering distance, and I am good to go. No snapshot restoring at all, right?
Thank you for your time.

THE_MASK
05-04-15, 05:03 AM
Your a star :salute:
Shift + Z hides the UI

Shaefer
05-04-15, 05:52 AM
Your a star :salute:
Shift + Z hides the UI
Yes I know this Sober. Maybe I did not clarify properly. I want the UI to only activate when hovering over it.
I have seen this in some of Stoianm`s videos. The UI was hidden until he moused over it, then it became visible again.
Thanks.

THEBERBSTER
05-04-15, 06:02 AM
Hi Shaefer

Your first series got me in to Real Navigation.

In Series 1 episode 9 for example you showed how to use the 4 bearings Kuikueg version.

In series II you are not playing the perfect game which would be easy to do through editing so we see both the right ways and wrong ways of doing things.

Us, the viewers will learn from your mistakes and others will learn how to do things for the first time.

Pesrsonally, I think they are good tutorials in a subtle way.

Peter

THE_MASK
05-04-15, 06:36 AM
How to hide the GUI
Keep all your mods enabled
go to your SH5 install folder Silent hunter 5\data\Applications\OptionsFileEditorViewer and click on the viewer
click on file\set path to menu text and just point it to the menu in the sh5 folder Silent hunter 5\data\Menu\Menu
then set the path to the SH5 install folder
then click on open and point to Silent hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions
the user options will open and then go to the heading HUD
go to camera bar for example and click on the +
double click on False to change it to true
save and then try it out in game

maillemaker
05-04-15, 08:30 AM
Last night I finally made it to the East coast of Britain for the second time.

It's really annoying to have to crawl past friendlies at 64X time compression max, even in travel mode.

Anyway, I got there, and in the dark closed in on what appeared to be a tanker lead by a destroyer.

My SH5 "eye" is obviously off from years of SH3.

I closed in, set the TDC, guessed a speed of 7 knots, and fired from what I figured was 1000 meters or closer. I can't be sure. I fired three fish, one at the bow, one center, one stern, and all three missed.

With the Wolves of Steel mod, if I'm in bunker and go into realism settings and turn on map contacts will I see map contacts that I see in the periscope, or does the mod override that?

I'm thinking of going back to map contacts until my eye gets trained at SH5 range and speed estimation.

Also, what is that formula for computing speed based on time crossing the reticule and the length of the ship?

Steve

kevinsue
05-04-15, 08:42 AM
Thank you for linking my embarrassing moments, old man. :O: :subsim:

Wow, I had no idea you`d done this. Not sure my videos qualify as tutorials though, but I am honored.
Thank you very much, sir! :salute:

I have some questions:
1: Can I apply "Nvidia missing lights" with the JSGME, after everything else, without messing the game up? In the folder there is only texture files, so I take it that wont make problems.....
2: I would also like to apply the "hide UI" option. Would be great for video making. Is there a guide somewhere on how to?
3: I am ready to install patch 5 + hotfix 2, but I dont want to screw it up. From what I read, I just apply it out of rendering distance, and I am good to go. No snapshot restoring at all, right?
Thank you for your time.

G'day Shaefer, Love the movies...I keep checking your website for new releases :up:

The mouse in/out function for the UI is easy to set up with the Options File Editor Viewer as per Sobers instructions in the previous post.

I hide everything to do with the UI including the Torpedo control panel, Periscope control panel and the TDC, so when you are in periscope view, you only see whats outside, no gauges and dials or anything else.

Great for low light visibility. I adjust the time delay for the Scopes periscope depth and Torpedo box from default 5 to 30, so they stay visible for longer when moused over, if you are setting up for an attack.

Attack, Obs scope and UZO TDC mode are set to "NOTDCDials and are adjusted in the TDC tab of the Options File Editor Viewer so you just click on the Torpedo control panel TDC Dials button when you need them.

I just install the "nVidia missing lights" mod after all the "TWoS" mods. This mod came about because all of the people involved in making "Steel Viking's Interior" mod used ATI Radeon video cards and were unaware of the lights problem with nVidia cards until after the mod was released. :D

vdr1981
05-04-15, 09:05 AM
3: I am ready to install patch 5 + hotfix 2, but I dont want to screw it up. From what I read, I just apply it out of rendering distance, and I am good to go. No snapshot restoring at all, right?
Thank you for your time.

Or in the bunker...You can copy/paste your Campaign.cfg file from your last gamesave so I could edit it and you wont have to wait next campaign for new changes to kick in...

kevinsue
05-04-15, 09:16 AM
Last night I finally made it to the East coast of Britain for the second time.

It's really annoying to have to crawl past friendlies at 64X time compression max, even in travel mode.

Anyway, I got there, and in the dark closed in on what appeared to be a tanker lead by a destroyer.

My SH5 "eye" is obviously off from years of SH3.

I closed in, set the TDC, guessed a speed of 7 knots, and fired from what I figured was 1000 meters or closer. I can't be sure. I fired three fish, one at the bow, one center, one stern, and all three missed.

With the Wolves of Steel mod, if I'm in bunker and go into realism settings and turn on map contacts will I see map contacts that I see in the periscope, or does the mod override that?

I'm thinking of going back to map contacts until my eye gets trained at SH5 range and speed estimation.

Also, what is that formula for computing speed based on time crossing the reticule and the length of the ship?

Steve

There are "In Game" tutorial missions to get you up to speed on Target range, AOB and speed using the RAOBF for manual TDC torpedo attacks.

They are well worth becoming familiar with because the RAOBF is probably the quickest way to get the data for a reliable firing solution. The U-Jagd meter is also handy for target speed calculations :yep:

Here's how to access Trevally's Tutorials for TDW UI in game:

To use-

select "Tutorials" at main menu.
Click on the tutorial you want
Click on "Historical Mission"
If one is highlighted - click on it. If not, click on any
Click on "Start"

maillemaker
05-04-15, 12:13 PM
There are "In Game" tutorial missions to get you up to speed on Target range, AOB and speed using the RAOBF for manual TDC torpedo attacks.

My understanding is that the RAOBF is not historically correct for WWII uboats?

Steve

maillemaker
05-04-15, 12:17 PM
I just install the "nVidia missing lights" mod after all the "TWoS" mods. This mod came about because all of the people involved in making "Steel Viking's Interior" mod used ATI Radeon video cards and were unaware of the lights problem with nVidia cards until after the mod was released. :D

Where do you get this mod?

Steve

joselillpdl
05-04-15, 01:02 PM
Hello,

Only give thanks for the work done with this megadom. I've been playing with four days and no problem so far.

I have seen that this leads megamod included "DynEnv v2.9 - 2. Main Mod Low Resolution Patch - Revised" not interested me since my computer can high resolucón textures so the only change I've made is to add the Mod Dyenv v2.9 to retrieve high-quality textures. I guess I have applied the changes correctly.

Good Job.

https://dl.dropboxusercontent.com/u/29650068/SH5/sh5mod.jpg

pd: PS: excuse my English

THEBERBSTER
05-04-15, 01:46 PM
A Warm Welcome To The Subsim Community > joselillpdl :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:
Tonnage Bar Fix Here > Tutorial Post #188 Not Needed If Using TWOS & sobers Latest Mods List :/\\!! (http://www.subsim.com/radioroom/showpost.php?p=2284492&postcount=188)

These 2 mods are already in TWOS

DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 -4.a Camera Filters - Realistic Colors

vdr1981
05-04-15, 02:26 PM
Hello,

Only give thanks for the work done with this megadom. I've been playing with four days and no problem so far.

I have seen that this leads megamod included "DynEnv v2.9 - 2. Main Mod Low Resolution Patch - Revised" not interested me since my computer can high resolucón textures so the only change I've made is to add the Mod Dyenv v2.9 to retrieve high-quality textures. I guess I have applied the changes correctly.

Good Job.



pd: PS: excuse my English
You don't have to do that plus, you'll lose some of the megamod's functionality by overwriting some tweaked files . There is almost no difference in game look with or without the low res revised patch...

joselillpdl
05-04-15, 03:57 PM
You don't have to do that plus, you'll lose some of the megamod's functionality by overwriting some tweaked files . There is almost no difference in game look with or without the low res revised patch...


Now that you mention it I see just maybe a little more transparent sea, but the atmosphere of the atmosphere, clouds, fog, etc. If you notice anything, maybe I'm wrong. I leave it as it is by default not overwrite anything. thank you very much.

i'm see now:

https://dl.dropboxusercontent.com/u/29650068/SH5/mod.jpg

vdr1981
05-04-15, 05:35 PM
1. 1. Open "GenericPatcher.cfg" file with notepad, found in this folder (Silent Hunter 5/TDW_GenericPatcher_v_1_0_168_0)

2. If necessary, edit lines marked in red to match your SH5 installation path (eg. "D:\Games\Silent Hunter 5")...Save your changes.
ClientAreaWidth=1184
ClientAreaHeight=765
CameraManager.act=C:\Ubisoft\Silent Hunter 5
EnvSim.act=C:\Ubisoft\Silent Hunter 5
kernel.dll=C:\Ubisoft\Silent Hunter 5
sh5.exe=C:\Ubisoft\Silent Hunter 5
SHCollisions.act=C:\Ubisoft\Silent Hunter 5
SHSim.act=C:\Ubisoft\Silent Hunter 5
SHSound.act=C:\Ubisoft\Silent Hunter 5
SH_NClient.dll=C:\Ubisoft\Silent Hunter 5
SimData.dll=C:\Ubisoft\Silent Hunter 5

3. When done, start GenericPatcher.exe found in the same folder and select desired language.
Then, click "File" then "Open" and start hitting "Enter" key like crazy until you see this picture (http://s6.postimg.org/nhowwhb3l/Capture.jpg) (20 times or so)...

4. Click "File" - "Backup" and backup all offered files ...

5. Now, click "File" - "Restore snapshot" and double click TWoS 2.0_Snapshot.gps file...

6. Done...

*Make sure that SH5 and Uplay are OFF while activating generic Patcher. In case of unsuccessful patching, restart your PC and repeat the whole procedure.
Make sure that the game is updated to official v1.2.0 (not v1.0.5). This step is crucial for SH5.

kevinsue
05-04-15, 05:52 PM
Where do you get this mod?

Steve

You can get it here: https://dl.dropboxusercontent.com/u/41727853/nVidia%20missing%20lights.zip

joselillpdl
05-04-15, 06:45 PM
1. Open "GenericPatcher.cfg" with notepad, found in "Silent Hunter 5/TDW_GenericPatcher_v_1_0_168_0" folder

2. Edit lines marked in red to match your SH5 installation path, if necessary...
ClientAreaWidth=1184
ClientAreaHeight=765
LanguagePackInUse=C:\games\Ubisoft\Silent Hunter 5\TDW_GenericPatcher_v_1_0_168_0\LanguagePacks\Eng lish
CameraManager.act=C:\games\Ubisoft\Silent Hunter 5
EnvSim.act=C:\games\Ubisoft\Silent Hunter 5
kernel.dll=C:\games\Ubisoft\Silent Hunter 5
sh5.exe=C:\games\Ubisoft\Silent Hunter 5
SHCollisions.act=C:\games\Ubisoft\Silent Hunter 5
SHSim.act=C:\games\Ubisoft\Silent Hunter 5
SHSound.act=C:\games\Ubisoft\Silent Hunter 5
SH_NClient.dll=C:\games\Ubisoft\Silent Hunter 5
SimData.dll=C:\games\Ubisoft\Silent Hunter 5

3. When done, start GenericPatcher.exe found in the same folder, click "file" then "open" and start hitting "enter" key like crazy until you see this picture (http://s6.postimg.org/nhowwhb3l/Capture.jpg)...

4. Now, click "File" - "Restore snapshot" and browse "Silent Hunter 5/ TDW_GenericPatcher_v_1_0_168_0/Snapshot" for Snapshot 1_0_168_0 7_5_0_.gps and sellect it...

5. Done...


Perfect. I turn off the mods were added and completed the process that set me and now I have it as the default.

https://dl.dropboxusercontent.com/u/29650068/SH5/MOD2.jpg


Thank you.

kevinsue
05-04-15, 06:47 PM
My understanding is that the RAOBF is not historically correct for WWII uboats?

Steve

Here is a quote from a thread posted by joegrundman back in 2012 which may explain why the RAOBF is used in SH5.

let's clarify that there are 3 rotating tools from the old u-jagd tools mod for sh3 that have been (improved) and ported over to sh5.

There is the RAOBF which goes around the periscope view, used for determining range, aob, or ships length and height if you start from the opposite side of the problem.

There is the attack disk (angriffscheibe) used to flip rapidly between determined aob and target course

There is the speed omnimeter slide rule which is used for many calculations, but primarily for calculating interception angles between sub and target, but also can be used for finding torpedo lead angles and many other things too.

The RAOBF is a copy of a ww1 tool that was fitted to the eyepiece of ww1 and early ww2 periscopes. Later in ww2, the German periscope changed to an advanced binocular design with a chair for the viewer to sit on. The binocular design did not have the ww1 era split-prism. That had to be abandoned to enable the binocular effect which was considered by all to be far advantageous to the split-prism.

But on a computer screen we cannot yet create true binocular vision, so it is advantageous to us to stick with the ww1 and early ww2 (and the us style) model of split prism with RAOBF.

The attack disk was a historical tool clearly of ww1 or earlier ancestry

the speed omnimeter is just a slide rule. the particular design is derived from the back side of the USN equivalent of the attack disk, the Is-Was, or Submarine Attack Course Finder. It is not derived from any known slide rule of the KM, but it is clear that the Germans knew all about slide rule technology since they were invented in the 1600s. The KM, like other navies' undoubtedly had a whole range of sliderules for solving all mathematical problems pertinent to being a submarine at sea.

mobucks
05-04-15, 10:34 PM
Silent running in this mod.

Hit the silent running key (f7) in my game, nothing happens.

Ask XO to rig for silent running. Moron replies "cannot comply"

Click through CE menu for propulsion, click silent running. Seems to work, however there is no usual icon displaying our state, like (the two different?!) battlestations icon(s) do.

Also people are still addressing me in the non hushed voices.

Is this normal behavior?

kevinsue
05-05-15, 12:27 AM
Silent running in this mod.

Hit the silent running key (f7) in my game, nothing happens.

Ask XO to rig for silent running. Moron replies "cannot comply"

Click through CE menu for propulsion, click silent running. Seems to work, however there is no usual icon displaying our state, like (the two different?!) battlestations icon(s) do.

Also people are still addressing me in the non hushed voices.

Is this normal behavior?

Are you sure that one of the"battlestations" icon is not the "silent running" one? It normally looks kind of like an "ear".:hmmm:

The CE order bar is where I normally select silent running unless you are running speech recognition. Then you can just scream at your crew to "SHUT THE HELL UP!!" or whatever obscenity you care to script in to get the desired result. :D

Aktungbby
05-05-15, 01:51 AM
joselillpdl!:Kaleun_Salute:

mobucks
05-05-15, 05:06 AM
When you order silent running from the CE orders menu, does a little ear icon appear for you? (like battlestations icon et. al.) No icon was showing for me doing it this way.

I think maybe the game was bugged, need to reload and try all this again.

And no, there really is two separate battlestations orders and icons; one in the WO's menu with it's own sound and icon, and the regular F7/Ask the XO directly which is a different icon.

THEBERBSTER
05-05-15, 07:49 AM
The default keyboard key for Silent Running is "Z" where as in Stormy's DBSM mod the Z key gives you the current hydrophone contact's bearing.

THEBERBSTER
05-05-15, 08:08 AM
Hi Vecko

I want to ask you about TWOS and TDW's Options File Editor Viewer (OFEV).

Regarding the changes that your Gps file makes to TDW's Generic File Patcher (GFP).

Are there any patches that need to be enabled in the OFEV to work with the GFP.

For example with Decks Awash enabled in the GFP you also need to enable the patch in the OFEV Patches Tab.

Peter

maillemaker
05-05-15, 10:03 AM
You can get it here: https://dl.dropboxusercontent.com/u/...g%20lights.zip (https://dl.dropboxusercontent.com/u/41727853/nVidia%20missing%20lights.zip)

Thanks!

Steve

vdr1981
05-05-15, 02:22 PM
Hi Vecko

I want to ask you about TWOS and TDW's Options File Editor Viewer (OFEV).

Regarding the changes that your Gps file makes to TDW's Generic File Patcher (GFP).

Are there any patches that need to be enabled in the OFEV to work with the GFP.

For example with Decks Awash enabled in the GFP you also need to enable the patch in the OFEV Patches Tab.

Peter

Sure, everything is enabled as it should be...Why?

THE_MASK
05-05-15, 02:29 PM
How did you go with the minus renoun for sinking neutral or axis ships ?

vdr1981
05-05-15, 02:39 PM
How did you go with the minus renoun for sinking neutral or axis ships ?

One Swedish and one Norwegian freighter and the game gave me -2 rating points , January 1940...And that's OK but...

I remember one patrol of mine during the Happy times when I sunk 3 Greek freighters from the convoy protected by British destroyers, the game still gave me -3 points...:hmmm:

Pay attention what will happen when you sink neutral ship close to EBCW . I haven't tested that one yet...

THEBERBSTER
05-05-15, 02:39 PM
Hi Vecko

I was asking if there changes that you have to make in TDW's Options File Editor Viewer.

Peter

vdr1981
05-05-15, 02:49 PM
Hi Vecko

I was asking if there changes that you have to make in TDW's Options File Editor Viewer.

Peter
No... You only have to do step 5 in order to "connect" modified options file with the game, and that's it. The file is already edited by me...

It is also OK if you do options file activation before you enable the megamod. I think I'll also edited my install instructions when I decide to upload next version of the megamod...

THEBERBSTER
05-05-15, 06:53 PM
Hi Vecko

Thanks for the reply.

Install Step 7 implied that you were free to make any individual changes you wanted to make, but non were necessary, or, affected TWOS.

I hope you get the credit you deserve for making SH5 worth playing now.

I am sure the tonnage bar problem lost SH5 a number of gamers.

Hopefully with your TWOS some might be prepared to give SH5 another go.

Peter

Shaefer
05-05-15, 08:13 PM
How to hide the GUI
Keep all your mods enabled
go to your SH5 install folder Silent hunter 5\data\Applications\OptionsFileEditorViewer and click on the viewer
click on file\set path to menu text and just point it to the menu in the sh5 folder Silent hunter 5\data\Menu\Menu
then set the path to the SH5 install folder
then click on open and point to Silent hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions
the user options will open and then go to the heading HUD
go to camera bar for example and click on the +
double click on False to change it to true
save and then try it out in game
Thank you for spoon feeding me this, Sober. That's what I need so I don't mess up anything. :O:
Or in the bunker...You can copy/paste your Campaign.cfg file from your last gamesave so I could edit it and you wont have to wait next campaign for new changes to kick in...
You are awesome VDR.
Thanks alot for taking the time to do this. I really appreciate it.
(Is it also possible to edit the objective that i can not complete to completed, due to saving within the objective zone?)

[Campaign]
NameId=TotalGermany39
Title=Campaign.Title
Description=Campaign.Description
StartDate=19390831
EndDate=19400601
IsStartingCampaign=true
RequiredSubTypes=SSTypeIIA,SSTypeVIIA,SSTypeVIIB,S STypeVIIC
RequiredProfileAchievements=
RequiredCareerAchievements=

[Campaign.CampObj]
Name=Campaign.CampObj.Name
ValuePointsRequired=8
ValuePointsMajorVictory=10
DateMajorVictory=19400601
DateHistoricalVictory=19400601
IsCompleted=false
IsFailed=false
DateOfCompletion=0

[Campaign.CampObj.MacroObj 1]
ObjectiveID=TG_Scapa_Flow
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=Scapa_Raid
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19390910
EndDate=19391015
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Special_Operation_P
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=
IsCompleted=false

[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=1

[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=BBRoyalSovereign
Type=11
TargetType=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Class=BCRenown
Type=10
TargetType=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Class=BBQueenElizabeth
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=Scapa_Raid

[Campaign.CampObj.MacroObj 2]
ObjectiveID=TG_Norway_Invasion
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=NorwayInvasion
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19400320
EndDate=19400411
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Attack_ships_in_Narvik_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=Area_Narvik,Line_Norway_Invasi on2
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=5

[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 4]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 6]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 7]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 8]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 9]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 10]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 11]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 12]
Type=10
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=0
ToNode=Narvik

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2]
TargetIdType=2
MapZone=DefendNorway

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3]
TargetIdType=3
PatrolNode=NARVIK_Patrol_1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4]
TargetIdType=0
ToNode=NARVIK_Patrol_1

[Campaign.CampObj.MacroObj 2.PersObj 2]
PersObjType=0
Name=Attack_British_ship_entering_Norway_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 2.Description
RelatedMapLocations=Line_Norway_Invasion
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 2.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2

[Campaign.CampObj.MacroObj 2.PersObj 2.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 3]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 4]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 5]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 6]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 7]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 8]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 9]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 10]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 11]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 12]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 13]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 1]
TargetIdType=2
MapZone=Norway1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 2]
TargetIdType=2
MapZone=Norway2

[Campaign.CampObj.MacroObj 3]
ObjectiveID=TG_British_Supplies
Name=Campaign.CampObj.MacroObj 3.Name
MapZone=BritishSupplies
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo
StartDate=19400101
EndDate=19400601
IsCompleted=false
IsFailed=false
IsUnlocked=false
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ Carriers removed

[Campaign.CampObj.MacroObj 3.PersObj 1]
PersObjType=0
Name=Patrol_South_Western_Approaches
Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description
RelatedMapLocations=Area_Southwestern
IsCompleted=false

[Campaign.CampObj.MacroObj 3.PersObj 1.Amount]
IsTonnage=true
Tonnage=90000
NumOfShips=0

[Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=St. Nazaire
FromNode=Bristol

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Bristol
FromNode=St. Nazaire

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Bristol
FromNode=Lorient

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=Liverpool
FromNode=Gibraltar

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Liverpool
FromNode=Kingston

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 7]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Southend

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 8]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Liverpool

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 9]
TargetIdType=1
ToNode=Gibraltar
FromNode=OG_RALLY

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 10]
TargetIdType=1
ToNode=Liverpool
FromNode=Freetown

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 11]
TargetIdType=2
MapZone=South_Western

[Campaign.CampObj.MacroObj 4]
ObjectiveID=TG_Blockade_of_Germany
Name=Campaign.CampObj.MacroObj 4.Name
MapZone=NorthPatrol
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 4.FurtherInfo
StartDate=19390921
EndDate=19400401
IsCompleted=false
IsFailed=false
IsUnlocked=false
GenAchiev=OBJ Carriers removed
GenAchievOnFail=OBJ Carriers removed
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ British Coastal Waters Succesful

[Campaign.CampObj.MacroObj 4.PersObj 1]
PersObjType=0
Name=Patrol_the_British_Western_Coast
Description=Campaign.CampObj.MacroObj 4.PersObj 1.Description
RelatedMapLocations=Line_BNP
IsCompleted=false

[Campaign.CampObj.MacroObj 4.PersObj 1.Amount]
IsTonnage=true
Tonnage=80000
NumOfShips=1

[Campaign.CampObj.MacroObj 4.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 3]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 4]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 5]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 6]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 7]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 8]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 9]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 10]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 11]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 12]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=North_Western

[Campaign.CampObj.MacroObj 5]
ObjectiveID=TG_British_Coastal_Waters
Name=Campaign.CampObj.MacroObj 5.Name
MapZone=Coastal_Shipping
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 5.FurtherInfo
StartDate=19390904
EndDate=19391201
IsCompleted=false
IsFailed=false
IsUnlocked=true
GenAchiev=OBJ British Coastal Waters Succesful
GenAchievOnFail=OBJ British Coastal Waters Succesful
AssocMissionsActive=3833460893362112340
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 5.PersObj 1]
PersObjType=0
Name=Hunt_around_the_British_Eastern_Coast
Description=Campaign.CampObj.MacroObj 5.PersObj 1.Description
RelatedMapLocations=Line_BCW
IsCompleted=false

[Campaign.CampObj.MacroObj 5.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000
NumOfShips=0

[Campaign.CampObj.MacroObj 5.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Methil
FromNode=Bergen

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Methil
FromNode=Southend

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Southend
FromNode=Methil

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=Southend
FromNode=Tyne

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Methil
FromNode=Narvik

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Narvik
FromNode=Methil

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 7]
TargetIdType=2
MapZone=Coasta_Traffic

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 8]
TargetIdType=2
MapZone=Coasta_Traffic2

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 9]
TargetIdType=2
MapZone=Coastal_Traffic3

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 10]
TargetIdType=2
MapZone=Coastal_Traffic4

[Campaign.CampObj.MacroObj 6]
ObjectiveID=TG_Baltic
Name=Campaign.CampObj.MacroObj 6.Name
MapZone=BalticObjective
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 6.FurtherInfo
StartDate=19390831
EndDate=19390905
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 6.PersObj 1]
PersObjType=0
Name=Danzig_Bay
Description=Campaign.CampObj.MacroObj 6.PersObj 1.Description
RelatedMapLocations=Baltic zone
IsCompleted=false

[Campaign.CampObj.MacroObj 6.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2

[Campaign.CampObj.MacroObj 6.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 1]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 2]
Class=SSUndine
Type=200
TargetType=0

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 3]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=BalticSea

maillemaker
05-05-15, 08:47 PM
A couple of things I'm noticing:

Commands seem to be ignored, at least course changes, when you are at a TC greater than one.

It really stinks crawling along at 64 TC every time a friendly ship is in sight. I tried editing main.cfg to give me a higher TC in travel mode but it still kicks out down to 1 if you hit 128 TC.

Steve

mobucks
05-05-15, 10:05 PM
Steve I think there is a setting in Tdwuseroptions if contact within x km and over xtc will boot to 1tc. The default setting is 20000m. If you change it to, say, 1500m, 1tc will only trigger when any contact incl friendliest is within 1500m

Husksubsky
05-06-15, 01:09 AM
One Swedish and one Norwegian freighter and the game gave me -2 rating points , January 1940...And that's OK but...

I remember one patrol of mine during the Happy times when I sunk 3 Greek freighters from the convoy protected by British destroyers, the game still gave me -3 points...:hmmm:

Pay attention what will happen when you sink neutral ship close to EBCW . I haven't tested that one yet...
Where do I see these rating points?:hmm2:

vdr1981
05-06-15, 01:23 AM
You are awesome VDR.
Thanks alot for taking the time to do this. I really appreciate it.
(Is it also possible to edit the objective that i can not complete to completed, due to saving within the objective zone?)
Unfortunately no, just don't reload until mission is completed ( I'm talking about small patrol for 48 hours missions )...

Copy/paste these settings back into your Campaign.cfg file and continue campaign from the same gamesave...


[Campaign]
NameId=TotalGermany39
Title=Campaign.Title
Description=Campaign.Description
StartDate=19390831
EndDate=19400601
IsStartingCampaign=true
RequiredSubTypes=SSTypeIIA,SSTypeVIIA,SSTypeVIIB,S STypeVIIC
RequiredProfileAchievements=
RequiredCareerAchievements=

[Campaign.CampObj]
Name=Campaign.CampObj.Name
ValuePointsRequired=8
ValuePointsMajorVictory=10
DateMajorVictory=19400601
DateHistoricalVictory=19400601
IsCompleted=false
IsFailed=false
DateOfCompletion=0

[Campaign.CampObj.MacroObj 1]
ObjectiveID=TG_Scapa_Flow
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=Scapa_Raid
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19390910
EndDate=19391015
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Special_Operation_P
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=
IsCompleted=false

[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=1

[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=BBRoyalSovereign
Type=11
TargetType=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Class=BCRenown
Type=10
TargetType=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Class=BBQueenElizabeth
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=Scapa_Raid

[Campaign.CampObj.MacroObj 2]
ObjectiveID=TG_Norway_Invasion
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=NorwayInvasion
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19400320
EndDate=19400411
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Attack_ships_in_Narvik_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=Area_Narvik,Line_Norway_Invasi on2
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=5

[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 4]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 6]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 7]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 8]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 9]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 10]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 11]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 12]
Type=10
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=0
ToNode=Narvik

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2]
TargetIdType=2
MapZone=DefendNorway

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3]
TargetIdType=3
PatrolNode=NARVIK_Patrol_1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4]
TargetIdType=0
ToNode=NARVIK_Patrol_1

[Campaign.CampObj.MacroObj 2.PersObj 2]
PersObjType=0
Name=Attack_British_ship_entering_Norway_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 2.Description
RelatedMapLocations=Line_Norway_Invasion
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 2.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2

[Campaign.CampObj.MacroObj 2.PersObj 2.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 3]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 4]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 5]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 6]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 7]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 8]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 9]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 10]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 11]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 12]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 13]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 1]
TargetIdType=2
MapZone=Norway1

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 2]
TargetIdType=2
MapZone=Norway2

[Campaign.CampObj.MacroObj 3]
ObjectiveID=TG_British_Supplies
Name=Campaign.CampObj.MacroObj 3.Name
MapZone=BritishSupplies
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo
StartDate=19400101
EndDate=19400601
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 3.PersObj 1]
PersObjType=0
Name=Patrol_South_Western_Approaches
Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description
RelatedMapLocations=Area_Southwestern
IsCompleted=false

[Campaign.CampObj.MacroObj 3.PersObj 1.Amount]
IsTonnage=true
Tonnage=90000
NumOfShips=0

[Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=St. Nazaire
FromNode=Bristol

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Bristol
FromNode=St. Nazaire

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Bristol
FromNode=Lorient

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=Liverpool
FromNode=Gibraltar

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Liverpool
FromNode=Kingston

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 7]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Southend

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 8]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Liverpool

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 9]
TargetIdType=1
ToNode=Gibraltar
FromNode=OG_RALLY

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 10]
TargetIdType=1
ToNode=Liverpool
FromNode=Freetown

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 11]
TargetIdType=2
MapZone=South_Western

[Campaign.CampObj.MacroObj 4]
ObjectiveID=TG_Blockade_of_Germany
Name=Campaign.CampObj.MacroObj 4.Name
MapZone=NorthPatrol
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 4.FurtherInfo
StartDate=19390921
EndDate=19400401
IsCompleted=false
IsFailed=false
IsUnlocked=true
GenAchiev=
GenAchievOnFail=
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 4.PersObj 1]
PersObjType=0
Name=Patrol_the_British_Western_Coast
Description=Campaign.CampObj.MacroObj 4.PersObj 1.Description
RelatedMapLocations=Line_BNP
IsCompleted=false

[Campaign.CampObj.MacroObj 4.PersObj 1.Amount]
IsTonnage=true
Tonnage=80000
NumOfShips=1

[Campaign.CampObj.MacroObj 4.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 3]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 4]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 5]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 6]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 7]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 8]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 9]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 10]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 11]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 12]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 4.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=North_Western

[Campaign.CampObj.MacroObj 5]
ObjectiveID=TG_British_Coastal_Waters
Name=Campaign.CampObj.MacroObj 5.Name
MapZone=Coastal_Shipping
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 5.FurtherInfo
StartDate=19390904
EndDate=19391201
IsCompleted=false
IsFailed=false
IsUnlocked=true
GenAchiev=
GenAchievOnFail=
AssocMissionsActive=3833460893362112340
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 5.PersObj 1]
PersObjType=0
Name=Hunt_around_the_British_Eastern_Coast
Description=Campaign.CampObj.MacroObj 5.PersObj 1.Description
RelatedMapLocations=Line_BCW
IsCompleted=false

[Campaign.CampObj.MacroObj 5.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000
NumOfShips=0

[Campaign.CampObj.MacroObj 5.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Methil
FromNode=Bergen

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Methil
FromNode=Southend

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Southend
FromNode=Methil

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=Southend
FromNode=Tyne

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Methil
FromNode=Narvik

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Narvik
FromNode=Methil

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 7]
TargetIdType=2
MapZone=Coasta_Traffic

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 8]
TargetIdType=2
MapZone=Coasta_Traffic2

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 9]
TargetIdType=2
MapZone=Coastal_Traffic3

[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 10]
TargetIdType=2
MapZone=Coastal_Traffic4

[Campaign.CampObj.MacroObj 6]
ObjectiveID=TG_Baltic
Name=Campaign.CampObj.MacroObj 6.Name
MapZone=BalticObjective
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 6.FurtherInfo
StartDate=19390831
EndDate=19390905
IsCompleted=true
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 6.PersObj 1]
PersObjType=0
Name=Danzig_Bay
Description=Campaign.CampObj.MacroObj 6.PersObj 1.Description
RelatedMapLocations=Baltic zone
IsCompleted=false

[Campaign.CampObj.MacroObj 6.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2

[Campaign.CampObj.MacroObj 6.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 1]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 2]
Class=SSUndine
Type=200
TargetType=0

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 3]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 6.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=BalticSea

ZygfrydDeLowe
05-06-15, 07:23 AM
Hi!

I really appreciate that you keep doing this great work instead of UBI throwing logs under players feet every now and then.

I decided to reinstall SH5 and set sail once more.

After sorting some initial CTD's I was able to successfully intercept Polish Task Force, and (as usual) wreak havoc in ports to complete the secondary objective. Both objectives in Baltic Operations (the mission I requested at the start) were marked as Completed (green text).

Next, I waited some time to enter Kiel on 4th September (so I can request British East Coast mission). Now, I have this new mission (and others, as by starting date) active, but I could select Baltic Operations again on the briefing in Kiel, and when I exit the game I see it listed as Incomplete.

Should I worry about that, did I do something wrong and broke the campaign progress? Also, is it necesseray to wait before sailing to port in order to let "new" missions to activate?

mobucks
05-06-15, 08:55 AM
Just wanted to pop back in and say my problems with silent running seemed to be ALT-TAB related. I will never ALT-TAB this game again, since who knows what else breaks when doing it.

And another hearty thanks to all involved in this mod community. Finally, FINALLY, I feel like I can really get into this game now.

Two weeks ago I would have said SH3GWX was the best SH experience. But some of the things TDW et. al. has done with this game are truly amazing. I do hope for the return of his abilities!

Bravo SUBSIM! Bravo!

vdr1981
05-06-15, 09:02 AM
Just wanted to pop back in and say my problems with silent running seemed to be ALT-TAB related. I will never ALT-TAB this game again, since who knows what else breaks when doing it.

And another hearty thanks to all involved in this mod community. Finally, FINALLY, I feel like I can really get into this game now.

Two weeks ago I would have said SH3GWX was the best SH experience. But some of the things TDW et. al. has done with this game are truly amazing. I do hope for the return of his abilities!

Bravo SUBSIM! Bravo!

Hold your horses there, do not let euphoria take you...:D
SH5 still has many "cold showers" just waiting in darkens...:D
But again, it's playable at least...

Shaefer
05-06-15, 09:09 AM
Copy/paste these settings back into your Campaign.cfg file and continue campaign from the same gamesave...

This is of course after I have applied the updates to the mod pack, right? Excuse me for being stupid . :88).

vdr1981
05-06-15, 09:16 AM
This is of course after I have applied the updates to the mod pack, right? Excuse me for being stupid . :88).

Not necessarily , you can copy/paste the content anytime you like...

gap
05-06-15, 09:41 AM
I have never actually sank a neutral ship because of this also . I cannot remember where the points are in the files but they are there . I will have a look for them . Thanks for the tip about the destroyed planes .
Silent hunter 5\data\Cfg\Basic afaik . New campaign start if altering anything here afaik .
[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000

Should be more like
[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=100
NEUTRAL=-2500
ALLIED=1
AXIS=-5000

WrongShipSunk=-5000 no idea what WrongShipSunk refers to .
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000


One Swedish and one Norwegian freighter and the game gave me -2 rating points , January 1940...And that's OK but...

I remember one patrol of mine during the Happy times when I sunk 3 Greek freighters from the convoy protected by British destroyers, the game still gave me -3 points...:hmmm:

Pay attention what will happen when you sink neutral ship close to EBCW . I haven't tested that one yet...

Seems like yet another broken fetaure. It is logical to me that the values highlighted by Sober should be multipliers. I.e. by sinking a neutral/axis ship we should get a negative reward equal to the reward set in that unit's cfg file times a -1/-10 factor, or whatever NEUTRAL/AXIS rewards are set to, in basic cfg file. But the report by Vecko seems to prove that unlike the ALLIED setting, the latter are treated as absolute numbers. :hmm2:

maillemaker
05-06-15, 09:42 AM
Steve I think there is a setting in Tdwuseroptions if contact within x km and over xtc will boot to 1tc. The default setting is 20000m. If you change it to, say, 1500m, 1tc will only trigger when any contact incl friendliest is within 1500m

Thanks, I will look into that. I don't know how to use Tdwuseroptions but I will poke around.

Steve

Shaefer
05-06-15, 01:03 PM
Not necessarily , you can copy/paste the content anytime you like...
Thank you!
I have installed Patch 5 + hotfix 2. Following install instruction for the hotfix, you say:
2.Start TDW's genericpatcher.exe and restore Snapshot found in "SH5/TDW_GenericPatcher_v_1_0_168_0/Snapshot" folder.
This is a little unclear to me, do I have to do this after you fixed my campaign file?

THEBERBSTER
05-06-15, 02:27 PM
Hi Steve

If you have installed the Options File Editor Viewer go to my tutorial Post #6 and follow from number 32.

Peter

vdr1981
05-07-15, 02:05 AM
Thank you!
I have installed Patch 5 + hotfix 2. Following install instruction for the hotfix, you say:
2.Start TDW's genericpatcher.exe and restore Snapshot found in "SH5/TDW_GenericPatcher_v_1_0_168_0/Snapshot" folder.
This is a little unclear to me, do I have to do this after you fixed my campaign file?

You can restore snapshot anytime you like...

Shaefer
05-07-15, 05:39 AM
You can restore snapshot anytime you like...
Ok, sweet. I thank you. :up:
There is one thing I would like to know. How do I adjust the scope filter? I would like to make it a smidge brighter. Saves me an hour of editing during darkness:O:. I di not find this option in the FileEditorViewer...

THEBERBSTER
05-07-15, 06:07 AM
Hi Shaefer

To enable the scope filters you need to go to the UI Tab in TDW's Options File Editor Viewer.

Change the Night Filters patch from false to true.

In the periscope station when you press the Hud button tick the enable at the top.

Click on the number showing opposite the colour you want to change.

Use the mouse wheel to change the number.

http://i60.tinypic.com/fvaas2.jpg

Peter

Lexstock
05-07-15, 06:21 AM
Hi!

I really appreciate that you keep doing this great work instead of UBI throwing logs under players feet every now and then.

I decided to reinstall SH5 and set sail once more.

After sorting some initial CTD's I was able to successfully intercept Polish Task Force, and (as usual) wreak havoc in ports to complete the secondary objective. Both objectives in Baltic Operations (the mission I requested at the start) were marked as Completed (green text).

Next, I waited some time to enter Kiel on 4th September (so I can request British East Coast mission). Now, I have this new mission (and others, as by starting date) active, but I could select Baltic Operations again on the briefing in Kiel, and when I exit the game I see it listed as Incomplete.

Should I worry about that, did I do something wrong and broke the campaign progress? Also, is it necesseray to wait before sailing to port in order to let "new" missions to activate?

I'd like an anwser on this as well. I've noticed this on my own game, I find it really weird and I don't know if it should be this way.

Shaefer
05-07-15, 06:23 AM
Hi Shaefer

To enable the scope filters you need to go to the UI Tab in TDW's Options File Editor Viewer.

Change the Night Filters patch from false to true.

In the periscope station when you press the Hud button tick the enable at the top.

Click on the number showing opposite the colour you want to change.

Use the mouse wheel to change the number.

Peter
Ah, ok. I had it enabled, and tryed to change the numbers in the filter, but did it wrong. I go and have a try.
Thank you.

alien41
05-07-15, 08:08 AM
Hello everybody . I do not know if this is the right topic to ask this, but the camouflage makes any difference in the stealth of u -boats ?

vdr1981
05-07-15, 09:18 AM
I'd like an anwser on this as well. I've noticed this on my own game, I find it really weird and I don't know if it should be this way.
It's because you also have tonnage bug which is totally bypassed by latest hotfix...Enable it and restart your campaign or start any you like using "sillentotto" cheat...

Ah, ok. I had it enabled, and tryed to change the numbers in the filter, but did it wrong. I go and have a try.
Thank you.

You should click first on RGB numbers and scrol down/up with mous IIRC...

Hello everybody . I do not know if this is the right topic to ask this, but the camouflage makes any difference in the stealth of u -boats ?
Hm, good question but I'm really not sure...:hmmm:

ZygfrydDeLowe
05-07-15, 09:32 AM
It's because you also have tonnage bug which is totally bypassed by latest hotfix...Enable it and restart your campaign or start any you like using "sillentotto" cheat...


But I am playing using the latests hotfix. To be sure I reinstalled SH5 and enabled mods once again before starting new campaign :/
My JSGME shot:

http://i.imgur.com/iuMRCDp.jpg

EDIT: Bloody hell, I see there is a hotfix2, how could I have missed that? :oops:
Sorry for the trouble, I feel really stupid now.

Can I apply it in a bunker without restarting the campaign, or is it really necessary to start new one?

vdr1981
05-07-15, 10:01 AM
But I am playing using the latests hotfix. To be sure I reinstalled SH5 and enabled mods once again before starting new campaign :/
My JSGME shot:

http://i.imgur.com/iuMRCDp.jpg

EDIT: Bloody hell, I see there is a hotfix2, how could I have missed that? :oops:
Sorry for the trouble, I feel really stupid now.

Can I apply it in a bunker without restarting the campaign, or is it really necessary to start new one?

No need for new campaign in your case...Just enable the hotfix2 anytime and continue campaign...:yep:

Lexstock
05-07-15, 10:08 AM
No need for new campaign in your case...Just enable the hotfix2 anytime and continue campaign...:yep:

In my case, I already had hotfix 2 installed. So still, I don't know why this happens. I guess only thing to do is do another clean install.

vdr1981
05-07-15, 10:14 AM
In my case, I already had hotfix 2 installed. So still, I don't know why this happens. I guess only thing to do is do another clean install.

So what is the problem exactly , you cant select EBCW mission or something else, because once when you reach Kiel, Baltic Ops become irrelevant completely even though whey will be visible for some time on the map...
Drop some screenshot...

Lexstock
05-07-15, 11:23 AM
So what is the problem exactly , you cant select EBCW mission or something else, because once when you reach Kiel, Baltic Ops become irrelevant completely even though whey will be visible for some time on the map...
Drop some screenshot...

Well, same problem as " ZygfrydDeLowe" really. Altough I'm guessing it's not really a problem to play the game.

I can't put a screenshot, as I'm already past the deadline date of Baltic Operations. But I'll explain what happend.

Basically, followed everything to install WoS as directed in the instructions. Skipped tutorial, first mission, request to kill/report Task force in the Baltic Sea.
I did that, torped some more ships, then headed to Kiel when I got the message. So I started sailing to Kiel, and got there at like 3 september (Baltic Sea deadline is 5 september).

So I docked, looked at upgrades, and went to the Naval Officer to get a new mission. So then it showed me again, Baltic Operations, and a gain the Task Force mission. Altough I had it completed on my Captain screen (I checked it before I headed to port). So I ignored it, launched a new patrol (14 days later on the calendar), and Baltic Seas mission was gone, and I Scapa Flow + East Birtish Coasts was arrived.

Only thing though, I didn't want to redock to request a mission, as I would lose another 14 days (and I really wanted to complete Scapa Flow). So I did Scapa Flow withouth requesting it, shot some more ships down at the British coast, headed back to Kiel.

Again, Scapa Flow was there again.

So I don't get it, is this working as intended by the mod? Because it seems to me, it's not keeping my progression.

I've read about this tonnage bar bug thing, but it's something that never struck me, and WOS hotfix 2 automatically gets rid of the tonnage bar. So I dunno.

Is it supposed to work like this?

vdr1981
05-07-15, 11:58 AM
Yes, everything is OK...:up: You will be able to select patrol grid on next patrol...

vdr1981
05-07-15, 12:55 PM
F.A.Q.
- Crew don't entering the sub when diving/ don't leaving the sub when surfacing ?
Use GUI buttons on the left side of the screen to avoid this
- Telegraph acts weird. I order standard speed (3) but it only sets to slow ahead (2) and so on, it is always one speed setting behind the ordered one.
Small side effect from one of the patches but your commands are accepted correctly, works much better with SH3 interface...
- I'd like to have my menus and texts in German for immersion - is there a German version?
Unfortunately not (yet)...German menu.txt is not compatible...
- If I patrol the area for 20 hours , save the game and continue the game the other day , this time I patrolled is also saved ?
Unfortunately , it is not...You shouldn't reload the game until those 48/72 hours are passed.
- How do you access a recognition manual that can feed TDC?
Press "E" key or notepad lookalike charts GUI button on the bar near right edge of the screen.
- I've lost my recognition manual?!
Delete all dragables.TDW files from main game folder and start the game again...
- Where's mine target identify button?!
In this megamod automatic target recognition is disabled due to somewhat unrealistic implementation. There really aren't to many ships to be recognized in SH5 so auto recognition while the ship is 20 km away is a huge gamebraker...
- I wish to change number of days spent in the bunker, 14 days are too low...
Sure, check this mod...Clicky (http://www.subsim.com/radioroom/showthread.php?t=188265)
- How can I pass from one campaign to the next one?
Make sure to be ON PATROL when deadline date of last objective is reached, preferably somewhere at the open seas without AI units in your vicinity . This is important so be careful if you use mods like "Change Days in Bunker"...
- Do I always have to start my career from the first campaign?
No, type "silentotto" while you're in the campaign selection screen to unlock all campaigns and start any you want...
- I've arrived in Kiel but I cant select Eastern British Coastal Waters mission, only Danzing mission is available?
Missions are date controlled and EBCW mission will not be available until 4th September 1939.
- Should I attack neutral shipping?
Despite common belief that the game wont penalize you if you sink neutral ship, it seems that it will by giving you negative rating points which are very important for players progress (medals, new subs and equipment, prom. points)
- Is there any written manual for TWoS?
Unfortunately, there is not. however, in TWoS Documentation folder you'll find readme files of individual mods contained within the modpack. You can also put GWX manual to a good use and/or search for numerous tutorials/playthrough videos found on Subsim and Youtube...
- Should I play without real navigation?
In my opinion absolutely not! TheDarkWraith's Real Navigation is one of the few SH5 features which can separate SH5 from the rest of the franchise and it improves gameplay drastically. It is the best and the most realistic nautical navigation mod ever adopted for SH and it will suit both experienced and new players...
- How can I find assigned patrol grid?
Use grid map tool (Charts-Maps). The tool is resizable...
- Where's mine tonnage bar?! I can't play without it!
I'm sorry...It's dead!


This is a never-ending job. :D Feel free to add something you think that can be useful...:yep:

THE_MASK
05-07-15, 01:21 PM
Hello everybody . I do not know if this is the right topic to ask this, but the camouflage makes any difference in the stealth of u -boats ?Everything effects everything in SH5 . Unlike previous silent hunter games you can check it yourself using the detection circles . The first thing I get with renoun is the Camo . One time at night with the my sub between an enemy freighter and the moon and at decks awash , I was at all stopped and the freighter passed at about 500 meters without seeing me . That was with camo and calm water . If they are looking for you then that's a difrent story altogether .

THE_MASK
05-07-15, 01:28 PM
Well, same problem as " ZygfrydDeLowe" really. Altough I'm guessing it's not really a problem to play the game.

I can't put a screenshot, as I'm already past the deadline date of Baltic Operations. But I'll explain what happend.

Basically, followed everything to install WoS as directed in the instructions. Skipped tutorial, first mission, request to kill/report Task force in the Baltic Sea.
I did that, torped some more ships, then headed to Kiel when I got the message. So I started sailing to Kiel, and got there at like 3 september (Baltic Sea deadline is 5 september).

So I docked, looked at upgrades, and went to the Naval Officer to get a new mission. So then it showed me again, Baltic Operations, and a gain the Task Force mission. Altough I had it completed on my Captain screen (I checked it before I headed to port). So I ignored it, launched a new patrol (14 days later on the calendar), and Baltic Seas mission was gone, and I Scapa Flow + East Birtish Coasts was arrived.

Only thing though, I didn't want to redock to request a mission, as I would lose another 14 days (and I really wanted to complete Scapa Flow). So I did Scapa Flow withouth requesting it, shot some more ships down at the British coast, headed back to Kiel.

Again, Scapa Flow was there again.

So I don't get it, is this working as intended by the mod? Because it seems to me, it's not keeping my progression.

I've read about this tonnage bar bug thing, but it's something that never struck me, and WOS hotfix 2 automatically gets rid of the tonnage bar. So I dunno.

Is it supposed to work like this?All missions are based on the time they were historically available , not if you complete a mission or not . You arrived in Kiel before the British coastal waters mission was available , that's all . Maybe vdr1981 could put the OH2 campaign dates sheet in the game . Make it 5 days in base or something like that .

Lexstock
05-07-15, 02:15 PM
Okay, thanks for explaining that in depth. I did read the FAQ tho, but I must've missed that (brain dead).

THEBERBSTER
05-07-15, 02:20 PM
Hi Vecko

Is the save and reload in the bunker being overlooked by some?

Would a reminder in your FAQ's as to what happens if you do not do this might be worth a mention?

It's added at the end of step 8 and could easily be overlooked.

Alternatively forget the FAQ and make it stand out in a new step 9.

Peter

vdr1981
05-07-15, 05:07 PM
Hi Vecko

Is the save and reload in the bunker being overlooked by some?

Would a reminder in your FAQ's as to what happens if you do not do this might be worth a mention?

It's added at the end of step 8 and could easily be overlooked.

Alternatively forget the FAQ and make it stand out in a new step 9.

Peter

Yes, maybe I could do that...:yep:

vdr1981
05-07-15, 05:08 PM
New video form TheNorseCast is up! :up:
https://www.youtube.com/watch?v=yPCKHuuhRPU

mobucks
05-08-15, 07:42 AM
Ah, the eternal DF loop debate. Sorry. Is there a way to lower/remove it?

Shaefer
05-08-15, 09:29 AM
Hey VDR!
Do you have any plans on including this mod in TWOS?
http://www.subsim.com/radioroom/showthread.php?t=163930

It would be really nice to see som real critical hits, and also more random damage from them eels. It seems like every small ship now requires two eels, medium ships three, and large all 4.
I think it would bring a little more tactic to a torpedo setup.

THE_MASK
05-08-15, 03:42 PM
Hey VDR!
Do you have any plans on including this mod in TWOS?
http://www.subsim.com/radioroom/showthread.php?t=163930

It would be really nice to see som real critical hits, and also more random damage from them eels. It seems like every small ship now requires two eels, medium ships three, and large all 4.
I think it would bring a little more tactic to a torpedo setup.Possible wouldn't be compatible with TDW_GenericPatcher_v_1_0_168_0 or FX_Update_0_0_22_ByTheDarkWraith . If I enable the mod in my mega mod list it says it only overrides Equipment_Upgrades_Fix_v1_4_byTheBeast so who knows . You would definitely need to start a new campaign . I don't think I would use it in my mod list .

vdr1981
05-09-15, 06:21 AM
Hey VDR!
Do you have any plans on including this mod in TWOS?
http://www.subsim.com/radioroom/showthread.php?t=163930

It would be really nice to see som real critical hits, and also more random damage from them eels. It seems like every small ship now requires two eels, medium ships three, and large all 4.
I think it would bring a little more tactic to a torpedo setup.

I'm not sure I can do that...:hmmm:The mod is rather old and outdated plus, FXUpdate deals with the same subject and much more. Every ship has ammo bunkers, fuel bunkers ect but most of the time critical explosion depends of ships cargo, is it simple freight or ammunition or maybe fuel...
From my experience, in 70-80% of cases , ship will sink from one good placed torpedo, not immediately but it will sink eventually, just give her some time...:yep:

The Hog Island is the one ship that requires extra attention and I can confirm that but I really don't know why(you've already met this tough girl in your videos :D)...:hmmm: The cause may be really high surface displacement value for this type of ship set in her .sim file... (11.000 tons):hmmm:

vdr1981
05-09-15, 06:29 AM
Question...
How many of you guys can confirm CTD as soon as you start patrol from Kiel harborafter the Danzing mission? That would be your 2nd patrol...

mobucks
05-09-15, 07:09 AM
It was a while ago but I don't remember CTDing on that patrol till I passed Heliogoland.

I most likely have a save for right before that in bunker if you want me to test it again let me know.

Silentmichaels new interior was absolutely crashing my game a lot more frequently until I disabled it.

hardhans
05-09-15, 09:10 AM
Hello, bit of a problem with step 7, No idea how to sort it. I remember being able to use it before without problems it is odd.

http://i117.photobucket.com/albums/o44/hardhans/Untitled_1.jpg (http://s117.photobucket.com/user/hardhans/media/Untitled_1.jpg.html)

THEBERBSTER
05-09-15, 09:27 AM
Hi hardhans

Your problem is the path.

You have > Ubisoft\Silent Hunter 5\data

It should be > Ubisoft\Silent Hunter 5\Mods\NewUIs_7_5_0_ByTheDarkWraith\data\Menu\menu .txt.

Picture 12 in Tutorial Post#6

Peter

hardhans
05-09-15, 09:37 AM
Thank you, that is now sorted, you are a life saver.

ZygfrydDeLowe
05-09-15, 11:01 AM
Question...
How many of you guys can confirm CTD as soon as you start patrol from Kiel harborafter the Danzing mission? That would be your 2nd patrol...

No CTD on my side.

Regarding torpedoes.
Sheafer is looking for immediate kills ;). Looking through history of submarines torpedo attacks you can see plenty of cases when ship was sunk by only one, but also cases when the ship survived the explosion and slowly limped away (crawling to port, or to be ultimately finished by another U-boat).

Regarding Hog Island Frieghter - I just torpedoed one, scored one hit (non critical). She slowed down, started to list and take water, and sunk after 1 hour - I had to stay to witness, bravely scraping the bottom of the bay, because 5 escorts responded to her signal (note to self - no day attacks in shallow waters close to enemy ports).
Link to screenshots:
http://imgur.com/06e64Zy,8BRRjWr,lPcoBM6,gZiSiw5#3

Torpedo hit at 10:02, ship sunk at 10:56 - That is pretty impressive damage modelling. I think it is somewhat realistic, because captains were not always able to confirm sinking of a ship (HMS Barham first comes to my mind). But as far as I remember, damage is not retained when a ship moves outside of your rendering area, so in theory you could not be credited with a sinking in certain set of circumstances.

On the other hand - Armed Merchant (>11k GRT) sunk immediately after being hit with one (sic!) torpedo. Maybe luck, maybe it's the opposite case as with Hog Island type.

Shaefer
05-09-15, 03:01 PM
Question...
How many of you guys can confirm CTD as soon as you start patrol from Kiel harborafter the Danzing mission? That would be your 2nd patrol...
My game did not CTD. I was on patch 4 then, not sure if that has anything to do with it.
My game just randomly crashed once somewhere along the British coast. I was on 512 speed. Since then I only use 256 = smooth sailing...:arrgh!:

vdr1981
05-09-15, 06:45 PM
Tnx for your reports guys! :up:

vdr1981
05-09-15, 06:52 PM
Tnx for your reports guys! :up:

Anyone wanna try my new, more deck gun friendly, waves settings inspired by Shaefer's adventures?:) (significantly less "jumpy" sub at lower wind speeds)

mobucks
05-09-15, 08:46 PM
I'm game.

My boat rocks side to side in calm water like the crew is doing the Charleston up on deck.

I lowered the cg-height in the sub's .sim file which removes the rocking side to side in calm weather but the side effect is it also removes it in rough weather too. ("sub on rails")

PaulB
05-09-15, 08:59 PM
Question...
How many of you guys can confirm CTD as soon as you start patrol from Kiel harborafter the Danzing mission? That would be your 2nd patrol...

I had that issue repetitively but it seems to have been fixed after reloading the game in bunker and setting sail again.

I also had a funny running aground situation where the ship became airborne in the Kiel canal....probably shouldn't have increased the ship's speed while the autopilot was running.

THE_MASK
05-09-15, 09:11 PM
I'm game.

My boat rocks side to side in calm water like the crew is doing the Charleston up on deck.

I lowered the cg-height in the sub's .sim file which removes the rocking side to side in calm weather but the side effect is it also removes it in rough weather too. ("sub on rails")Its also the actual wave parameters that have an effect on the sub also .

mobucks
05-09-15, 11:37 PM
Its also the actual wave parameters that have an effect on the sub also .

On the lateral axis, yes I agree.

That rocking left to right is either gentle (low cg_height) or sea-sick inducing (higher cg_height) and from my tests it has nothing to do with seaparams or weather in general.

kevinsue
05-09-15, 11:50 PM
My game did not CTD. I was on patch 4 then, not sure if that has anything to do with it.
My game just randomly crashed once somewhere along the British coast. I was on 512 speed. Since then I only use 256 = smooth sailing...:arrgh!:

I've had no problems as well but I only use TCx256 max. This is with silentmichal's interior mod added after the TWoS mods as well.

kevinsue
05-10-15, 01:16 AM
Anyone wanna try my new, more deck gun friendly, waves settings inspired by Shaefer's adventures?:) (significantly less "jumpy" sub at lower wind speeds)

Yep :up:

ZygfrydDeLowe
05-10-15, 02:04 AM
Anyone wanna try my new, more deck gun friendly, waves settings inspired by Shaefer's adventures?:) (significantly less "jumpy" sub at lower wind speeds)

Would love to ;)

Shaefer
05-10-15, 04:56 AM
Anyone wanna try my new, more deck gun friendly, waves settings inspired by Shaefer's adventures?:) (significantly less "jumpy" sub at lower wind speeds)
Bring it. I would love to test it. :D

Stijlloos
05-10-15, 06:27 AM
My sub can't run under the water because the electric prop won't turn on.
The installation instructions are pretty confusing by the way.

vdr1981
05-10-15, 06:39 AM
OK, This would be my attempt to make deck gun engagement less problematic and significantly less "jumpy" sub for wind speeds up to ~50% of maximum game's wind speed. Enable it last with JSGME anytime/anywhere...

DeckGun Friendly Waves_Test (http://www.mediafire.com/file/u0g02vauuogakt1/DeckGun+Friendly+Waves_for+TWoS+1.06.rar)

adrians69
05-10-15, 07:07 AM
I'll give it a go. DL now

vdr1981
05-10-15, 08:34 AM
My sub can't run under the water because the electric prop won't turn on.
The installation instructions are pretty confusing by the way.

What is confusing exactly ?

mobucks
05-10-15, 09:32 AM
Compared to doing the entire thing yourself this supermodel package is a godsend. (I'll keep that auto-correct)

I found the instructions to be quite good! My advice is if you are confused to read the threads on the generic patcher and user options programs from TDW and also the JGME user guide. Anyone attempting to use any mod here should read that stuff or you are fighting blind!

ZygfrydDeLowe
05-10-15, 12:27 PM
I've downloaded the deck gun file to test how shooting deck gun works now.
But at the same time I noticed a peculiar thing - I engaged 3 French ships, firing 5 torpedoes and scoring 5 hits - all were duds, that's 5 duds in a row.
When I tried to fire deck gun at one, my crew refused to fire, and I had to this this manually. I'm still in '39 so Germany is at war with France.

Is this happening because somehow French ships are counted as neutral by game logic? Is that a game way of preventing the player sinking neutral ships and scoring negative points?

vdr1981
05-10-15, 01:24 PM
But at the same time I noticed a peculiar thing - I engaged 3 French ships, firing 5 torpedoes and scoring 5 hits - all were duds, that's 5 duds in a row.
That would be early magnetic detonators in action or your torpedoes impact angle was to high for impact detonators...:yep:
...are you sure that you've activated patcher and snapshot correctly?


When I tried to fire deck gun at one, my crew refused to fire, and I had to this this manually. I'm still in '39 so Germany is at war with France.

Look at your target through binoculars, press space and your crew will engage even friendly vessel...

ZygfrydDeLowe
05-10-15, 02:26 PM
That would be early magnetic detonators in action or your torpedoes impact angle was to high for impact detonators...:yep:
...are you sure that you've activated patcher and snapshot correctly?

Hi Vecko. I appreciate your answer, as always. I don't use magnetic pistons at all at that earl stage of the war. Patcher and snapshot were activated correctly, I have about 20 ships sunk, and finished Scapa Flow mission shortly before (5 hits at capital ships and all 5 eels exploded). It might be just extreme case of probable outcomes, but I have not had this problem attacking ship carrying British or Polish flags (I don't think I torpedoed any other nations' ship). Torpedo angle was 93*, 103* and about 100*, so I wouldn't call it too high. I have had dud's occasionally, but never 5 in a row.


Look at your target through binoculars, press space and your crew will engage even friendly vessel...

That is why I wrote peculiar. I learned about this the hard way when I pressed space (lock target) while looking at some escort ship in Kiel :/.

With this French ship I tried locking her both from the deck and from the conning tower. There was no gun symbol and my crew did nothing.

I guess, I will try attacking some more French ships to confirm or disprove my early notion.

gap
05-10-15, 03:04 PM
I engaged 3 French ships, firing 5 torpedoes and scoring 5 hits - all were duds, that's 5 duds in a row.
When I tried to fire deck gun at one, my crew refused to fire, and I had to this this manually. I'm still in '39 so Germany is at war with France.

Were those ships at achor? :hmm2:

Is this happening because somehow French ships are counted as neutral by game logic? Is that a game way of preventing the player sinking neutral ships and scoring negative points?

I don't think so. This game let you (and your crew) to shoot at anything you want. You can be both liable or victim of friendly fire. Not too long ago I have read a report by a guy who was accidentally bombed by a storm of Stuka's :rotfl2:

THE_MASK
05-10-15, 03:12 PM
RE: CTDs if saving near a destroyed plane . Do you have the EXE Patcher AI units falling thru sea floor enabled . No idea if this has anything to do with it . I don't have it enabled . Never had a problem with planes afaik . Also I need someone to hold my hand and show me how to change the render distance to 60 kilometres . Do you need to start a new campaign ?

ZygfrydDeLowe
05-10-15, 03:14 PM
Were those ships at achor? :hmm2:


At sea. One alone and two as a Task Force ;)

THE_MASK
05-10-15, 03:23 PM
I've downloaded the deck gun file to test how shooting deck gun works now.
But at the same time I noticed a peculiar thing - I engaged 3 French ships, firing 5 torpedoes and scoring 5 hits - all were duds, that's 5 duds in a row.
When I tried to fire deck gun at one, my crew refused to fire, and I had to this this manually. I'm still in '39 so Germany is at war with France.

Is this happening because somehow French ships are counted as neutral by game logic? Is that a game way of preventing the player sinking neutral ships and scoring negative points?Has this got anything to do with it ?
http://i60.tinypic.com/33d8leu.jpg

ZygfrydDeLowe
05-10-15, 04:01 PM
Has this got anything to do with it ?

http://i60.tinypic.com/33d8leu.jpg

Disregard. It was end user stupidity. I reloaded the game and sailed towards those two "french" ships again. Yeah, "french". When I was attacking I had this green filter enabled for attack periscope (it was around 6:00). Now, looking with external camera, with improved weather after reload I recognised the flag correctly as Belgian (ta-dam!). Hence their reluctance to fire the gun at neutral ships, I imagine. Anyway, I decided to see through the attack and fired 3 torpedoes scoring 3 hits with 2 explosions and one dud. I guess I was just extremely unlucky previosuly.

So, I think that I will see myself out and refrain from further scribbling ;).
Thank you for the help.

gap
05-11-15, 03:55 AM
RE: CTDs if saving near a destroyed plane . Do you have the EXE Patcher AI units falling thru sea floor enabled . No idea if this has anything to do with it . I don't have it enabled . Never had a problem with planes afaik .

Not unlikely, I was thinking the same.The patch said by sober, or the one making downed planes not to wanish in the air. :hmm2:

vdr1981
05-11-15, 08:48 AM
Also I need someone to hold my hand and show me how to change the render distance to 60 kilometres . Do you need to start a new campaign ?

So you wont to add 20.000 m to default 40.000m rendering distance...

First you need to convert 20000 to hex code, I use Float/Hex conversion tool TDW gave me...
20000 converted to hex is 469C4000

Now you open patches/SH5/TDW_SH5_Patches.s5p with notepad and edit following lines...

; +0x2B0 = Max distance from player's unit addition (DWORD) - Default value is 40000.0 (00401C47)
; this is added to the current max distance value of 40000.0
; this adjusted value determines when units are rendered in game and become 3D units instead of 2D units
Code14=0x2B0,00409C46

You see that hex code is not just copy/pasted, you have to add it backward in a digits of two! 46 9C 40 00 ==> 00 40 9C 46 without spaces of course...

And this is the same for all patcher tweaks...

After that,it is good to re enable rendering distance patch. I've never noticed that doing this while in the patrol will brake anything, just recently I disabled the patch in the middle of Gibraltar because my FPS was very, very low with patch enabled...

THE_MASK
05-11-15, 04:29 PM
Where do I change the line ?

Soviet_Warlord
05-11-15, 05:55 PM
Is there any way to bring back the auto torpedo solution function? I'm not always interested in that level of realism, but I do love the other aspects of this megamod.

kevinsue
05-11-15, 06:16 PM
Hey Vecko, gap....something I stumbled upon a long time ago in a galaxy far, far away!........Interested?? :D



Now time for what we likes the most


F U N B R E A K!!!!

Yes, yes, ja, ja .

Lets see at greatest book about U-BOATS , Clive Blair's "Hitler's U-boat War" in two tomes.

As we can see TYPE VII uboats are rare view new American coast not to say about Indies, Pacific, Carraibean.
We need TYPE IX there, yes we need that badly.

Lets take a closer look at game textures folder!

Lets scroll down. OH MEIN GOTT!!! It looks almost exactly the same as Silent Hunter 4 texture folder
Lets look
U_Type7_body_01.dds
and so and so... wait!
I can see Uboat9D2_... .dds
Oh and Uboat18.dds too!

kevinsue
05-11-15, 06:25 PM
Is there any way to bring back the auto torpedo solution function? I'm not always interested in that level of realism, but I do love the other aspects of this megamod.

Yes...just open the Options File Editor Viewer and deselect "Manual targeting enforced (if True then the option to 'Turn TDC Off" is disabled and not visible) in the "XO TDC" tab.

Now you will be able to select either manual or auto targeting, which ever you prefer at the time during the attack, using the XO icon and dialogue box to turn the TDC "on" or "off".

If the TDC is selected "off", just lock/unlock each target separately with the space bar, set torpedo depth and speed as required and then fire!:smug:

Soviet_Warlord
05-12-15, 12:31 AM
Thank you! That's very useful :)

Aktungbby
05-12-15, 01:16 AM
Soviet_Warlord!:salute: after a two year silent run.

dmlavan
05-12-15, 04:52 AM
After years away from SH games I've finally picked up SH5 and installed it. For Wolves of Steel, after I have completed a campaign and want to start a new one with a new captain, do I have to uninstall the mods, start a new campaign in SH5 vanilla, and then reinstall the mods once I've started the tutorial again? Thanks!

kevinsue
05-12-15, 06:53 AM
After years away from SH games I've finally picked up SH5 and installed it. For Wolves of Steel, after I have completed a campaign and want to start a new one with a new captain, do I have to uninstall the mods, start a new campaign in SH5 vanilla, and then reinstall the mods once I've started the tutorial again? Thanks!

If you already have already completed a campaign with "TWoS" installed, make a copy of "C:\Users\Documents\SH5\data\cfg\CareerHistory.cfg file then delete the entire "C:\Users\Documents\SH5" folder. Also delete any SH5 save games in the C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher.

Start Silent Hunter 5 and when in the main game screen exit and then open the new "C:\Users\Documents\SH5\data\cfg" folder and paste your saved "CareerHistory.cfg" file into the folder.

Make the manual edits to the C:\Users\Kevin\Documents\SH5\data\cfg\main.cfg file as per the "TWoS" installation instructions. Now you are back to square one so you can start your campaign from the beginning without having to do the initial tutorial.

All of the Player settings...Realism, Graphics and Sound are now default so don't forget to reset those before you commit to your first mission.

Claudia
05-12-15, 08:22 AM
So you wont to add 20.000 m to default 40.000m rendering distance...

First you need to convert 20000 to hex code, I use Float/Hex conversion tool TDW gave me...
20000 converted to hex is 469C4000


Hi Vecko, I don't understand this. 20000 converted to hex is 4E20 :hmmm:

Claudia
05-12-15, 08:56 AM
Where do I change the line ?

You must edit TDW_GenericPatcher_v_1_0_168_0\ Patches\SH5\TDW_SH5_Patches.s5p and change Code14.

Then u have to patch or re-patch sh5.exe (disable and enable Increase render distance)

Note that GenericPatcher.exe uses the .s5p files to take the hex values for each patch.

Regards!

Aktungbby
05-12-15, 09:41 AM
dmlavan!:salute: After a six year silent run!

finchOU
05-12-15, 10:50 AM
Looked around and couldn't find an answer to this question.

With TWOS enabled, can you use TDW's User Options File Editor App?

Pre TWOS, it was said you needed to disable TDW's NEW UI mod via JSGME, open the User Options File App....apply changes, then re enable and you were good to go (I can't remember if you needed to be in port or not).

Now...with TWOS, there is only one hug MOD to enable via JSGME so I can't just cherry pick the TDW NEW UI mod out of it to edit....hence my first question.

I've had issues with the editor tho....it seems some stuff gets changed and some stuff doesn't? Anyone else have problems with this?

gap
05-12-15, 01:45 PM
@ finchOU
I think I can answer your question on behalf of Vecko.

Talking about TWoS and TDW's options editor, unless I am very much mistaken, nothing has changed compared to when you enabled NewUIs as a single mod. You can either:

a) Enable TWoS firts and edit then UI options by making the editor to point to the copy of TDW's option file contained directly into the Silent Hunter 5\data path, or...

b) Edit UI options making the option editor to point to the copy of TDW's option file contained in the Silent Hunter 5\MODS\TWoS\data folder, and then enable the mega mod.

The difference between the two methods, is that by using the first one you will need to re-edit your options whenever you disable/re-enable TWoS, whereas if you use the second method your changes will be retained, no matter how many times you disable/re-enable the mega mod. :salute:

THE_MASK
05-12-15, 03:20 PM
@ finchOU
I think I can answer your question on behalf of Vecko.

Talking about TWoS and TDW's options editor, unless I am very much mistaken, nothing has changed compared to when you enabled NewUIs as a single mod. You can either:

a) Enable TWoS firts and edit then UI options by making the editor to point to the copy of TDW's option file contained directly into the Silent Hunter 5\data path, or...

b) Edit UI options making the option editor to point to the copy of TDW's option file contained in the Silent Hunter 5\MODS\TWoS\data folder, and then enable the mega mod.

The difference between the two methods, is that by using the first one you will need to re-edit your options whenever you disable/re-enable TWoS, whereas if you use the second method your changes will be retained, no matter how many times you disable/re-enable the mega mod. :salute:Regarding TWOS , I think Vecko wants people to use the options editor while NewUis is not enabled afaik .

gap
05-12-15, 04:47 PM
Regarding TWOS , I think Vecko wants people to use the options editor while NewUis is not enabled afaik .

Using it after TWoS is enabled should be the same, as soon as one follows my instructions. But I agree that doing it before enabling the mod is preferable, for the reason I said in my previous post. :03: