View Full Version : [REL]The Wolves of Steel - SH5 Megamod
finchOU
05-12-15, 05:15 PM
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.
So the path: SH5/MODS/TWoS/Data/Menu/Menu.text??
Regarding TWOS , I think Vecko wants people to use the options editor while NewUis is not enabled afaik .
So in the 8 step process to install TWoS on page one says to enable first (step 5) then Genertic Patcher (step 6), Then the Edit the Options File.
This makes me think I can edit it whenever it's enabled??? I'm so confused now. lol
Gap...I guess did option A. I guess my question is can I just disable the MOD (while in the bunker), Try option B. Re-enable and hope it works?
I'm about one step away from clean install and another career down the drain. :/\\!!
Thanks for your help guys.
kevinsue
05-12-15, 06:04 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:
Just a personal variation (or blend) of the above methods.....I find the UI options are an evolving plethora of choice. Vdr has included the UI setup in the main "TWoS" mod that is an excellent starting point for players, basically a "one size fits all".
As you progress your career and gain more experience, you start "getting a feel" for which of the various UI functions you want included and how they behave, and adjusting with the Options File Editor Viewer accordingly.
At some point you reach the "sweet spot" where the UI is set up exactly how you want it. (you know you're at the "sweet spot" because you stop fiddling with things in the Options File Editor Viewer every time you exit the game :haha:)
At this point, you make a copy of C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py and use it to overwrite the same file: C:\Ubisoft\Silent Hunter 5\MODS\The Wolves of Steel 1.03\data\Scripts\Menu\TheDarkWraithUserOptions.py This will retain all of your UI tweaks if for some reason you have to reinstall "TWoS" main mod again.
The only caveat is that when the "Snorkel" becomes historically available in the later campaigns, a "vanilla" TheDarkWraithUserOptions.py may have to be used to have the Submarine tab available to select the snorkel. The snorkel option has to be the first selection saved otherwise the Submarine tab in the Options File Editor Viewer becomes unavailable. After the snorkel option is saved, you can then reapply and save all of your previous options.
B-flat?
05-13-15, 07:24 PM
Quick question, I completed all the step to load TWoS (steps 1 -8). I am starting new campaign, completed upgrade/load out of sub, do you start your first mission with out picking mission? I don't see any place to pick mission. :hmm2:
finchOU
05-13-15, 11:23 PM
Quick question, I completed all the step to load TWoS (steps 1 -8). I am starting new campaign, completed upgrade/load out of sub, do you start your first mission with out picking mission? I don't see any place to pick mission. :hmm2:
hmm....you did save/reload after you first got to the bunker after restarting a new career and skipped the tutorial?
There should be a mission to pick from.....if I recall. I think I had this same thing happen...but after I saved and reloaded it fixed it self.
B-flat?
05-14-15, 04:57 AM
hmm....you did save/reload after you first got to the bunker after restarting a new career and skipped the tutorial?
There should be a mission to pick from.....if I recall. I think I had this same thing happen...but after I saved and reloaded it fixed it self.
My fixed it self after I posted for help, funny how that works, now to get some good hunting in.:arrgh!:
Lumpe96
05-14-15, 09:41 AM
Hello everybody!
Im new here, and i would really appreciate if u guys could help me.
Something's not working properly when im trying to patch. I get this message for example: "C:\Ubisoft\Silent Hunter 5\CameraManager.act is different version than expected!"
I am getting to the menu succesfully, but when i am trying to launch a new campain i manage to get to the loading screen, and after a while the game crashes.
I am playing the game through Uplay, and i am not sure if i've got the game patched to v1.2.0. Is there any way for me to find out what version of the game i have?
//Lumpe
Aktungbby
05-14-15, 10:21 AM
Lumpe96!:Kaleun_Salute:hang tough! help will arrive shortly!
adrians69
05-14-15, 10:50 AM
Hello everybody!
Im new here, and i would really appreciate if u guys could help me.
Something's not working properly when im trying to patch. I get this message for example: "C:\Ubisoft\Silent Hunter 5\CameraManager.act is different version than expected!"
I am getting to the menu succesfully, but when i am trying to launch a new campain i manage to get to the loading screen, and after a while the game crashes.
I am playing the game through Uplay, and i am not sure if i've got the game patched to v1.2.0. Is there any way for me to find out what version of the game i have?
//Lumpe
Welcome aboard!! When you load into the main menu, the version you have is located there. If the autopatcher has not updated your game to 1.2, go into your SH5 install folder and locate the gu.exe file in Ubisoft/Silent Hunter 5/Support, run that and the game should update. That is more than likely what is causing your problem.
adrian
THEBERBSTER
05-14-15, 02:50 PM
A Warm Welcome To The Subsim Community > Lumpe96 :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)
Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :up: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)
Just hover the mouse over the SH5.exe icon and you will see the file version currently installed.
Jimbuna
05-15-15, 05:52 AM
Welcome to SubSim Lumpe96 :sunny:
Shaefer
05-15-15, 08:19 AM
Did anyone experience a huge performance drop after applying patch 5 + the hotfix?
I am down 20 fps since updating...:o
It might have to do with being in a high traffic area, but I never had this low fps before. Not even with Sober`s megapack, which use more high detail textures and stuff...
alien41
05-15-15, 05:15 PM
hello guys, another stupid question ...
I am in mission in british coast ( 1939) , I saw a vessel of Belgium . Looking at sharts / flags , I see that it is Allied ( AL ) . But has a date 10.05.40 - 14.08.45 . If I sink it now, I lose points ?
Husksubsky
05-15-15, 06:02 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 it.. north of Netherlands I think. Thought that might be the radiothing. Cant remember date
THE_MASK
05-15-15, 09:25 PM
Did anyone experience a huge performance drop after applying patch 5 + the hotfix?
I am down 20 fps since updating...:o
It might have to do with being in a high traffic area, but I never had this low fps before. Not even with Sober`s megapack, which use more high detail textures and stuff...My mega mod pack is a lot better now . Sorry I just had to get that in :03:
kevinsue
05-16-15, 01:37 AM
Did anyone experience a huge performance drop after applying patch 5 + the hotfix?
I am down 20 fps since updating...:o
It might have to do with being in a high traffic area, but I never had this low fps before. Not even with Sober`s megapack, which use more high detail textures and stuff...
Not sure what frame rate your getting but I just checked mine out.
Conditions: Medium seas, overcast, foggy with heavy rain, no AI units....external view with camera moving around the boat was about 80 fps minimum. Inside was 120+ so I would have to say about at least 100+ fps average.
Not sure what will happen with a lot of AI units close by.
Lexstock
05-16-15, 04:06 AM
Hey, quick question.
This mod pack works great for me, most stable gameplay in years. So lots of love <3
But I'd prefer to have the more see-through underwater effect (I like to look at my sub with ext camera, I know it's not realistic, but it's a game). Is there a way I can change this?
For example, just active the option in JGSME after the WoS mod (basically overwritting what WoS changed). Or will this **** up my game?
Thanks!
THEBERBSTER
05-16-15, 05:45 AM
Hi Kevin
What gpu are you using?
Peter
THE_MASK
05-16-15, 06:00 AM
Any huge FPS drop would be from around heavy traffic ports and an increase in the render distance using the patcher .
kevinsue
05-16-15, 06:08 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)
I just love these new deck gun friendly waves!:yep::haha:
http://i61.tinypic.com/2econwp.jpg
kevinsue
05-16-15, 06:15 AM
Hi Kevin
What gpu are you using?
Peter
She's an oldie but still gets by.....GeForce GTX 580 :yep:
kevinsue
05-16-15, 07:46 AM
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.
Just doing a bit of quiet study while waiting for Olaf to clear the dishes :huh: (moused out UI)
http://i60.tinypic.com/sqig.jpg
EDIT: I should have watched episode #11 first!! :oops:
InTheNavy
05-16-15, 12:15 PM
But I'd prefer to have the more see-through underwater effect (I like to look at my sub with ext camera, I know it's not realistic, but it's a game). Is there a way I can change this?
Hello Lexstock, you should be able to change that in gameplay options. Uncheck "no external view".
THEBERBSTER
05-16-15, 12:26 PM
Hi Shaefer
If you check out the different tabs in TDW's Option File Editor Viewer many different functions can be set up by mousing in and out.
Especially look at the Hud and Dials Tabs.
You can also set up Hot Keys as well.
There are a lot of Hot Keys that can be set in the different Tabs.
Remembering what does what however might be a problem?
Peter
Husksubsky
05-17-15, 02:03 AM
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?
I ve always had a feelin that the duds are a bit "on or off" periodic. long time since I got 5 in a row though.
Is it normal that some special abilities cost no point to unlock ?
The "Ability-Increase-Maximim-DivingDepth", we can unlock the 5 level without spending any reward point.
Same for 2 or 3 other abilities (only for the first level).
TSchmidt
05-17-15, 07:38 AM
Is it possible to somehow reactiave the "identify ship" button in the WEBS menu?
Im all new to the mod thing, so i apologize for my ignorance :yep:
Aktungbby
05-17-15, 07:39 AM
TSchmidt!:Kaleun_Salute:
Jimbuna
05-17-15, 07:52 AM
Welcome to SubSim TSchmidt :sunny:
TSchmidt
05-17-15, 08:10 AM
Thank you very much :up:
Great forum this is :salute:
Lexstock
05-17-15, 08:20 AM
Hello Lexstock, you should be able to change that in gameplay options. Uncheck "no external view".
Hi!
I know, I have it unchecked. What I meant was to have more visibilty while my camera is underwater.
Husksubsky
05-17-15, 02:29 PM
Is it normal that some special abilities cost no point to unlock ?
The "Ability-Increase-Maximim-DivingDepth", we can unlock the 5 level without spending any reward point.
Same for 2 or 3 other abilities (only for the first level).
I would guess 95 percent sure yes. Its modified. The crush depth is more historicly correct maxed out so I m thankful for that.
THEBERBSTER
05-17-15, 03:43 PM
A Warm Welcome To The Subsim Community > TSchmidt :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:
Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)
mr.artur_96
05-17-15, 04:04 PM
Hi guys. :salute:
I have critical issue after patch 5 and its hotfix.
Every time Im entering harbour in the end of patrol game CTD. Ive already reinstalled game and started new carrier but this didnt help at all.
This is my modlist :
The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 5
The Wolves of Steel 1.03 - Patch 5_HotFix 2
The Wolves of Steel 1.03 - TDW Real Navigation
The Wolves of Steel - 16x9 Resolution Patch
silentmichal's interior mod 1.2.4
I hope someone can help me 'cos Im relly tired of fight with this game :wah:
THE_MASK
05-17-15, 05:19 PM
Hi guys. :salute:
I have critical issue after patch 5 and its hotfix.
Every time Im entering harbour in the end of patrol game CTD. Ive already reinstalled game and started new carrier but this didnt help at all.
This is my modlist :
The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 5
The Wolves of Steel 1.03 - Patch 5_HotFix 2
The Wolves of Steel 1.03 - TDW Real Navigation
The Wolves of Steel - 16x9 Resolution Patch
silentmichal's interior mod 1.2.4
I hope someone can help me 'cos Im relly tired of fight with this game :wah:What computer specs , running out of memory when nearing harbor with silentmichal's interior mod is my guess .
mr.artur_96
05-17-15, 06:17 PM
What computer specs , running out of memory when nearing harbor with silentmichal's interior mod is my guess .
Specs:
Intel i7 4700HQ
GTX 770M
8GB RAM
Well Ive tried your guess and you were right :salute: Cheers !!
mr.artur_96
05-18-15, 03:41 AM
EDIT
Game still CTD. Sometimes when new mission is loading and every time after entering Kiel kanal while leaving harbour for patrol. :dead:
I think someone had similar problem after installing patch 5 +hotfix.
hello VDR and THANKS A LOT for this mod !! couple of years ago I did attempt to play SH5 but I was stuck in modding, take too much time for me. So I was just watchin Schafer vids on YT to feed my Uboat needs lol.
Today I just reinstalled the game following your instruction. But I have questions, I think most of them are just noob question about how to use and set option to fit my tast with TDW UI and I will search the forum to answer theme, but my MAIN issue right now is a QWERTY/AZERTY situation, I'm in azerty and the game is now responding to qwerty inputs, I don't now how to fix this.
ZygfrydDeLowe
05-19-15, 07:18 AM
EDIT
Game still CTD. Sometimes when new mission is loading and every time after entering Kiel kanal while leaving harbour for patrol. :dead:
I think someone had similar problem after installing patch 5 +hotfix.
Hi, I have had similar problem with a lot of crashes appearing in Danzig bay, essentially blocking me from making any progress. I reinstalled it and uninstalled any older C++ Redistributable Packages, of which I had many installed from various games.
It seems that this alleviated the problem (for me), because I had only one CTD so far in my ~20h playthrough.
Equilax
05-19-15, 02:38 PM
Damn, i would want to play to but seem i'm the only one who don't know how install this mod. :wah:
I follow the guide and don't have problem till step 5 but i don't know what i must do for 6 and 7 and start to have problem when i need to use the genericpatcher.
Aktungbby
05-19-15, 03:03 PM
Equilax!:Kaleun_Salute: after a six year silent run!
Equilax
05-19-15, 03:12 PM
Equilax!:Kaleun_Salute: after a six year silent run!
Commander :Kaleun_Salute:
I haven't been active for long time and for various reasons, work, wife etc. but I continued to follow you by my Periscope and now i saw this great mod and i couldn't resist!
Shaefer
05-19-15, 05:03 PM
Hi Shaefer
If you check out the different tabs in TDW's Option File Editor Viewer many different functions can be set up by mousing in and out.
Especially look at the Hud and Dials Tabs.
You can also set up Hot Keys as well.
There are a lot of Hot Keys that can be set in the different Tabs.
Remembering what does what however might be a problem?
Peter
I was looking to make the dials in my periscope mouse in/out as well, but no bueno. I could not make it work. I was in the "dails" tab, but as I remember there was nothing there regarding the dials in my periscope... or maybe they have some special names that threw me off?!
I dont need any hotkeys, mouse activation is fine by me. There is enough hotkeys to remember already. :D
Thanks! :up:
Sjizzle
05-19-15, 05:18 PM
I was looking to make the dials in my periscope mouse in/out as well, but no bueno. I could not make it work. I was in the "dails" tab, but as I remember there was nothing there regarding the dials in my periscope... or maybe they have some special names that threw me off?!
I dont need any hotkeys, mouse activation is fine by me. There is enough hotkeys to remember already. :D
Thanks! :up:
u can only hide the dials from the periscope
http://www.mediafire.com/convkey/d698/zd1h947vjbboadkzg.jpg
and the left panel, top right, officers panel can be set to mouse over
THEBERBSTER
05-19-15, 06:00 PM
Hi Kenz69
If you installed from the dvd then you have the option of installing either keyboard function from there.
Alternatively you can change it here.
C:\Ubisoft\Silent Hunter 5\data\LngGameData\KeyboardMapping
If you have downloaded from steam then you need to go here.
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\data\LngGameData\KeyboardMapping
I am afraid this is as far as I can take you.
I use Qwerty but I am sure when you look you will get a better idea of what you need to do.
This also maybe of interest.
http://www.subsim.com/radioroom/showthread.php?t=168297
Peter
kevinsue
05-19-15, 08:11 PM
I was looking to make the dials in my periscope mouse in/out as well, but no bueno. I could not make it work. I was in the "dails" tab, but as I remember there was nothing there regarding the dials in my periscope... or maybe they have some special names that threw me off?!
I dont need any hotkeys, mouse activation is fine by me. There is enough hotkeys to remember already. :D
Thanks! :up:
Hey Shaefer, this is how I have my UI setup so that the everything in the periscope view can mouse in/out when at the Obs, Attack and UZO station.
I have increased the time delay on the Scope's torpedo box from default 5.00 to 30.00 so that it remains onscreen for longer after the mouse pointer is removed. That way it's visible for longer while you're adjusting the TDC etc. You can use the time delay function on all of the things that mouse in/out to set them up exactly how you prefer. :yep:
Once you press the "All Dials" button on the Scope's torpedo control panel, the TDC dials will remain visible until the option is deselected. I also disconnect the TDC until I'm ready to shoot at something so you don't have that irritating clicking noise while just making observations through the periscope. :D
p.s. sorry for the blurry picture...I saved it in the wrong format :oops: Here is another post you might find helpful as well: http://www.subsim.com/radioroom/showpost.php?p=2313537&postcount=1752
http://i62.tinypic.com/118n7ki.jpg
Hi Kenz69
If you installed from the dvd then you have the option of installing either keyboard function from there.
Alternatively you can change it here.
C:\Ubisoft\Silent Hunter 5\data\LngGameData\KeyboardMapping
If you have downloaded from steam then you need to go here.
C:\Program Files (x86)\Steam\steamapps\common\silent hunter 5\data\LngGameData\KeyboardMapping
I am afraid this is as far as I can take you.
I use Qwerty but I am sure when you look you will get a better idea of what you need to do.
This also maybe of interest.
http://www.subsim.com/radioroom/showthread.php?t=168297
Peter
thanks, I did used the right option when installing sh5. I tried also to change command.cfg but it didn't worked. the key mapper is a great app, I will try to use that thanks for the link.
Shaefer
05-20-15, 12:20 PM
Thank you Sjizzle & thank you Kevinsue!
Much appreciated, lads. :salute:
I can't get it to work!
CTD every time I try and start a new campaign.
Now just at a glace I think my PC/version of the game has a serious dislike to a few mods.
I tried Sobers entire list and 2 mods in particular caused my CTD. (removing both stopped it)
MCCD_1.04_MFCM_1.2.1_compatible
OH II v2.5 Flag_Wind_Patch
I know this because I went through installing them all 1 by 1 until I got an CTD.
It happens to me for you mod which has these 2 mods. Leads me to think they might be connected.
As to why my install does not like them I've no clue!
:/\\!!
Edit - I bought my copy directly through "Uplay" and it's the Gold version, not sure if that would matter?
THE_MASK
05-20-15, 05:16 PM
I can't get it to work!
CTD every time I try and start a new campaign.
Now just at a glace I think my PC/version of the game has a serious dislike to a few mods.
I tried Sobers entire list and 2 mods in particular caused my CTD. (removing both stopped it)
MCCD_1.04_MFCM_1.2.1_compatible
OH II v2.5 Flag_Wind_Patch
I know this because I went through installing them all 1 by 1 until I got an CTD.
It happens to me for you mod which has these 2 mods. Leads me to think they might be connected.
As to why my install does not like them I've no clue!
:/\\!!
Edit - I bought my copy directly through "Uplay" and it's the Gold version, not sure if that would matter?Are you patched to the official 1.2 version of the game ?
Use the JSGME mod validator to see that all your mods are enabled correctly . Its found in the NewUIs_TDC_*_*_*_ByTheDarkWraith mod .
After a load of digging it turns out I was stupid again.
Stupid for thinking that when downloading a game for the very first time via Uplay that it would actually download the latest version of the bloody game!!!!
Nope - It installs 1.1.5 and acts like that is the latest version!!
Trying to manually run the 1.2 patch does not work so I had to go digging in the SH5 folder and find the gameupdater file and run that. Hurah! I'm not running 1.2 so should no longer encounter CTD with the mods.
Thanks for all your help Sober, I know I've bothered you in your own thread :D
Carry on peeps, ignore that newb that is me!
:oops:
THE_MASK
05-20-15, 07:43 PM
Who would of thought that I would still be playing a game that was based on a game (SH3) released in 2005 . The same year that Battlefiel2 , Call of duty 2 , Empire earth 2 , Myst 5 , The sims 2 were released .
Who would of thought that I would still be playing a game that was based on a game (SH3) released in 2005 . The same year that Battlefiel2 , Call of duty 2 , Empire earth 2 , Myst 5 , The sims 2 were released .
That's almost as bad as me, I still play a few games that came out 15years ago
Just some classic's you can't beat :rock:
kevinsue
05-22-15, 12:35 PM
Who would of thought that I would still be playing a game that was based on a game (SH3) released in 2005 . The same year that Battlefiel2 , Call of duty 2 , Empire earth 2 , Myst 5 , The sims 2 were released .
I've had the same game on every computer I've ever owned in one incarnation or another since it was released in 1998. No matter what the latest and greatest I try in the genre, I always seem to revert back to this classic! :yep: I'm certain that Silent Hunter 5 will be there right alongside it on any future computer I get! :smug:
http://i61.tinypic.com/doq6n6.jpg
adrians69
05-23-15, 10:11 AM
I also have this with the Benchmark Sims BMS 4.32 mod. Unbelievable realism when you use that. I also used to fly in an online squadron. This sim is worth a small fortune now if you have the original big box release complete with all documentation etc.
Lexstock
05-23-15, 11:44 AM
hello VDR and THANKS A LOT for this mod !! couple of years ago I did attempt to play SH5 but I was stuck in modding, take too much time for me. So I was just watchin Schafer vids on YT to feed my Uboat needs lol.
Today I just reinstalled the game following your instruction. But I have questions, I think most of them are just noob question about how to use and set option to fit my tast with TDW UI and I will search the forum to answer theme, but my MAIN issue right now is a QWERTY/AZERTY situation, I'm in azerty and the game is now responding to qwerty inputs, I don't now how to fix this.
I'm in AZERTY as well, I fixed it by adding a QWERTY keyboard setting to my language keyboard stuff in windows, then when you load up your game, press SHIFT + ALT at the same time, and your keyboard will swith to QWERTY. Works like a charm every time for me :)
Sjizzle
05-23-15, 04:44 PM
aloha VDR1981
take a look here (http://www.subsim.com/radioroom/showpost.php?p=2315756&postcount=201)it's fill up perfect in your Mega mod :P
kevinsue
05-23-15, 06:18 PM
I also have this with the Benchmark Sims BMS 4.32 mod. Unbelievable realism when you use that. I also used to fly in an online squadron. This sim is worth a small fortune now if you have the original big box release complete with all documentation etc.
I also run BMS 4.32. My original copy of F4 had that huge 600 page hardcopy manual with metal ringbinders, with charts, comms book and all kinds of things in the cover sleeves. The day I got it, we were hit with a Tropical Cyclone, so at least I could read the manual while waiting the fortnight or so it took to restore electricity to my area! :wah:
I stumbled onto the Silent Hunter series quite by accident. I found SH3 in a bargain bin one day while shopping. During the course of the morning I came across SH4 and later SH5. Rather than go through the hassle of returning the first two, I thought what the hell...under $10 each, not worth the effort so (luckily for me) I took them all home and loaded up SH5.
After updating to v1.2, I decided to check out what info I could find about the game on the net and discovered Subsim!:subsim: Seeing the Subsim community involvement and spirit, the myriad of mods available and general interest in Silent Hunter, I thought WOW! This has got to be the nautical equivalent of F4!
The work being done by vdr1981, sober and Sjizzle et al. with their megamods, is similar in aim to that of BMS and F4. That is, to take the best of what is available in mods etc, and amalgamate them into a stable and enjoyable platform for the player. I sincerely hope that they will be rewarded for all their efforts by seeing old and new players and modders returning to the fold and restoring that heady momentum that SH5 enjoyed prior to the infamous tonnage bar bug. :yep:
kevinsue
05-23-15, 06:32 PM
aloha VDR1981
take a look here (http://www.subsim.com/radioroom/showpost.php?p=2315756&postcount=201)it's fill up perfect in your Mega mod :P
Hey Sjizzle....thats fantastic!!:yeah: I just asked Shaefer if he would be able to include a target intercept using the attack disk in one of his "Lets Play" episodes on YT. Looks like just what he needs to make this happen.:yep:
adrians69
05-24-15, 05:42 AM
I also run BMS 4.32. My original copy of F4 had that huge 600 page hardcopy manual with metal ringbinders, with charts, comms book and all kinds of things in the cover sleeves. The day I got it, we were hit with a Tropical Cyclone, so at least I could read the manual while waiting the fortnight or so it took to restore electricity to my area! :wah:
I stumbled onto the Silent Hunter series quite by accident. I found SH3 in a bargain bin one day while shopping. During the course of the morning I came across SH4 and later SH5. Rather than go through the hassle of returning the first two, I thought what the hell...under $10 each, not worth the effort so (luckily for me) I took them all home and loaded up SH5.
After updating to v1.2, I decided to check out what info I could find about the game on the net and discovered Subsim!:subsim: Seeing the Subsim community involvement and spirit, the myriad of mods available and general interest in Silent Hunter, I thought WOW! This has got to be the nautical equivalent of F4!
The work being done by vdr1981, sober and Sjizzle et al. with their megamods, is similar in aim to that of BMS and F4. That is, to take the best of what is available in mods etc, and amalgamate them into a stable and enjoyable platform for the player. I sincerely hope that they will be rewarded for all their efforts by seeing old and new players and modders returning to the fold and restoring that heady momentum that SH5 enjoyed prior to the infamous tonnage bar bug. :yep:
I have the original big box version of Falcon also and it's complete, along with the Prima Official Guide. I got it from my wife for a birthday present back in 1999 just after it was released in Dec 98. You can easily pay £30 just for the disc in its plastic case on eBay!!
I play SH4 & 5 now and used to have 2 & 3 also. I must say I was disappointed with 5 initially, but now with the mega mod it's much better.
jimenez
05-24-15, 05:53 AM
well done,tis page is coool
THE_MASK
05-24-15, 07:59 AM
I also run BMS 4.32. My original copy of F4 had that huge 600 page hardcopy manual with metal ringbinders, with charts, comms book and all kinds of things in the cover sleeves. The day I got it, we were hit with a Tropical Cyclone, so at least I could read the manual while waiting the fortnight or so it took to restore electricity to my area! :wah:
I stumbled onto the Silent Hunter series quite by accident. I found SH3 in a bargain bin one day while shopping. During the course of the morning I came across SH4 and later SH5. Rather than go through the hassle of returning the first two, I thought what the hell...under $10 each, not worth the effort so (luckily for me) I took them all home and loaded up SH5.
After updating to v1.2, I decided to check out what info I could find about the game on the net and discovered Subsim!:subsim: Seeing the Subsim community involvement and spirit, the myriad of mods available and general interest in Silent Hunter, I thought WOW! This has got to be the nautical equivalent of F4!
The work being done by vdr1981, sober and Sjizzle et al. with their megamods, is similar in aim to that of BMS and F4. That is, to take the best of what is available in mods etc, and amalgamate them into a stable and enjoyable platform for the player. I sincerely hope that they will be rewarded for all their efforts by seeing old and new players and modders returning to the fold and restoring that heady momentum that SH5 enjoyed prior to the infamous tonnage bar bug. :yep:People have actually done patrols entirely on 1X time compression , i kid you not .
kevinsue
05-24-15, 08:28 AM
People have actually done patrols entirely on 1X time compression , i kid you not .
I was seriously thinking, being a realism buff, that doing a patrol at 1X time compression is a jolly good idea! If you exercised a bit of self control and limited yourself to playing for only say....3 hours a day, you could roll up all of the campaigns of the war in only 14600 days so you would have whole game clocked by 2055. Piece of cake ole son!:yep:
mobucks
05-24-15, 09:56 AM
This mod is running so stable on my 7 year old CPU. It's like, I finally get to play SH5! Thanks again SUBSIM modders!
THEBERBSTER
05-24-15, 10:52 AM
A Warm Welcome To The Subsim Community > jiminez :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :up:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:
Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)
mbarbaric
05-24-15, 12:24 PM
I'd like to ask for some help. I've managed to install and everything was playing well for few days but now i notice that when i click on the "book" icon, i think third from below on right side (where you get charts for traffic and so on), i only get the boats ID handbook. there is no the menu that used to pop up before, only the handbook.
when i installed the mod i did it freshly and went the normal install with realistic navigation mod. later i have removed it from GJSCE or (whatever is the name of mod enabler) and i have noticed i miss all the stuff but handbook. since then i have reloaded the realistic navigation but still i see only the handbook.
anyone has an idea?
THEBERBSTER
05-24-15, 01:30 PM
A Warm Welcome To The Subsim Community > mbarbaric :subsim:
You Will Always Fnd Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :up:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:
Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)
mobucks
05-24-15, 02:59 PM
I'd like to ask for some help. I've managed to install and everything was playing well for few days but now i notice that when i click on the "book" icon, i think third from below on right side (where you get charts for traffic and so on), i only get the boats ID handbook. there is no the menu that used to pop up before, only the handbook.
when i installed the mod i did it freshly and went the normal install with realistic navigation mod. later i have removed it from GJSCE or (whatever is the name of mod enabler) and i have noticed i miss all the stuff but handbook. since then i have reloaded the realistic navigation but still i see only the handbook.
anyone has an idea?
Open your SH5 folder. Inside that there are ~10 files with the extension .TDW
ex. PageShipsJournal_Draggables.TDW
DELETE all the .TDW files, and new ones will be created when you start the game again. Deleting these files resets the position of the various UI elements. Sometimes when you drag things around the game bugs and forgets the position you dragged it to, and re-adjusts it off screen the next time you start the game.
hello, I did manage to get my key working with the key mapper and that's cool.
I found the game a little laggy (stock game was very very smooth, no lag at all with my config core2duo 3Ghz and nvdidia gt640)
I have some questions,
first of all I can find the charts with Speed/Distance/Time, I find the recognition manual, all the charts with flags, convoy routes etc..
every time I ask my navigator for a fix, I have first a weather report, is that normal ?
watch people stay on deck when submerging, is that normal ?
THEBERBSTER
05-25-15, 01:39 PM
Hi kenz
Check this out.
Antilag By Kegetys > Curing Lagging - Stutter - Seizures (http://www.subsim.com/radioroom/downloads.php?do=file&id=2871)
Peter
This worked ! Awesome, i'm getting more and more confident in the fact that i will finally start to make a silent hunter patrol once in my life. Thank you very much
Can i find somewhere the speed/time/distance charts in pdf/jpg format so i can print them, can't find them in the UI anf i need them for real nav.
mobucks
05-25-15, 03:07 PM
When you click the charts button there is a smallish black box that is moveable and has options and checkboxes for all the charts. There are more charts than displayed by this box by default! In order to see them you need to mouse over the black box and scroll the mouse wheel up/down. The speed conversions are near the bottom of the list.
TheDarkWraith, bless him, gave us many wonderful things but intuitive UI design unfortunately was not one of them!:har:
watch people stay on deck when submerging, is that normal ?I read that issuing the dive order (PD, regular dive, or crash dive) twice helps this not happen. The game is finicky in some spots and this is one of it's quirks.
every time I ask my navigator for a fix, I have first a weather report, is that normal ?Yes and also I think it's an option whether he does it or not in the TDWuseroptions file.
Equilax
05-25-15, 05:22 PM
The mod is really great :yeah: but i just have a little problem, i didn't install real navigation and i have some trouble when i submerge, myy english is not good but i'll try to explain.
Untill i use the diesel engine all work good, but if i go to periscope deep the engine stop and i can't start the electric engine. If i start the electric engine before submerge the engine don't stop but i can't switch speed and some times i also can't stoop the sub until i set silent run or back speed, when i can stop it there' no way to move again unitill i surface and start diesel engine.
THEBERBSTER
05-25-15, 06:07 PM
http://i58.tinypic.com/2iaagzo.jpg
http://i60.tinypic.com/12307kj.jpg
kevinsue
05-25-15, 08:59 PM
This worked ! Awesome, i'm getting more and more confident in the fact that i will finally start to make a silent hunter patrol once in my life. Thank you very much
Can i find somewhere the speed/time/distance charts in pdf/jpg format so i can print them, can't find them in the UI anf i need them for real nav.
Use the "E" key to select the User Charts, scroll down the top box to find Speed conversions then select which one you want in the lower box. The files for the Charts you want to print are in your Silent Hunter 5 directory ; C:\Ubisoft\Silent Hunter 5\data\UserCharts\TabelleMin_English.dds and TabelleStd_English.dds :yep: (.dds should print ok using Paint.NET or similar)...or just print THEBURBSTER's screenshots from the previous post.
The mod is really great :yeah: but i just have a little problem, i didn't install real navigation and i have some trouble when i submerge, myy english is not good but i'll try to explain.
Untill i use the diesel engine all work good, but if i go to periscope deep the engine stop and i can't start the electric engine. If i start the electric engine before submerge the engine don't stop but i can't switch speed and some times i also can't stoop the sub until i set silent run or back speed, when i can stop it there' no way to move again unitill i surface and start diesel engine.
Use the engine speed Telegraph (lower left group with SH5Enhanced UI or lower right SH3Style UI) shown in screenshot, to set engine speed. Click on "Advanced controls" button SH5Enhanced or the tab under the telegraph dial SH3Style if you wish to set the speed in knots. You can also use the keyboard, ~ to 5 (All stop to Ahead Flank) or SHIFT ~ to 5 (All stop to Back Emergency)
Only use the Chief Engineer E-motor icon if, for some reason you need to use the electric motors on the surface. Also remember that "TWoS" has Real U-Boat Performance and engine ratio + independent control patches installed, so now your U-boat has inertia and requires time for the selected speed settings to come into effect.
If you still have problems, ensure that the TDW Generic Patcher v1.0.168.0 changes have been executed correctly as per "TWoS" installation instructions. :sunny:
http://i61.tinypic.com/11hwdht.jpg
thanks a lot for your help guys !
I think I'm ready to start patrol and learn and practice.
(got to finish DW stock campaign also)
THEBERBSTER
05-26-15, 02:05 PM
More charts in my tutorial post #141
Post #141 User Charts (http://www.subsim.com/radioroom/showpost.php?p=2240147&postcount=141)
thanks THEBERBSTER, you're are so helpful.
one more question, is there a way to make the nights brighter ? not too much I know it's not realistic but I'm still a noob and TWOS nights a really dark
THEBERBSTER
05-26-15, 03:29 PM
Hi kenz
Yes there is!
The problem you have with TWOS is that you are dealing with a package.
Adding and removing mods is not something I would recommend.
However there is another option open to you that you can try in stages.
Crew ability bonus points.
The Sound Guy or Sound Man (Beno Scheu) (Funkobergefreiter)
Darkness Penalty> Passive abilities of 5 levels
Giving bonus points here reduces the darkness penalty.
May help?
Post #184 See All The Crew Ability Bonus Points Positions In Silent Hunter 5 (http://www.subsim.com/radioroom/showpost.php?p=2280629&postcount=184)
Peter
THE_MASK
05-26-15, 03:54 PM
thanks THEBERBSTER, you're are so helpful.
one more question, is there a way to make the nights brighter ? not too much I know it's not realistic but I'm still a noob and TWOS nights a really darkJust put my latest waves mod at the end of the mod list .
THEBERBSTER
05-26-15, 03:55 PM
For those of you who like to use the sextant I have added these.
Post #150 Celestial (Star) Charts (http://www.subsim.com/radioroom/showpost.php?p=2255292&postcount=150)
Equilax
05-26-15, 04:13 PM
Thank you very much Kevinsue, i checked TDW generic patcher like you said and got some errors, now everything work fine :woot
Hey guys,
i have installed The Wolves of Steel 1.3 correctly and extracted patch 5 and hotfix in the mods folder but they didn't appear in JSGME
and this is how JSGME looks like:
1480
so, what am i doing wrong here?
kevinsue
05-26-15, 08:55 PM
Hey guys,
i have installed The Wolves of Steel 1.3 correctly and extracted patch 5 and hotfix in the mods folder but they didn't appear in JSGME
and this is how JSGME looks like:
1480
so, what am i doing wrong here?
Check that the extracted folders The Wolves of Steel 1.03 - Patch 5 and The Wolves of Steel 1.03 - Patch 5_HotFix 2 are in the MODS folder in the Silent Hunter 5 main directory C:\Ubisoft\Silent Hunter 5\MODS
Any mod you wish to install with JSGME must be in this MODS folder so that JSGME can access them. :yep:
I usually extract the mod first to the desktop, then put it into the MODS folder. That way you can check that the mod's folder structure is correct before trying to install with JSGME.
Here's a link to a thread that should be helpful with using JSGME: :up: http://www.subsim.com/radioroom/showthread.php?t=204593
Longknife
05-26-15, 10:08 PM
I have to admit that I gave up on SH5 some time ago. Just out of sheer curisoty I loaded up this mod & decided to give SH5 one more try.
Right after this loaded & I got aboard my boat this mod brought a smile to my face! SWEET! was the 1st thought that came to mind. My hat goes off to all of you that put so much effort into this. It is truly astounding now!
I do have one small issue that hopefully someone can address for me. I cant seem to ID my targets. I put the vessel in my crosshairs & hit space to lock. Then I open the rec manual & find the correct ship but when I press "Send mast height to TDC" nothing happens. The ship remains unidentified.
I am certain I am doing something wrong as I am not very familiar with the ins & outs of SH5 but could someone point me in the right direction to getting this resolved or explain to me what I am doing wrong?
Once again many thanks for the awesome mod & thanks for any & all help y'all can provide.
Sjizzle
05-27-15, 01:28 AM
http://i59.tinypic.com/23t1g1e.jpg
as far as i l know that option in completely removed from WoS latest
version.
on post #2 in the FAQ section is writed down click (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
Check that the extracted folders The Wolves of Steel 1.03 - Patch 5 and The Wolves of Steel 1.03 - Patch 5_HotFix 2 are in the MODS folder in the Silent Hunter 5 main directory C:\Ubisoft\Silent Hunter 5\MODS
Any mod you wish to install with JSGME must be in this MODS folder so that JSGME can access them. :yep:
I usually extract the mod first to the desktop, then put it into the MODS folder. That way you can check that the mod's folder structure is correct before trying to install with JSGME.
Here's a link to a thread that should be helpful with using JSGME: :up: http://www.subsim.com/radioroom/showthread.php?t=204593
thanks for your help man but i did exactly what you said and was able to install The Wolves of Steel 1.3 but the patch 5 and the hotfix won't appear in JSGME and i'm sure that i'm doing it right. it's not the first time i install a mod :)
but there is something strange the patch 5 and the hotfix mod folders contain only TDW Real Navigation folder. am i missing some folders here?:D
1481
as far as i l know that option in completely removed from WoS latest
version.
on post #2 in the FAQ section is writed down click (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
so...what can I do to bring this option back? :D
kevinsue
05-27-15, 05:34 AM
thanks for your help man but i did exactly what you said and was able to install The Wolves of Steel 1.3 but the patch 5 and the hotfix won't appear in JSGME and i'm sure that i'm doing it right. it's not the first time i install a mod :)
but there is something strange the patch 5 and the hotfix mod folders contain only TDW Real Navigation folder. am i missing some folders here?:D
1481
You seem to have a corrupted download of these files. The patch 5 folder should contain nearly as many subfolders as the main TWoS mod. If you still have the compressed file, extract it again to the desktop and see what it looks like. Otherwise try downloading again and we'll go from there.
Newinger
05-27-15, 08:41 AM
I'd like to repeat my request to include the map location name fix in this otherwise great mod collection:
http://www.subsim.com/radioroom/showthread.php?p=1841190
So many names on the map are terribly wrong.
You seem to have a corrupted download of these files. The patch 5 folder should contain nearly as many subfolders as the main TWoS mod. If you still have the compressed file, extract it again to the desktop and see what it looks like. Otherwise try downloading again and we'll go from there.
i've downloaded patch 5 again and after extraction it's size is nearly 1GB and this is what it looks like (The mods folder only contain real navigation mod and the Data folder is almost 950MB)
1482
THEBERBSTER
05-27-15, 09:48 AM
Hi mahany
I think you are over complicating matters by what you are sseing.
The basics as I understand it are this.
When you unzip the patch 5 or the hotfix patch, the folder that you see just needs to be copied to your mods folder.
You should then see it on the left side of JSGME.
Peter
Longknife
05-27-15, 12:46 PM
as far as i l know that option in completely removed from WoS latest
version.
on post #2 in the FAQ section is writed down click (http://www.subsim.com/radioroom/showpost.php?p=2165721&postcount=2)
Thanks for the reply Sjizzle.
I am not looking for the auto target ID. I run 100% realism. What is happening is I find the vessel in the Recognition Manual but when I click on "send mast height to TDC" nothing happens.
I am guessing it should change the designation from "troop transport" to the ship I picked in the RM.
Hi kenz
Yes there is!
The problem you have with TWOS is that you are dealing with a package.
Adding and removing mods is not something I would recommend.
However there is another option open to you that you can try in stages.
Crew ability bonus points.
The Sound Guy or Sound Man (Beno Scheu) (Funkobergefreiter)
Darkness Penalty> Passive abilities of 5 levels
Giving bonus points here reduces the darkness penalty.
May help?
Post #184 See All The Crew Ability Bonus Points Positions In Silent Hunter 5 (http://www.subsim.com/radioroom/showpost.php?p=2280629&postcount=184)
Peter
thanks for the tip !
yeah dealing with a package but for everyone it need small adjusments to fit the taste (TDW option editor is so useful for that by the way)
Just put my latest waves mod at the end of the mod list .
hi sober I'm sorry I want to stay with default waves, I tried your colorcorrection.cfg file but it was just too bright in daylight.
Finally after some test i just bringed back the timeofday.txt back from the stock and it is really nice know : not so dark night and not too bright days.
so...what can I do to bring this option back? :D
here you go : http://www.subsim.com/radioroom/showpost.php?p=2303978&postcount=1457
Sjizzle
05-27-15, 02:28 PM
Thanks for the reply Sjizzle.
I am not looking for the auto target ID. I run 100% realism. What is happening is I find the vessel in the Recognition Manual but when I click on "send mast height to TDC" nothing happens.
I am guessing it should change the designation from "troop transport" to the ship I picked in the RM.
this happen with all ships or only with that type of ship ?
vdr1981
05-27-15, 05:26 PM
I'd like to repeat my request to include the map location name fix in this otherwise great mod collection:
http://www.subsim.com/radioroom/showthread.php?p=1841190
So many names on the map are terribly wrong.
It will be done! :up:
aloha VDR1981
take a look here (http://www.subsim.com/radioroom/showpost.php?p=2315756&postcount=201)it's fill up perfect in your Mega mod :P
Looking great Sjizzle!
kevinsue
05-27-15, 05:42 PM
Thanks for the reply Sjizzle.
I am not looking for the auto target ID. I run 100% realism. What is happening is I find the vessel in the Recognition Manual but when I click on "send mast height to TDC" nothing happens.
I am guessing it should change the designation from "troop transport" to the ship I picked in the RM.
G'day Longknife, the category won't change to the ship type in the XO dialogue box until you use the WO icons (auto identify) as per Sjizzle's post. The stadiometer will however still use that mast height to set the TDC target range.
Check out Shaefer's "Lets Play" videos because he uses this method quite often. They're also informative and entertaining. :yep: http://www.subsim.com/radioroom/showthread.php?t=220069
C.Callaghan
05-27-15, 07:01 PM
Is it possible to turn off real navigation in WoS?
vdr1981
05-27-15, 07:05 PM
Is it possible to turn off real navigation in WoS?
Yes, but I really wouldn't waste my time on SH5 without it...
C.Callaghan
05-27-15, 07:15 PM
haha :)
i play with everything else on, but I find the real nav a little too difficult.
do i just not tick the box in the in-game menu, or do i disable the mod from jsgme to stop it?
vdr1981
05-27-15, 07:16 PM
haha :)
i play with everything else on, but I find the real nav a little too difficult.
do i just not tick the box in the in-game menu, or do i disable the mod from jsgme to stop it?
Just disable the optional real nav mod with your jsgme...
C.Callaghan
05-27-15, 07:18 PM
thanks :)
here you go : http://www.subsim.com/radioroom/showpost.php?p=2303978&postcount=1457
thanks! it worked :cool:
vdr1981
05-28-15, 05:12 AM
And I need a small favor...I'm experiencing CTD in certain situations , probably AI related so I would like to hear what's going on with your game.
Here's one small test mission...download (http://www.mediafire.com/download/6lsq66784qmt81h/Queen+Elisabeth.rar)
What I would like you to do is to engage the battleship with single torpedo so she can stay alive but significantly damaged...targeting data are 15knots, ~1300m range at 90deg AoB...
Then , stay silent and and use light time compression while watching her burning, listing and slowing down. At this point my game will always CTD, after few hours of sim time.
This issue can test anyone regardless of used modlist.
Waiting for reports! :up:
Who else can confirm this?
kevinsue
05-28-15, 05:28 AM
Who else can confirm this?
Tried the mission once so far....must have got lucky? because the QE blew up and sunk in minutes! :wah:(1 shot under the forward gun turrent at 7.5 depth)
Waited around with a few cranky escorts for an hour or so and no ctd. I'll give it another go and try to hit it in a less explosive spot! :D
vdr1981
05-28-15, 07:42 AM
I'll give it another go and try to hit it in a less explosive spot! :D
:up:
I can't get my boat to stop. it's either ahead slow or back slow but even by cliking a thousand time on machine stope (0) proppellers are still turning and speed is 1kt. What am I missing here ??
Newinger
05-28-15, 09:46 AM
haha :)
i play with everything else on, but I find the real nav a little too difficult.
It's not really difficult, because you always can order your navigation officer to calculate your current position for you. Even the dead reckoning is quite good, so you always know where you are.
Once you know your position, simply use the ruler and draw a line in the direction you want to go. For the length of the line you only need to know your speed and the distance you can cover with your speed e.g. in one hour.
kevinsue
05-28-15, 12:44 PM
I can't get my boat to stop. it's either ahead slow or back slow but even by cliking a thousand time on machine stope (0) proppellers are still turning and speed is 1kt. What am I missing here ??
Drop the anchor!!:D
........sorry:oops:......click on the advanced controls and just click zero knots. It will eventually stop given enough time.
vdr1981
05-28-15, 01:11 PM
Drop the anchor!!:D
........sorry:oops:......click on the advanced controls and just click zero knots. It will eventually stop given enough time.
...or use up/down key on your keyboard...
What about 2nd try in the test mission Kevin? :) Anything?
Thanks with the keys it works
Sorry for OT:
It's not really difficult, because you always can order your navigation officer to calculate your current position for you. Even the dead reckoning is quite good, so you always know where you are.
How is the position determined by the officer with the different calculations? What is best and what have to be the conditions of the different ones? What is the difference at all?
THX
McM
THE_MASK
05-29-15, 04:37 AM
Sorry for OT:
How is the position determined by the officer with the different calculations? What is best and what have to be the conditions of the different ones? What is the difference at all?
THX
McMhttp://www.subsim.com/radioroom/showpost.php?p=2212645&postcount=2
THEBERBSTER
05-29-15, 06:58 AM
If you have been playing with Real Navigation for awhile you take it for granted how it works.
For the newcomer this can be quite daunting not being able to see your U-boat moving across the map and always knowing where it is.
You definitely need to have the map contacts showing to begin with.
As already discussed certain positions are automatically plotted for you.
You can still calculate a positional fix at any time using the Navigator.
You can always use the last fix icon to show the last calculated fix.
Make sure you use the Large Equatool tool to plot your course.
The draggable compass on the side is also a useful tool for plotting the targets course from a hydrophone bearing etc.
Watch Shaefers's videos this is the easiest and probably the best way to learn how to use Real Navigation especially as he is using TWOS.
To get the best out of SH5 you need to use Real Navigation but that depends on the individuals expectation as to how they want to play the game.
After all it is what is a game, although to some of us it is a bit more than that.
TWOS is a major step forward in the way that it has been designed to work, and for some that maybe a step to many.
Peter
THE_MASK
05-29-15, 07:35 AM
Who thought of realnav :hmmm:
http://www.subsim.com/radioroom/showpost.php?p=1542242&postcount=5098
UserCharts
http://www.subsim.com/radioroom/showpost.php?p=1549228&postcount=5237
There my claim to fame , the real work was done by TDW .
Brumete
05-29-15, 07:52 AM
I do not update improved submarine canyon, this problem happens to someone else?
I started the 3rd patrol the submarine and was able to upgrade weapons, but the gun is not updated with the improvement.
I stand right next to the gun and pointed with the arrow and the text appears on the type of gun and not the added improvement. Default is 8.8mm and 10mm improvement ... keep me out of 8.8mm
Aktungbby
05-29-15, 01:59 PM
Brumete!:salute: after 2 year silent run!
kevinsue
05-29-15, 09:56 PM
Who thought of realnav :hmmm:
http://www.subsim.com/radioroom/showpost.php?p=1542242&postcount=5098
UserCharts
http://www.subsim.com/radioroom/showpost.php?p=1549228&postcount=5237
There my claim to fame , the real work was done by TDW .
http://i61.tinypic.com/2djs6m1.jpg
Is there a SH5 Wizard somewhere on middle earth, that would be so kind as to point me in the right direction to find the files associated with the "Additional Info" in the Recognition Manual, and also the linkages that allow the SOAN to display in the UI :06:
I'm attempting to see if there is any possibility of incorporating "The Submarine Commander's Handbook" etc in a similar format, which would allow it to be accessible ingame. Any advice would be appreciated.....Thanks in advance :yep:
Another idea i have for the UI . I play at max 256 TC and so most of the time is spent staring at the navmap . What i would like is for while on TC i can click on a button to show a pdf document that i can read while at TC . Ideally this book would disappear when TC1OnNewRadioContact or TC1OnAnyMessageBoxText=True etc. I havnt really thought it out , maybe i am the only person that would want it . We have gramaphone and radio , why not pdf books .Iideally i could put whatever pdf book i wanted into a game folder the same way you do with gramaphone songs etc .
Hey Sober, this old thread of yours is exactly the reason I've been trolling through the files looking for ways to be able to do this. Doing it through the user charts like you suggested may be another option. Did you make any headway on your idea?
THE_MASK
05-29-15, 11:12 PM
There is only usercharts . 50 max . I just don't know .
kevinsue
05-30-15, 07:01 AM
I do not update improved submarine canyon, this problem happens to someone else?
I started the 3rd patrol the submarine and was able to upgrade weapons, but the gun is not updated with the improvement.
I stand right next to the gun and pointed with the arrow and the text appears on the type of gun and not the added improvement. Default is 8.8mm and 10mm improvement ... keep me out of 8.8mm
The gun itself upgrades, it's just the tooltip text that isn't changed and still reads 88mm instead of 105mm. :yep:
griffin
05-30-15, 08:33 AM
not sure if right place to post forgive me. ok so am playing this mod liking it so far. Have sunk a merchant and now have crew in lifeboats am i ment to pick them up ? if so how do i do that ? or do i leave them to the sea?
kevinsue
05-30-15, 08:58 AM
not sure if right place to post forgive me. ok so am playing this mod liking it so far. Have sunk a merchant and now have crew in lifeboats am i ment to pick them up ? if so how do i do that ? or do i leave them to the sea?
Hand them over a bottle of Butterscotch Schnapps to mix with their Bailey's Irish Cream and then leave them to destiny.:huh:
Not sure to understand what to do In the first campaign and the part coastal water.
The game ask me to go to AN5557, and then wait for 48hr here ?
Does the objectives is lost/reset if I leave this area (80km apparently) ?
Or I just have to join this area then I'm free to move ?
kevinsue
05-30-15, 09:59 AM
Not sure to understand what to do In the first campaign and the part coastal water.
The game ask me to go to AN5557, and then wait for 48hr here ?
Does the objectives is lost/reset if I leave this area (80km apparently) ?
Or I just have to join this area then I'm free to move ?
Mark your assigned grid position AN5557 on the nav map then use your compass tool to draw a circle to the radius requested on your orders. (80km etc)
You can patrol anywhere within that circle for the required duration. (48hrs etc)
You must complete the required duration (48hrs etc) within the patrol radius without saving the game. Once you have done the required time, that objective will be completed and Bdu will radio through and reposition you to another grid reference. :yep:
Thanks,
I think you don't have to return to Bunker between 2 "relocalisation", because now the BDU ask me to return to AN5557, so it reset the mission.
Husksubsky
05-30-15, 12:01 PM
Opps seem I forgot to add surface run in the tc1 section of the autoscripts.I ll fix it soon:oops:
I think there's a problem with the SD.SDL file in this mod
look this screenshot :
http://uppix.com/f-bug556a40c500190d36.jpg
Wave name should be only : Depth charges splashing on water surface 1_hyd.wav and not a full path to the file.
kevinsue
05-31-15, 04:47 AM
...or use up/down key on your keyboard...
What about 2nd try in the test mission Kevin? :) Anything?
Yep....hit the QE so that it didn't explode this time. :haha: followed it for 2 hrs at periscope depth and flank speed...TCX4. Lost sight so I surfaced and ran at flank speed TCX1 until the still burning QE was visual. At 2 hours 14 minutes it flashed from night time to daylight then CTD.:down:
THE_MASK
05-31-15, 05:12 AM
Yep....hit the QE so that it didn't explode this time. :haha: followed it for 2 hrs at periscope depth and flank speed...TCX4. Lost sight so I surfaced and ran at flank speed TCX1 until the still burning QE was visual. At 2 hours 14 minutes it flashed from night time to daylight then CTD.:down:I seen that it flashed from night to day but no ctd .
vdr1981
05-31-15, 06:09 AM
Yep....hit the QE so that it didn't explode this time. :haha: followed it for 2 hrs at periscope depth and flank speed...TCX4. Lost sight so I surfaced and ran at flank speed TCX1 until the still burning QE was visual. At 2 hours 14 minutes it flashed from night time to daylight then CTD.:down:
I seen that it flashed from night to day but no ctd .
So...Which conclusion can we reach if I add that my game will CTD with only patcher activated and single mod on board (IRAI)? :huh:
The only way for me to avoid this CTD is to disable patcher completely and restore exe and act files...:nope:
THE_MASK
05-31-15, 06:18 AM
So...Which conclusion can we reach if I add that my game will CTD with only patcher activated and single mod on board (IRAI)? :huh:
The only way for me to avoid this CTD is to disable patcher completely and restore exe and act files...:nope:Have you tried the enable messages patch ? See if it comes up with any messages when ctd . or use the vanilla Climatezones image if you think it is that . Also there is an AI debugger , no idea how that works . Not Dbgview but the ingame one . Its in with the terrain editor etc .
I guess the only person that would know if there is a bug in the AI script is the person that wrote it . I just got a ctd playing the single mission Queen Elisabeth .
http://i59.tinypic.com/534tqp.jpg
THEBERBSTER
06-01-15, 05:48 PM
Anyone having problems with the mod in TWOS "Shallow waters voice be gone" not working where the voice is still speaking?
mobucks
06-01-15, 06:44 PM
I still have the icon that comes up for shallow water but there is no audio being played.
What are your guy's nights looking like? I feel like mine is too dark. On a clear, starry night, moon or no, I cannot see a horizon. Everything except the stars/moon is pitch black. Nothing I do with my monitor or in-game gamma will show a horizon, even at ludicrous settings. The most annoying part is my crew can see fine, calling out smoke on the horizon and ships spotted at very much farther range than I can ever hope to see.
The AI seems hit or miss in terms of detecting me, but that might just be my tactics. (If I go slow and low, they still have no chance of detecting me)
kevinsue
06-01-15, 08:33 PM
Anyone having problems with the mod in TWOS "Shallow waters voice be gone" not working where the voice is still speaking?
Yep :yep: since The Wolves of Steel 1.03 - Patch 5 and Patch 5_HotFix 2. Strangely I've been through these TWoS folders and cannot see how the MC_CR_NAV_09.ogg file could have been replaced with the originals. Must be some quirky JSGME thing when backing out the older patches. :hmm2:
You can overwrite the the MC_CR_NAV_09.ogg files in Navigators speech folders C:\Ubisoft\Silent Hunter 5\data\Sound\Speech\Navigator\Normal, Tension and Whisper with this new MC_CR_NAV_09.ogg that I've uploaded here. http://www.mediafire.com/download/viotqsn7uocfo6a/MC_CR_NAV_09.zip
That should shut him up!! :haha:
p.s This is a handly little silent .ogg file you can rename and replace any annoying sound file that you may want to silence.
THEBERBSTER
06-02-15, 04:40 AM
Thanks Kevin :up:
vdr1981
06-02-15, 04:47 AM
I think there's a problem with the SD.SDL file in this mod
look this screenshot :
http://uppix.com/f-bug556a40c500190d36.jpg
Wave name should be only : Depth charges splashing on water surface 1_hyd.wav and not a full path to the file.
Are you sure that's not intended or something? What will happen if you apply your fix?
THEBERBSTER
06-02-15, 05:38 AM
Do you know where I can find the pictures and data that are in the recognition manual?
kevinsue
06-02-15, 09:12 AM
Do you know where I can find the pictures and data that are in the recognition manual?
http://i57.tinypic.com/mbpb9i.jpg
You can find the additional info text in .ait files. For example HMS Rawalpindi ~
C:\Ubisoft\Silent Hunter 5\data\Sea\NTR_Rawalpindi\NTR_Rawalpindi.ait
Additional info images for the same ship example are in GUI folder ~
C:\Ubisoft\Silent Hunter 5\data\Menu\Gui\Additional info sea images\amc_hms_rawalpindi.dds
SOAN silhouette image ~
C:\Ubisoft\Silent Hunter 5\data\Sea\NTR_Rawalpindi\NTR_Rawalpindi_sil.dds
There are a few other odd images etc in the GUI layout folder ~
C:\Ubisoft\Silent Hunter 5\data\Menu\Gui\Layout
THEBERBSTER
06-02-15, 11:06 AM
Thanks again Kevin :up:
kevinsue
06-02-15, 01:54 PM
Anybody interested in having their Large Optics (included in TWoS) binoculars without the the milliradian scale. :06: Let me know if you do and I'll upload it as a small JSGME mod.:yep:
http://i57.tinypic.com/2ly0jlu.jpg
vdr1981
06-02-15, 01:56 PM
That would be nice:up:...I remember someone told me that WW2 binoculars used by U-uboat crew didn't have any markings.
kevinsue
06-02-15, 02:07 PM
That would be nice:up:...I remember someone told me that WW2 binoculars used by U-uboat crew didn't have any markings.
No problemo, I'll make a little mod up and upload it. I've never come across a set of bino's in my travels that have any scale!:haha:
EDIT: Done it! http://www.subsim.com/radioroom/showthread.php?p=2318260#post2318260
THEBERBSTER
06-02-15, 02:13 PM
I noticed a couple of things in Shaefer's TWOS video's.
The ships identification icon is still active.
Mine is missing.
This is after he has updated to the patch5 and Hotfix.
Peter
I noticed a couple of things in Shaefer's TWOS video's.
The ships identification icon is still active.
Mine is missing.
Peter
http://www.subsim.com/radioroom/showpost.php?p=2303978&postcount=1457
THEBERBSTER
06-02-15, 07:00 PM
Thanks Kenz :up:
THEBERBSTER
06-03-15, 06:12 PM
Would someone show me the 2 file paths for the OFEV when the main TWOS mod is disabled please?
Does it matter which order they are dome in?
Thanks Peter
kevinsue
06-03-15, 07:21 PM
Would someone show me the 2 file paths for the OFEV when the main TWOS mod is disabled please?
Does it matter which order they are dome in?
Thanks Peter
The Options File Editor Viewer should have the same install path whether TWoS is installed or not. From memory I think it will auto prompt for the SH5 Install Path first but it shouldn't really matter. :hmm2:
Entry found: SH5InstallPath=C:\Ubisoft\Silent Hunter 5
Entry found: LastMenuTXT=C:\Ubisoft\Silent Hunter 5\data\Menu\menu.txt
vdr1981
06-04-15, 05:02 AM
Would someone show me the 2 file paths for the OFEV when the main TWOS mod is disabled please?
Does it matter which order they are dome in?
Thanks Peter
I'm a bit surprised to hear this question from the guy with so many tutorials under his belt? :)
Of course the path is the same like that mentioned in step 7 ...The only difference is that you have to browse for mentioned files inside MODS/TWoS 1.03 folder... Just treat entire TWoS megamod folder as you would "NewUIs_TDC_7_5_0_ByTheDarkWraith" folder...Got it?
THEBERBSTER
06-04-15, 05:18 AM
Hi Kevin
Thanks for the reply.
Am I right in thinking the OFEV can be enabled either inside TWOS or as a stand alone outside of SH5 by using the same file paths that you showed?
If I change the OFEV settings with the TWOS mods disabled does this keep the changes rather than losing them at a later time if the mods are disabled?
I understand with the Generic File Patcher that the mods need to be enabled before activating the Patcher?
In theory can a stand alone GFP be activated from outside SH5 when used with TWOS?
I realize that the Snapshot gps file included with TWOS is needed.
Peter
kevinsue
06-04-15, 05:35 AM
Looking nice!:up:
Tnx:yep: I'm going bonkers trying to jam the entire The Submarine Commanders Handbook into the SOAN. I've got it working if I use the "Additional Info" of one of the other ships files but I'm trying to get it to open in the "Other" category. Trying to assign a Unit number and Class etc is a pain....there are so many other files that have to link. You only need one entry wrong and it disables the entire category and you can't open the manual. :wah: If I could only get it to open in it's own category, I'd go and get pissed! :woot:
Gotta get to the bottlo before it shuts!!!:haha: BBS
http://i60.tinypic.com/4puq0l.jpg
Hello All
After reading so much good about this mod I decided to give it a go.
I have run into some snags before even starting a patrol. I have checked the installation instructions and I am sure it was all followed to the T.
Firstly I get a user charts box in the middle of the screen. It is blank and contains no information. I cannot minimize it and only drag it around.
Also when I go into the briefing. I cannot exit the briefing screen. I can only select the BlackSea mission. the coastal mission cannot be clicked on and there is a third, which spaws a box in the botton corner of the map so it is half cut off. I cannot get out of the briefing screen at all.
Any suggestions?
Thanks,
G
Equilax
06-04-15, 06:40 AM
I have not understand how to complete the mission "Costal waters" and what happend if the time over? I can't choose a new mission in the bunker, i need to restart a new game or what? Please someone can help?
vdr1981
06-04-15, 06:54 AM
Hello All
After reading so much good about this mod I decided to give it a go.
I have run into some snags before even starting a patrol. I have checked the installation instructions and I am sure it was all followed to the T.
Firstly I get a user charts box in the middle of the screen. It is blank and contains no information. I cannot minimize it and only drag it around.
Also when I go into the briefing. I cannot exit the briefing screen. I can only select the BlackSea mission. the coastal mission cannot be clicked on and there is a third, which spaws a box in the botton corner of the map so it is half cut off. I cannot get out of the briefing screen at all.
Any suggestions?
Thanks,
G
Are you using any extra mods on board or have you messed up with .ini files in any way?
Is your game patched to v1.2.0?
vdr1981
06-04-15, 06:58 AM
I have not understand how to complete the mission "Costal waters" and what happend if the time over? I can't choose a new mission in the bunker, i need to restart a new game or what? Please someone can help?
What do you actually assume by "completing the mission" ?
Did you restart your campaign after you enabled latest hotfix2?
Equilax
06-04-15, 07:17 AM
What do you actually assume by "completing the mission" ?
Did you restart your campaign after you enabled latest hotfix2?
Yes i started a new campaign after hotfix2, maybe i just missed the mission target, i sunk about 30 ship but i didn' get any cross and the mission line never advance. Now at 10 dicember and i can't get any new mission from the bunker maybe because i failed The campaign?
vdr1981
06-04-15, 07:26 AM
Yes i started a new campaign after hotfix2, maybe i just missed the mission target, i sunk about 30 ship but i didn' get any cross and the mission line never advance. Now at 10 dicember and i can't get any new mission from the bunker maybe because i failed The campaign?
What mission line? Tonnage bar maybe? Small crosses are disabled also because they don't mean anything for campaign progress and individual macro objectives. Show me your Campaign.cfg file from your latest gamesave so I could see exactly what is going on with your campaign and in the mean time you can check readme documentation for No stupid tonnage bar-free style campaign OHII addon...
Thanks vdr1981
I only have the default mods installed.
So JGSME Reads:
The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 5
The Wolves of Steel 1.03 -Patch 5_Hotfix 2
The Wolves of Steel 1.03 -TWD Real Navigation
I have not edited any files apart from the cfg files as per the instructions.
Is there anything I need to take a look at?
How do you normally get out of the briefing screen?
Thanks,
G
vdr1981
06-04-15, 07:51 AM
What about game version, is it patched to v1.2.0?
How do you normally get out of the briefing screen?
Thanks,
G
Escape key or slightly visible x mark on upper left corner of nav map screen...
Thanks, escape did not work for me. I assume that the mission blocks should also not be cut off at the maps edge.
I think I will try and setup everything from scratch again.
kevinsue
06-04-15, 07:55 AM
Hi Kevin
Thanks for the reply.
Am I right in thinking the OFEV can be enabled either inside TWOS or as a stand alone outside of SH5 by using the same file paths that you showed?
If I change the OFEV settings with the TWOS mods disabled does this keep the changes rather than losing them at a later time if the mods are disabled?
I understand with the Generic File Patcher that the mods need to be enabled before activating the Patcher?
In theory can a stand alone GFP be activated from outside SH5 when used with TWOS?
I realize that the Snapshot gps file included with TWOS is needed.
Peter
I usually run the Generic Patcher from the desktop or you can run it from anywhere that takes your fancy. Just put a shortcut on the desktop and once you do it the first time, opening it up and changing things is a piece of cake. :yep: The GFP is autonomous so you can install anytime but I usually do it first.
The Options File Editor Viewer can be done before or after New UIs is installed but I prefer to do make my adjustments on the fly during the first half of the patrol normally, as you try different things until you get it set up as you want it.
If you do it this way just remember to make a copy of your C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py and overwrite the one in the original mod C:\Ubisoft\Silent Hunter 5\MODS\The Wolves of Steel 1.03\data\Scripts\Menu\TheDarkWraithUserOptions.py so that you retain your changes if you unistall the mod then reinstall.
Here's a link that discusses the various scenarios with the OFEV ~ http://www.subsim.com/radioroom/showpost.php?p=2313537&postcount=1752
kevinsue
06-04-15, 08:25 AM
Thanks, escape did not work for me. I assume that the mission blocks should also not be cut off at the maps edge.
I think I will try and setup everything from scratch again.
Just make sure your game Graphics Setting on the Game interface is set to the same as your Desktop resolution before you do anything too drastic. :yep:
JustFox
06-04-15, 09:44 AM
Link on patch doesn't work.
vdr1981
06-04-15, 09:46 AM
Link on patch doesn't work.
It does...
kevinsue
06-04-15, 09:48 AM
Link on patch doesn't work.
Which one. :06:
Equilax
06-04-15, 11:00 AM
What mission line? Tonnage bar maybe? Small crosses are disabled also because they don't mean anything for campaign progress and individual macro objectives. Show me your Campaign.cfg file from your latest gamesave so I could see exactly what is going on with your campaign and in the mean time you can check readme documentation for No stupid tonnage bar-free style campaign OHII addon...
Yes the tonnage bar, sorry for my bad English.
This is how look like the map when i try to request a new mission in the bunker, date is 12 dec
http://i60.tinypic.com/11cdslv.jpg
Attached the Campaign.cfg and CampaignProgress.cfg files.
Thank you
vdr1981
06-04-15, 11:19 AM
Yes the tonnage bar, sorry for my bad English.
This is how look like the map when i try to request a new mission in the bunker, date is 12 dec
http://i60.tinypic.com/11cdslv.jpg
Attached the Campaign.cfg and CampaignProgress.cfg files.
Thank you
Accordion to this you didn't restart fresh campaign after you enabled hotfix2 + you have probably forgot to save/reload the game first time you entered bunker in Memel, right?
No solution other than you should delete all your gamesaves and start new campaign. You can put "Change days in bunker" mod to a good use to skip some time if you like...
THEBERBSTER
06-04-15, 12:23 PM
Hi Kevin
Thanks yet again.
I have both the GFP and OFEV as stand alones.
I found it practical to do the OFEV first then enable the mods and activate the GFP.
Regarding the OFEV settings, luckily I am pretty well settled with these.
I use IfranView and have a OFEV folder that I keep a copy of all the patch tab settings so I can see what I have changed without having to open the OFEV.
Irfranview sample from my OFEV folder
http://i61.tinypic.com/2lkb23s.jpg
Peter
THEBERBSTER
06-04-15, 12:25 PM
Hi vecko
Sometime I cannot see the woods for the trees.
At my age you are just glad to wake up in the morning lol.
Peter
Equilax
06-04-15, 02:06 PM
Accordion to this you didn't restart fresh campaign after you enabled hotfix2 + you have probably forgot to save/reload the game first time you entered bunker in Memel, right?
No solution other than you should delete all your gamesaves and start new campaign. You can put "Change days in bunker" mod to a good use to skip some time if you like...
I guess it's like you say, i'll give the last chance to this game with a new installation, if don't work it mean is not good for me.
Thank you for your time.
This mod is really great but the installation is more frustrating than play Sh5. All my friends see my screenshot in steam and want to play the mod too but just 2 try to install it and 0 can play the mod, i hope in future the installation will be more friendly so we can finally play it.
Hi,
How can I make these mods active in my WoS?
NewUIs_TDC_3_9_3_No_Contact_Colors
NewUIs_TDC_3_9_3_No_Contact_Tails
NewUIs_TDC_3_9_3_Sub_Warship_Merchant_Same_Shape
Tried to find them to download separately, but couldn't - what am I missing? Are they part of additional package?
Cheers!
Hi again....
I setup everything for scratch again, and managed to get myself out of the briefing screen. The x for my was almost invisible so I may not have seen that before.
My concern is that the user chart box is still blank and that the speed indicator sits on 0 even if I click on another value.
Any ideas?
Thanks,
G
mobucks
06-05-15, 03:54 PM
Can anyone reading this confirm or deny enemy AI warships they come across can sometimes get stuck in a passive state?
For example, I have had a few torpedo boats that will point their guns at me and drive around my boat without firing a shot?
I have also come across DDs that are immobile, blairing sirens, deck guns pointed at odd angles towards upper reaches of the stratosphere. I even surfaced near one of these in broad daylight at max speed (in frustration with this bug) and they did nothing.
Also aircraft buzzing over practicing attack runs but never shooting.
Doesn't seem to affect all AI, yesterday I go fed up and TCd out of an area that had some passive ships/planes and then a separate Task Force engaged me putting a very many holes in my boat.
kevinsue
06-05-15, 05:22 PM
Can anyone reading this confirm or deny enemy AI warships they come across can sometimes get stuck in a passive state?
For example, I have had a few torpedo boats that will point their guns at me and drive around my boat without firing a shot?
I have also come across DDs that are immobile, blairing sirens, deck guns pointed at odd angles towards upper reaches of the stratosphere. I even surfaced near one of these in broad daylight at max speed (in frustration with this bug) and they did nothing.
Also aircraft buzzing over practicing attack runs but never shooting.
Doesn't seem to affect all AI, yesterday I go fed up and TCd out of an area that had some passive ships/planes and then a separate Task Force engaged me putting a very many holes in my boat.
It's an old chivalry thing modelled into IRAI. They just allow you to feel good one last time before they kill you! :huh:
vdr1981
06-05-15, 05:44 PM
Can anyone reading this confirm or deny enemy AI warships they come across can sometimes get stuck in a passive state?
For example, I have had a few torpedo boats that will point their guns at me and drive around my boat without firing a shot?
I have also come across DDs that are immobile, blairing sirens, deck guns pointed at odd angles towards upper reaches of the stratosphere. I even surfaced near one of these in broad daylight at max speed (in frustration with this bug) and they did nothing.
Also aircraft buzzing over practicing attack runs but never shooting.
Doesn't seem to affect all AI, yesterday I go fed up and TCd out of an area that had some passive ships/planes and then a separate Task Force engaged me putting a very many holes in my boat.
Pretty much all is true , especially if you're dealing with lone warships which are protecting ports or similar. That's why I don't do harbor raids any more, including Scapa Flow mission...
You'll notice that things are a bit different at open seas and escorts and destroyers will actually do their job...Mostly...:D Although I would give them a bit more precise active sonar. Afterall, IRAI is still a WIP...:03:
Airplanes problem is caused by use of TC while they're on the attack run...This may be because of some faulty settings in main.cfg file but I'm not really sure.
mobucks
06-05-15, 07:49 PM
Thank you for the detailed explanation. Yes I was only encountering this while in the shortcut of Pentland Firth south of the Orkney Islands. There is a port or two nearby.
It's a big weight off my shoulders, thought some of my lite-modding might have screwed things up.
RoflCopter4
06-06-15, 02:31 AM
EDIT: Nevermind, fixed the problem.
Does this mod include a snorkel you have to unlock or does it lack that entirely? If that's the case, TDW's snorkel mod work with it?
http://www.subsim.com/radioroom/showthread.php?t=186449
I would like to know too...
And: Do we need the hotfix 2 or not? One the first page it is not existing.
vdr1981
06-06-15, 06:48 AM
I would like to know too...
And: Do we need the hotfix 2 or not? One the first page it is not existing.
How do you mean it is not existing?:hmmm:
THEBERBSTER
06-06-15, 07:00 AM
A Warm Welcome To The Subsim Community > RoflCopter4 :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:
Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :ping: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)
THEBERBSTER
06-06-15, 07:05 AM
Hi MCM
Look at the instructions on Post 1 it tells you all you need to know.
Code:
The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 5
The Wolves of Steel 1.03 - Patch 5_HotFix 2
The Wolves of Steel 1.03 - TDW Real Navigation *
The Wolves of Steel - *x* Resolution Patch * (if needed, default is 16:10)
vecko tells you that the hotfix 2 is not cumulative meaning that it has to be enabled in its own right.
Peter
griffin
06-06-15, 07:07 AM
ok so playing this mod all cool. unfornatly my command of the german is very poor , what do i need to read the sub systems page / damge screen in english as i seem to repair the wrong things and keep drowning
mobucks
06-06-15, 07:32 AM
ANSWERS TO SOME RECENT POSTS:
The snorkel mod is included in this modpack. Only available very late in the war.
Damage control is fully automated. You can click things but there is no prioritization. Time=damage control. Some systems cannot be repaired at sea at all.
My Subsystems are also labeled in German, but the lower half of the page, that shows descriptions, is always in English. Click the subsystem box and read the lower half to see what it is.
griffin
06-06-15, 07:56 AM
rgr thankies out
RoflCopter4
06-07-15, 02:17 AM
Is it just me or is the deck gun 100% useless in this mod? I swear I hit a ship 50 times and it didn't even look damaged. What a waste of time.
vdr1981
06-07-15, 05:51 AM
Is it just me or is the deck gun 100% useless in this mod? I swear I hit a ship 50 times and it didn't even look damaged. What a waste of time.
That definitely doesn't sound right...
kevinsue
06-07-15, 06:30 AM
Is it just me or is the deck gun 100% useless in this mod? I swear I hit a ship 50 times and it didn't even look damaged. What a waste of time.
Those little freighters like the Uekel Medium Composite Freighter are fast and tough little suckers and can take a hell of a beating before coming to heal. :yep: You can waste a lot of deck gun ammo to kill them! Here's a link to another post regarding U-505 using 80 rounds of 105mm shells to sink a Liberty ship after it had already been torpedoed! http://www.subsim.com/radioroom/showpost.php?p=2314561&postcount=9
vdr1981
06-07-15, 07:20 AM
Those little freighters like the Uekel Medium Composite Freighter are fast and tough little suckers and can take a hell of a beating before coming to heal. :yep: You can waste a lot of deck gun ammo to kill them! Here's a link to another post regarding U-505 using 80 rounds of 105mm shells to sink a Liberty ship after it had already been torpedoed! http://www.subsim.com/radioroom/showpost.php?p=2314561&postcount=9
Sure, but the guy said that ships not even look damaged (no holes and fire I guess) so it must be something wrong with his installation...:yep:
kevinsue
06-07-15, 08:59 AM
Sure, but the guy said that ships not even look damaged (no holes and fire I guess) so it must be something wrong with his installation...:yep:
I have seen them take a lot of rounds without fire or too much visible damage. I wonder if it has anything to do with the Survival Rate and Survival Percentage in the Cfg file. :hmmm: Have a look at the Survival Percentage difference between the little Uekel freighter and the Hog Island. The average seems to be about 60 for Survival Rate and 50 for Percentage.
[Unit]
ClassName=OSHaruna_Z
3DModelFileName=data/Sea/NOS_Haruna_Z/NOS_Haruna_Z
UnitType=107
MaxSpeed=11
Length=72
Width=11
Mast=19.7
Draft=5.25
Displacement=2750
RenownAwarded=120
CrewComplement=10
SurvivalRate=80
SurvivalPercentage=60
;*********** THE END **************
[Unit]
ClassName=KMKHogIslandWarSupplies
3DModelFileName=data/Sea/NKMSS_HogIsland/Hog_Island
UnitType=102
MaxSpeed=11
Length=122.55
Width=16.98
Mast=28.37
Draft=6.50
Displacement=4037
DisplacementVariation=250
RenownAwarded=160
CrewComplement=30
SurvivalRate=80
SurvivalPercentage=20
RecManualCategory=Freighter
BowShape=Plumb
Superstructure=Split
Islands=123
ShowInRecognitionManual=No;it is a clone. the player will identify it as another single ship
;********* THE END *********
RoflCopter4
06-07-15, 11:55 AM
I'm not sure what to say. I eventually gave up and resorted to torpedos, and even then it took THREE. Just weird.
Another thing, I don't seem to be able to upgrade my deck gun to the 10.5cm one. I purchase it in port with renown, but when I start the next patrol I still have the 88. Am I doing something wrong?
vdr1981
06-07-15, 12:04 PM
I'm not sure what to say. I eventually gave up and resorted to torpedos, and even then it took THREE. Just weird.
Another thing, I don't seem to be able to upgrade my deck gun to the 10.5cm one. I purchase it in port with renown, but when I start the next patrol I still have the 88. Am I doing something wrong?
Three to sink her or three to get "kill message"?
That's because 88mm and 105mm guns are the same 3D model, only ammunition is changed IIRC...
vdr1981
06-07-15, 01:11 PM
Coming soon...:D
http://s6.postimg.org/4p2puxnn5/image.jpg
Features:
- Reenabled autimatic target recognition button
adrians69
06-07-15, 03:44 PM
Sounds interesting. I can't wait!! :D
vdr1981
06-07-15, 03:57 PM
Sounds interesting. I can't wait!! :D
Some people are also complaining about ineffective deck gun. Maybe I could boost it up a bit in this addon for "new heroes"...:) We'll see...:)
State your wishes please...:)
RoflCopter4
06-07-15, 03:59 PM
In the sub info screens (I'm sure these have a name) it still identfied my deckkannon as being an 88mm model, and I still had the 88mm ammo loadout. I would know because I created a little cheat mod that gives me slightly more ammo and makes the gun traverse 50x faster than in vanilla (I have no patience to wait for the thing to slowly, slowly lumber around and aim where I want it to). I definitely still have the 88mm gun.
Also, I may have gone overboard with the torpedoes, but I know with the deck gun that I waited several hours after unloading many rounds into the ship to see if I got a kill message and nothing came. When I just decided to use torpedoes I didn't get one right away and just said screw it, I'm right next to port, ammo doesn't matter and so hit it three times.
vdr1981
06-07-15, 04:16 PM
In the sub info screens (I'm sure these have a name) it still identfied my deckkannon as being an 88mm model, and I still had the 88mm ammo loadout. I would know because I created a little cheat mod that gives me slightly more ammo and makes the gun traverse 50x faster than in vanilla (I have no patience to wait for the thing to slowly, slowly lumber around and aim where I want it to). I definitely still have the 88mm gun.
I'll take a look what's going on but I'm not really sure where to look... I never used 105mm gun on type VII boat because I think it's unrealistic. Type IX were equiped with that deck gun IIRC...:hmmm:
Also, I may have gone overboard with the torpedoes, but I know with the deck gun that I waited several hours after unloading many rounds into the ship to see if I got a kill message and nothing came. When I just decided to use torpedoes I didn't get one right away and just said screw it, I'm right next to port, ammo doesn't matter and so hit it three times.
That's really extreme and it shouldn't be like that, which ship was that? :hmmm:
vdr1981
06-07-15, 04:21 PM
New patch/hotfix is uploaded, enable it in port and continue campaign...:subsim:
The Wolves of Steel 1.03 - Patch 5_HotFix 3 changelog:
Snapshot changes:
-
Other tweaks:
- Menu.txt: various tweaks to make crew reports more realistic.
- Smaller New UI's teleport buttons
- Init.aix: AI detection abilities
- DBSM speech periscope sound
- Increased number of days spent in the bunker from 14 to more realistic 25
- Fixed small issue in campaign.cfg files that can prevent few macro objectives to be date activated (space behind "=" mark)
- Tweaked armor and HP values in zone.cfg file (from next RSD update)
- Tweaked armor and HP values in submarines .zon files (from next RSD update)
- Removed some of less important/duplicated and merged charts in order to meet 50 charts limit.
- Less jumpy sub at lower wind speeds
Added mods:
- SD_MapLocationNameFix_v1_2
- RadcapricornLarge Optics No Milliradian Scale Binoculars
- AilBubbles 1.0
- AilImpurity 1.2
- IO_MapCourseLine_sharp pencil_mod
- autoscripts1.0_WOS_tuned
- Sjizzle's - Charts for NewUIs part 5_23.05.2015
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 3
The Wolves of Steel 1.03 - TDW Real Navigation *(optional mod)
The Wolves of Steel - *x* Resolution Patch *(optional mod)
You can remove The Wolves of Steel 1.03 - Patch 5_HotFix 2 from your JSGME
* Enable hotfix in the bunker.
* Some smaller 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...
RoflCopter4
06-07-15, 04:45 PM
I'll take a look what's going on but I'm not really sure where to look... I never used 105mm gun on type VII boat because I think it's unrealistic. Type IX were equiped with that deck gun IIRC...:hmmm:
Fair enough. I suppose I like to feel like I am using a type IX sometimes. :hmmm: Is there any way you can think of for me to know even more definitively than this which gun I have? Is there any way to force one or the other?
That's really extreme and it shouldn't be like that, which ship was that? :hmmm:
Er, I don't recall the name, but it was a Polish tanker. One of the ones you run into at the start of the campaign outside of Danzig.
kevinsue
06-07-15, 05:56 PM
Fair enough. I suppose I like to feel like I am using a type IX sometimes. :hmmm: Is there any way you can think of for me to know even more definitively than this which gun I have? Is there any way to force one or the other?
Er, I don't recall the name, but it was a Polish tanker. One of the ones you run into at the start of the campaign outside of Danzig.
Remember that old saying, "it's not how big it is, but how you use it!" :D Sometimes we focus on the little things and forget to look at the big picture to see how good it really is....later in the war the deck gun was removed altogether in most instances in favour of another flack gun.
If I'm going to deck gun a target, I usually get in real close for a running fight...say 100 meters at most while manning the flack gun, just in case you have to suppress any small automatic weapons they may have, before allowing the deck gun crew to fire HE shells initially, to light the fires. That way they hardly ever miss a shot so there is no ammo wasted drilling holes in the ocean.:yep:
vdr1981
06-07-15, 06:51 PM
Fair enough. I suppose I like to feel like I am using a type IX sometimes. :hmmm: Is there any way you can think of for me to know even more definitively than this which gun I have? Is there any way to force one or the other?
Er, I don't recall the name, but it was a Polish tanker. One of the ones you run into at the start of the campaign outside of Danzig.
I've never saw any Polish tanker near Danzing?:hmmm: Freighter maybe, try to find her in museum, or some single mission...
THE_MASK
06-07-15, 08:02 PM
When I get some time off I might do a mod putting a whole ship load of block ships and nets as terrain objects around and in harbours .
RoflCopter4
06-07-15, 08:05 PM
Remember that old saying, "it's not how big it is, but how you use it!" :D Sometimes we focus on the little things and forget to look at the big picture to see how good it really is....later in the war the deck gun was removed altogether in most instances in favour of another flack gun.
If I'm going to deck gun a target, I usually get in real close for a running fight...say 100 meters at most while manning the flack gun, just in case you have to suppress any small automatic weapons they may have, before allowing the deck gun crew to fire HE shells initially, to light the fires. That way they hardly ever miss a shot so there is no ammo wasted drilling holes in the ocean.:yep:
Range can't be it. I was firing from point blank. I was so close that at one point I had to put the engines in emergency reverse to avoid a collision.
Never drink and command a u-boat.
I've never saw any Polish tanker near Danzing?:hmmm: Freighter maybe, try to find her in museum, or some single mission...
Freighter, tanker; ship, boat; water, sea; I'm sure I'm committing some kind of horrible gaffe by confusing the two, but I'm new enough to this that they're all the same to me. That it was a merchant vessel was all that registered.
THEBERBSTER
06-08-15, 05:44 AM
I think I remember seeing a small tanker that is docked in one of the Polish ports.
Shaefer
06-08-15, 06:49 AM
Some people are also complaining about ineffective deck gun:dead:. Maybe I could boost it up a bit in this addon for "new heroes"...:timeout:
We'll see...
State your wishes please...
No! Please don`t.
It`s a small deck gun for crying out loud, and we are not meant to take out large ships with it.
vdr1981
06-08-15, 07:00 AM
No! Please don`t.
It`s a small deck gun for crying out loud, and we are not meant to take out large ships with it.
Don worry "Norse God" , Smoke and Wind addon is not intended for captains who can hit the moving destroyer from 3000m range and with single torpedo! :o:up:
Sjizzle
06-08-15, 07:11 AM
Don worry "Norse God" , Smoke and Wind addon is not intended for captains who can hit the moving destroyer from 3000m range and with single torpedo! :o:up:
vdr1981 check your mail box pls and tell if it's ok thx
have a nice day
Sjizzle
vdr1981
06-08-15, 07:24 AM
vdr1981 check your mail box pls and tell if it's ok thx
have a nice day
Sjizzle
Excelent! This will save us a lot of space! :up:
vdr1981
06-08-15, 07:43 AM
When I get some time off I might do a mod putting a whole ship load of block ships and nets as terrain objects around and in harbours .
In my opinion that would really excellent Sober!:up::up::up:
Shaefer
06-08-15, 08:29 AM
Hey VDR!
Have to say I absolutely love the new periscope sound, well done! :yeah:
There is one thing, if possible, I would like to have a slight hum when turning the periscope as well. :yep:
You know, so we can hear that there are some mechanic working in the background. Is that at all doable?
Keep up the awesome work.
vdr1981
06-08-15, 08:32 AM
Hey VDR!
Have to say I absolutely love the new periscope sound, well done! :yeah:
There is one thing, if possible, I would like to have a slight hum when turning the periscope as well. :yep:
You know, so we can hear that there are some mechanic working in the background. Is that at all doable?
Keep up the awesome work.
No problems but I have to find the sound...Maybe to extract it from Das Boot, we'll see...:up:
Shaefer
06-08-15, 08:34 AM
No problems but I have to find the sound...Maybe to extract it from Das Boot, we'll see...:up:
Oh yes. That would be so amazing. All the immersion!
vdr1981
06-08-15, 08:37 AM
Oh yes. That would be so amazing. All the immersion!
And I expect to see a lifeboat blown be torpedo! :D Weeeeee, up we gooo!
Dont worry, gore is not modeled... :D
vdr1981
06-08-15, 08:41 AM
OK, first version of WoS Wind&Smoke addon is ready in the download section (http://www.subsim.com/radioroom/downloads.php?do=file&id=4703), for now featuring only automatic target recognition compatible with the megamod.
I cant do much more that that because messing with some other files will probably require full game installation...
kevinsue
06-08-15, 08:50 AM
And I expect to see a lifeboat blown be torpedo! :D Weeeeee, up we gooo!
Dont worry, gore is not modeled... :D
I remember on one of TDW's FX update mod there was a bloke rolling around in the water in agony and dead sailors floating about the place!.....might have to find that one again before the Norse God torpedos a liferaft!:haha:
vdr1981
06-08-15, 08:57 AM
I remember on one of TDW's FX update mod there was a bloke rolling around in the water in agony and dead sailors floating about the place!.....might have to find that one again before the Norse God torpedos a liferaft!:haha:
The effect is still there , it's only disabled disabled in zone.cfg file to increase game stability.
To be honest, watching those poor sailors flying in the air like popcorne was always a bit comic for me, and it shouln't be...I guess...:D
[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=70
Destructible=No
Critical=No
;Effect1=Command_room_crewman_splinter_explosion_m erchant, 40
Effect1=Distress_Flare_Red, 50
FloodingTime=59.999996
CargoType=None
P.S.
Maybe I should pay a little visit to a shrink...:D
vdr1981
06-08-15, 11:02 AM
I forgot to add sobers hud sounds V1 SH5(I wonder why I didn't do this long time ago:88)) so quick update as hotfix4 will be available in no time...:yep:
kevinsue
06-08-15, 07:07 PM
The effect is still there , it's only disabled disabled in zone.cfg file to increase game stability.
To be honest, watching those poor sailors flying in the air like popcorne was always a bit comic for me, and it shouln't be...I guess...:D
[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=70
Destructible=No
Critical=No
;Effect1=Command_room_crewman_splinter_explosion_m erchant, 40
Effect1=Distress_Flare_Red, 50
FloodingTime=59.999996
CargoType=None
P.S.
Maybe I should pay a little visit to a shrink...:D
:D I removed the ;.......:dead: :haha:
http://i60.tinypic.com/5nta3l.jpg
Sjizzle
06-09-15, 02:14 AM
Unfortunately I forgot that GR2 files used as terrain objects are non interactive . So you can sail right thru them . I can do some things like use the undersea rocks and fill them up with terrain so that if you sail into them you will get damage . How about some rocky reefs / outcrops using google maps as a position source .
really nice sober and btw u sail near the Australia great coral reefs :D
vdr1981
06-09-15, 05:23 AM
How about some rocky reefs / outcrops using google maps as a position source .
Sounds great Sober, but can we first do some quick and dirty solution with submarine nets and then later we can improve it with shipwrecks and rocks?
Also quick tutorial how to add nets in campaign would be great...:D I've learned something but I cant see harbors so it's tricky to add them?
vdr1981
06-09-15, 06:18 AM
If you're about to start new campaign maybe it's good to update no tonnage bar/free style campaign mod, there are just few minor tweaks to fix some previous issues...Some missions couldn't be date activated because spaces behind = mark ...:yep: http://www.mediafire.com/download/knk2dk1l577ulr8/OHII+v2.5+-+No+Stupid+Tonnage+Bar_Free+Style+Campaign_NewUIs+ v7.5.0.rar
On a side note, my wish is to have sub nets in all major alied ports , not only in Skapa Flow. Is that possible or is this to much work for 1-2 men ?:06:
The main goal IMO should be to make cheap harbor attacks close to impossible for casual player. This will also prevent convoy/units spawning issue...
THE_MASK
06-09-15, 06:29 AM
If you're about to start new campaign maybe it's good to update no tonnage bar/free style campaign mod, there are just few minor tweaks to fix some previous issues...Some missions couldn't be date activated because spaces behind = mark ...:yep: http://www.mediafire.com/download/knk2dk1l577ulr8/OHII+v2.5+-+No+Stupid+Tonnage+Bar_Free+Style+Campaign_NewUIs+ v7.5.0.rar
On a side note, my wish is to have sub nets in all major alied ports , not only in Skapa Flow. Is that possible or is this to much work for 1-2 men ?:06:
The main goal IMO should be to make cheap harbor attacks close to impossible for casual player. This will also prevent convoy/units spawning issue...Ok , next week . Do you use my Kiel light mod . I hardly get any stuck ships . Last time I went to Stornaway the escorts were all over me .
vdr1981
06-09-15, 06:42 AM
Ok , next week .
Great!:up::up::up: Take your time!
Do you use my Kiel light mod . I hardly get any stuck ships . Last time I went to Stornaway the escorts were all over me .
For my personal use , yes...
But that's not related to deactivated destroyers which should guard ports...In genareal, waht we saw in Norse God's last video is perfect example of how almost 90 percent of harbor attacks look alike in SH5 and in my oppinin is ugly, cheap and unrealistic.
I read somewhere that not a single harbor intrusion by the U-Boat forces is recorded (except Skapa Flow)during the WWII and that is probably because of good reason(it was too dangerous I guess).
Can we call harbor intrusion in SH5 dangerous???:06:
Trevally.
06-09-15, 10:00 AM
Unfortunately I forgot that GR2 files used as terrain objects are non interactive . So you can sail right thru them . I can do some things like use the undersea rocks and fill them up with terrain so that if you sail into them you will get damage . How about some rocky reefs / outcrops using google maps as a position source .
I put some nets in Scapa . I have to start a new campaign to see them and going on past campaigns it shouldn't take me more than 6 months in real time to get to Scapa . Cheers .
Hi Guys:salute:
When adding subnets - best to use ME2 (not terrain) and set as environ. This will save a load of issues:D
For blockships also use ME2 (not terrain) and this time set as land unit and thus it will sink to the bottom:up:
Good luck:yeah:
Anyone?
"Hi again....
I setup everything for scratch again, and managed to get myself out of the briefing screen. The x for my was almost invisible so I may not have seen that before.
My concern is that the user chart box is still blank and that the speed indicator sits on 0 even if I click on another value.
Any ideas?
Thanks,
G"
vdr1981
06-09-15, 04:56 PM
Hi Guys:salute:
When adding subnets - best to use ME2 (not terrain) and set as environ. This will save a load of issues:D
For blockships also use ME2 (not terrain) and this time set as land unit and thus it will sink to the bottom:up:
Good luck:yeah:
It is good to see you back Trev! :salute::salute::salute:
Anyone?
"Hi again....
I setup everything for scratch again, and managed to get myself out of the briefing screen. The x for my was almost invisible so I may not have seen that before.
My concern is that the user chart box is still blank and that the speed indicator sits on 0 even if I click on another value.
Any ideas?
Thanks,
G"
I could help you only if you describe in details your installation steps so I could see what have you done wrong...
Drop some screenshot too...
Thanks for that appreciated, I will do that once I get home.
THEBERBSTER
06-10-15, 06:51 AM
Could someone check out the user charts in Ubisoft\Silent Hunter 5\data\Menu\Gui\usercharts
Uc42 & Uc45 duplicated?
Uc43 & Uc46 duplicated?
Uc44 & Uc47 duplicated?
Uc48 Uc49 Uc50 nothing visual to see just a black screen (IfranView)?
Peter
I've installed the latest hotfix plus the latest tonnage bar fix and now I do not see the 'skip/exit' buttons at the top of map screen when my officer is briefing me on mission orders.
I did let him run through his narrative and at the end I was also unable to properly request a mission.
This happens on first mission of a new campaign. Tried quite a few times and also after saving/reloading in bunker.
I'm pretty sure somebody reported this issue a couple weeks ago but can't remember any specifics....
THEBERBSTER
06-10-15, 08:31 AM
Hi PaulB
Why did you need the latest tonnage bar fix?
Your installation 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 3
The Wolves of Steel 1.03 - TDW Real Navigation *
The Wolves of Steel - *x* Resolution Patch * (if needed, default is 16:10)
The Wolves of Steel - Wind & Smoke addon ( * optional)
Peter
kevinsue
06-10-15, 09:25 AM
I've installed the latest hotfix plus the latest tonnage bar fix and now I do not see the 'skip/exit' buttons at the top of map screen when my officer is briefing me on mission orders.
I did let him run through his narrative and at the end I was also unable to properly request a mission.
This happens on first mission of a new campaign. Tried quite a few times and also after saving/reloading in bunker.
I'm pretty sure somebody reported this issue a couple weeks ago but can't remember any specifics....
You have to first select which mission you want by clicking on the ✔ on the map. That will bring up the dialogue box to accept the mission. As the missions are date controlled, you may have more than one mission to choose from, hence having to choose which one you want prior to being able to accept it. If you have trouble exiting the mission selection map just use your Esc key.
http://i59.tinypic.com/33wvbk9.jpg
@BERBSTER: vdr posted a new tonnage bar fix a few posts ago. I assumed this was to be installed after everything else and included improved fixes. I just installed it since I was ready to start a new campaign.
I removed it from JGSME now and it seems to work.
@kevinsue: yup, that's precisely what I was doing, but clicking on that tick mark would only give me the shaded operations area without the 'request mission' button. Date-control of missions shouldn't have been an issue as I was only trying to get the coastal waters mission after starting the first campaign.
Edit: next issue: CTD on exiting Brest harbour on first mission of "Black Pit" campaign. Arghh. Forgot to save/reload in bunker though, let's see if this fixes it..//update: it did :)
vdr1981
06-10-15, 02:30 PM
I removed it from JGSME now and it seems to work.
that was for sobers, or other standalone modlists...:yep:
Edit: next issue: CTD on exiting Brest harbour on first mission of "Black Pit" campaign. Arghh. Forgot to save/reload in bunker though, let's see if this fixes it..//update: it did :)
Game save/reload in bunker is mandatory every time you start new campaign, using silentotto cheat or without it...
So now is OK I guess?
THE_MASK
06-10-15, 03:04 PM
@BERBSTER: vdr posted a new tonnage bar fix a few posts ago. I assumed this was to be installed after everything else and included improved fixes. I just installed it since I was ready to start a new campaign.
I removed it from JGSME now and it seems to work.
@kevinsue: yup, that's precisely what I was doing, but clicking on that tick mark would only give me the shaded operations area without the 'request mission' button. Date-control of missions shouldn't have been an issue as I was only trying to get the coastal waters mission after starting the first campaign.
Edit: next issue: CTD on exiting Brest harbour on first mission of "Black Pit" campaign. Arghh. Forgot to save/reload in bunker though, let's see if this fixes it..//update: it did :)Looks like something screwed up with install/Menu .
that was for sobers, or other standalone modlists...:yep:
Ah ok, failed to grasp this
Game save/reload in bunker is mandatory every time you start new campaign, using silentotto cheat or without it...
So now is OK I guess?
Yes is is fine so far :) First patrol with real navigation too...have one question though...
Why is it that the tool helper compass rose seems to have degree marks opposite to what one would expect? I would expect 0 at top, 180 at bottom, 270 at left and 090 at the right. Well, mine is opposite. Am I missing something in terms of how the tool is to be used? (screenshot available if needed)...Obviously this way when plotting a course you have to take your heading from the first point of the course's intersection with the rose, rather than the "outward" point. But why is it so?
THE_MASK
06-10-15, 03:48 PM
Yes is is fine so far :) First patrol with real navigation too...have one question though...
Why is it that the tool helper compass rose seems to have degree marks opposite to what one would expect? I would expect 0 at top, 180 at bottom, 270 at left and 090 at the right. Well, mine is opposite. Am I missing something in terms of how the tool is to be used? (screenshot available if needed)...Obviously this way when plotting a course you have to take your heading from the first point of the course's intersection with the rose, rather than the "outward" point. But why is it so?http://www.subsim.com/radioroom/showpost.php?p=1836879&postcount=4
Still can't find an explanation.
A compass rose on any map in the world would look like this:
https://www.google.com/search?q=compass+rose&source=lnms&tbm=isch&sa=X&ved=0CAcQ_AUoAWoVChMIzcrc-ISGxgIVhqlyCh0kBQD2&biw=1728&bih=815#imgrc=CH8pS2X7l0LSjM%253A%3BeTZV4QtM_7XZLM %3Bhttp%253A%252F%252Fcliparts.co%252Fcliparts%252 FdT4%252Foqp%252FdT4oqpryc.gif%3Bhttp%253A%252F%25 2Fimgkid.com%252Fsimple-compass-rose-clip-art.shtml%3B2400%3B2341
In SH it is opposite (180 at top, 90 at left side).
My assumption is that this is so that a person would find it easier to understand which of the two reciprocal headings one should go for? In your picture there, 245 degrees is the first marking of the compass rose that the rhumb line meets in the desired direction of travel. But in any actual map I've seen, the rose would be opposite, and you'd see 245 degrees on the other side of the compass rose. In other words you'd get your heading off the marking at the point where the rhumb line is 'exiting' the compass rose (in the desired travel direction).
This might be trivial, I can make do with the tool as it is, I just wonder why it was designed in this manner. Probably because it is easier to just draw a line and read the heading at the edge of rose instead of having to draw a line and then put the rose over it to see where it intersects said line.
THE_MASK
06-10-15, 04:50 PM
http://i59.tinypic.com/opv4ls.jpg
You can rotate that outer bezel with the mouse wheel as well .
THEBERBSTER
06-10-15, 06:33 PM
Right clicking with the mouse on the inner dial puts 180 at the top.
http://i61.tinypic.com/ymex1.jpg
http://i60.tinypic.com/svgq5f.jpg
http://i60.tinypic.com/2rqd99u.jpg
Very useful tool for real navigation as it saves having to use a calculator to add and subtract the bearings.
Peter
Right clicking with the mouse on the inner dial puts 180 at the top.
http://i61.tinypic.com/ymex1.jpg
Very useful tool for real navigation as it saves having to use a calculator to add and subtract the bearings.
Peter
Can I get this tool without switching Real Navigation on?
THEBERBSTER
06-11-15, 03:41 AM
Hi venee
The tool is used on the navigation map.
The mouse curser is pointing at it in the picture.
To use it just drag it out and place it where you want.
http://i57.tinypic.com/bf19c6.jpg
Open the mega mod zip file.
Open the 3rd folder The Wolves of St...
Go to the New_Ui's_TDC_7_5_... folder showing 27 135 427
Open Documentation
Go to the 3rd PDF file Compass Tutorial
Go to the Copy Tab
Press Ok
You should now have your copy readily at hand.
The mouse wheel moves the outer dial 1 degree at a time.
To move the dial quickly, place the curser on the outer dial and hold down the left mouse button and then move the mouse.
To change to 180/360 at the top place the mouse curser in the inner dial and right click the mouse button.
Peter
kevinsue
06-11-15, 10:55 AM
:oDid an attack on a convoy and the Torpedo guy was injured when we were depth charged. We escaped with some damage but when the Weps icon returned to normal, i.e healthy again, the torpedo in #2 tube remains at 28% loaded and will not progress further. There is no damage to the tubes or anything else except the Stbd Diesel and Fwd diveplanes so there is no reason why they shouldn't be loading. I have 4 torpedoes remaining and the remains of a big fat convoy to contend with but no loaded torps!!:wah:
N.B Silent running is OFF ; "Wake up crew" patch is activated in Generic Patcher ; Fwd torpedo room crew unresponsive, staring vacantly like people suffering from post traumatic stress disorder or possibly possessed by some kind of zombie virus. Here is a picture of Kurt Faust, the Weps officer in his current mental state!
http://i60.tinypic.com/mab51y.jpg
Could also be some Union issue with rolling stoppages because prior to repositioning to a new assigned grid, the Watch crew flatly refused to go up an the bridge and the planesmen stayed at their stations when surfaced. :hmmm: They finally got back on the job and now the fwd torpedo room loaders are on strike!! Sigh.........who next I wonder? Survive a pounding by 3 DD's and will now probably die from starvation because the cook will more than likely walk off the job in support!...bloody commo's!
:Kaleun_Mad: ☭
You guys doing such an amazing job: I have no glue about programming but can imagine how much work an effort you are putting in this!!! This is outstanding, just WOW :D:up:
I am not used to the keyboard, can I use this mod? "Keyboard Deutsch V0.6F"
When to install? At last?
And: Is the "nvidia missing lights" fix included or do I have to install this too?
THX again
McM
THEBERBSTER
06-12-15, 04:28 AM
Hi MCM
"nvidia missing lights" is in my tutorial downloads section.
Peter
Yes I know but my question is if I can/should/have to install this mod too if I have a nvidia card and if I have to install this last? And if it is possible to change to keyboard by a mod?
THX THEBERBSTER for the fast answer
Oli
Sjizzle
06-12-15, 06:20 AM
Yes I know but my question is if I can/should/have to install this mod too if I have a nvidia card and if I have to install this last? And if it is possible to change to keyboard by a mod?
THX THEBERBSTER for the fast answer
Oli
the nvidia fix is for the light bulbs if i remember as well and yes u can change all key bindings from the command.cfg file ....
understood, perfect.
Last questions, I promise :D
- why is maximum wind speed at 60m/s deactivated? Would bring better/higher waves didn't it?
vdr1981
06-12-15, 07:55 AM
understood, perfect.
Last questions, I promise :D
- why is maximum wind speed at 60m/s deactivated? Would bring better/higher waves didn't it?
Actually it can't...
It is irrelevant is it max game wind speed 15 or 60 m/s. All waves parameters are drown from seaparameters.cfg file and anyyhing more extreme will look unrealistic and ridiculous. Also with 60m/s patch enabled clouds and smoke will move unnaturally fast...The game is to much optimized for max 15m/s and that's it...
the nvidia fix is for the light bulbs if i remember as well and yes u can change all key bindings from the command.cfg file ....
Correct...
vdr1981
06-12-15, 11:57 AM
Here's how AI sonarmen detection ranges/areas should look on a boat equipped with two types of hydrophones (GHG+KDB, TWoS feature largely thanks to Gap)...Note that these are maximum ranges and range will also vary with depth...
http://s6.postimg.org/5nxd9cyk1/image.png
Sry for my poor paint skilles...:D
Here's how AI sonarmen detection ranges/areas should look on a boat equipped with two types of hydrophones (GHG+KDB, TWoS feature largely thanks to Gap)...Note that these are maximum ranges and range will also vary with depth...
Did you manage getting the two sensors to work together? I remember silly things were happening during our first tests. In real life the sonarman could switch at wish the two of them, but in game he couldn't decide which one to use, even after the KDB was destroyed. :hmm2:
vdr1981
06-12-15, 06:51 PM
Did you manage getting the two sensors to work together? I remember silly things were happening during our first tests. In real life the sonarman could switch at wish the two of them, but in game he couldn't decide which one to use, even after the KDB was destroyed. :hmm2:
Hey Gap, I'm glad you're still with us!:rock:
I'm testing your idea since or first talk and since I released this megamod...Back then I didn't quite understand what is going on but now I'm pretty much sure that concept with two hydrophones can work really great, even better then with just one...
AI sonarmen handles it really good and his detection zone looks just like on the picture, if contact is at bering 000 ~50km away it cant be heard, but if you move to something like 35 km then KDB controllers will kick in and contact will be reported...If you stay 50 km away and turn your boat so that contact is now at bearing 340 , contact will be reported again but this time by GHG controllers...
Why do I think that two hydrophones are actually better then stock one hydro?
You are aware of game issue when player can hear audio contacts in all directions, even at bearing 000/180, right? Now, using two hydrophones will actually justify this bug to some extent because rotating KDB device should be usable in almost all directions. Knowing that player's ability to hear contacts is limited to something like 40 km, it matches almost perfectly...
The only glitch is notable with type VIIB and C/41 where, if KDB is destroyed hydrophone needle will stay frozen for player's use but only until the game is saved/reloaded. Still AI sonarmen will continue to operate just right with operating hydrophone. :yep:
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