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gap
06-12-15, 07:24 PM
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...

I never managed understanding how TDW's wind speed patch is interacts with the rest of SH5's weather setting.

In theory, the game should pick wind speeds for each climate zone/season combination from the corresponding min/max windspeed parameters set in climate weather cfg files, each cfg file corresponding to a particular climate zone. In vanilla game min and max wind speeds are always set to 1 and 15 respectively, irrespective of climate zone and season. In Dynamic Environment we narrowed down this range, in an effort to create more variotion between different climate areas and seasons by actually reducing intra-seasonal/intra-zonal variation. Since nowhere in game files wind speeds higher than 15 m/s are set, TDW's patch should take no effect unless weather cfg files are set to allow higher wind speeds than the stock 15 m/s. If those parameters were applied correctly, (and not, as guess, bypassed), we wouldn't be forced to use the maximum theoretical wind speed of 60 m/s: we could rather set the maxwindspeed parameter of the windiest climate zones/seasons to a more reasonable 20 or 30 m/s.
There is more: as rightly noted by you, wind-related wave parameters are set in seaparameters.cfg file. If I remember correctly the vanilla cfg file contains settings for 0, 5, 10 and 15 m/s wind speeds, but one could add/remove any set of windspeed parameters, as far as the two stock extremes (0 and 15 m/s) are represented into the file. Parameters for missing wind speeds are simply interpolated from available data. Now my question is: where does the game get data for wind speeds higher than 15 m/s, since all the available wave mods have 15 m/s as their maximum wind speed?

I once asked TDW for clarifications, but I never received an answer to my doubts. :hmmm:

gap
06-12-15, 08:31 PM
Hey Gap, I'm glad you're still with us!:rock:

Hi Vecko, I am similarly glad to see that some of my old subsim friends, including you, are still hard at work on our game. :salute:
I could actually resume my modding activity anytime soon: I have just recently bought a new laptop. I haven't installed SH5 and the relevant modding utilities yet, but a 2.4 GHz 5th generation i7 processor (of the low power consumpion version though), 16 GB of RAM, and a GeForce GTX 850M with 4 GB of dedicated RAM, should be enough for any gaming and modding purpose as far as games of the SH series are concened. :sunny:
I just hope that Windows 8.1 won't come on the way: has anyone reported compatibility issues with SHIII, IV and 5?


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...

Amazing :rock:

This is how the KDB upgrade should have been set from the beginning, as having it as the sole listening gear would have made little sense in real life, and forced devs to some unrealistic settings.
The two sensors being fitted together also rules out the objection made by some players on the extreme vulnerability of the KDB, especially at depths higher than 150 m as correctly modelled in RSD. Someone even speculated that they would have carried some spare sensors aboard, but I don't think so: really the KDB was an extra sensor affected by some serious limitations, which was fitted just on a limited number boats, and used only sparingly when circumstances required/allowed for it. :know:
Last but not least, your experience is showing us that the game is capable to handle more that one sensor of the same type fitted on a playable u-boat. I was thinking about adding some new RADAR's to the game:
http://amp.rokket.biz/docs/an_illustrated_guide_to_uboat_research.pdf

I have the FuMB 26 - TUNIS already fully modelled and textured, and waiting for being imported in game... :03:


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:

Weird. All of the playable u-boat hulls share the same QR room, where hydrophone station controllers are located. Any possible glitch shouldn't be affected by the u-boat type we are commanding... but this game got us used to any kind of silliness already. :haha:

kevinsue
06-12-15, 11:11 PM
Weird. All of the playable u-boat hulls share the same QR room, where hydrophone station controllers are located. Any possible glitch shouldn't be affected by the u-boat type we are commanding... but this game got us used to any kind of silliness already. :haha:

Hello Gap, I've also come across this problem with the stuck hydro needle when the KDB has been damaged in the VIIB. This has occurred during depth charge attacks but in addition, every analogue gauge inside the boat becomes inoperative with the needles all pointing to the 12 o'clock position. Not sure if this is a result of the hydro damage or is a separate problem. The only way to get them working again is to end the patrol and restart.

Sjizzle
06-13-15, 12:54 AM
I just hope that Windows 8.1 won't come on the way: has anyone reported compatibility issues with SHIII, IV and 5?



i play them without any problem on win 8.1 all of them, also i play sh3 on HD with wide screen resolution patch on win 8.1. makman, conus, and others have made really nice wide screen Ui's for silent hunter 3.


PS. really glad to see u back gap :d i am a big fan of your graphics works

gap
06-13-15, 07:51 AM
Hello Gap, I've also come across this problem with the stuck hydro needle when the KDB has been damaged in the VIIB. This has occurred during depth charge attacks but in addition, every analogue gauge inside the boat becomes inoperative with the needles all pointing to the 12 o'clock position. Not sure if this is a result of the hydro damage or is a separate problem. The only way to get them working again is to end the patrol and restart.

On a VIIB you said, and ALL the needles were stuck. :hmmm:
I wonder if there is a difference in the way VIIB and VIIC/41 are scripted in game, compared to other u-boat models... luckily there is an easy solution to this glitch.

i play them without any problem on win 8.1 all of them, also i play sh3 on HD with wide screen resolution patch on win 8.1. makman, conus, and others have made really nice wide screen Ui's for silent hunter 3.


PS. really glad to see u back gap :d i am a big fan of your graphics works

Thank you mate! :D

vdr1981
06-13-15, 09:04 AM
I never managed understanding how TDW's wind speed patch is interacts with the rest of SH5's weather setting.

I once asked TDW for clarifications, but I never received an answer to my doubts. :hmmm:

I'll try to describe what will happen with the game when 60m/s patch is enabled...

The game will randomly shift wind speeds between 0 and 60 m/s, pretty much the same like before between 0 and 15m/s. So, if you use stock separameters.cfg file you will always look in 15m/s waves because most of the time game will give you something like 20,35,48 ect m/s winds...

Someone will say "great, we only have to set waves parameters in their cfg file to match 60 m/s hurricane winds" ...Wrong, because it just cant be done. If you try to set waves to higher and more extreme than what we have now with stock 15m/s waves, it will just look ridiculous and unrealistic and our sub will act really funny...

Basically, TDW gave us tool to increase wind speed but it is not possible to set corresponding waves for resoulting wind speeds...

gap
06-13-15, 01:27 PM
I'll try to describe what will happen with the game when 60m/s patch is enabled...

That's odd. :hmm2:

I start thinking that what TDW's patch actually does, is multiplying game-generated wind speeds by a fixed factor. The game engine will still think of wind speeds using the stock 1-15 values though. If, for instance, a certain weather zone/season combination has 5-15 m/s set as its windspeed range, the game will still throw the dices and pull a random number from the said range. Let's say it is a 10. At this point the code modified by TDW comes into the picture, multiplying 10 by a 4x factor, so that when we ask for a weather report, reported wind speed will be 40 and not 10 m/s. The game will still retain the 10 m/s figure though, and it will look for it in seaparameters.cfg file. When parameters for 10 m/s are read/interpolated from the said file, again TDW's code pops in, and multiplies some or all of the sea parameters in memory by a fixed factor (could be 4 again, or something else). These new parameters are the ones sent to SH5's graphic/phyisics engine to generate current waves.

Does it sound plausible? This is the only way (that I can think of) TDW's patch could generate/handle wind speeds higher than 15 m/s with no need of updates in cfg files from our part. If you are into it, I could device a set of cfg files aimed at testing my theory. :up:

For a start: by any chance, are the wind speeds reported by navigator all multiple of four after enabling the 60 m/s wind speed patch?

vdr1981
06-13-15, 01:45 PM
That's odd. :hmm2:

I start thinking that what TDW's patch actually does, is multiplying game-generated wind speeds by a fixed factor. The game engine will still think of wind speeds using the stock 1-15 values though. If, for instance, a certain weather zone/season combination has 5-15 m/s set as its windspeed range, the game will still throw the dices and pull a random number from the said range. Let's say it is a 10. At this point the code modified by TDW comes into the picture, multiplying 10 by a 4x factor, so that when we ask for a weather report, reported wind speed will be 40 and not 10 m/s. The game will still retain the 10 m/s figure though, and it will look for it in seaparameters.cfg file. When parameters for 10 m/s are read/interpolated from the said file, again TDW's code pops in, and multiplies some or all of the sea parameters in memory by a fixed factor (could be 4 again, or something else). These new parameters are the ones sent to SH5's graphic/phyisics engine to generate current waves.

Does it sound plausible? This is the only way (that I can think of) TDW's patch could generate/handle wind speeds higher than 15 m/s with no need of updates in cfg files from our part. If you are into it, I could device a set of cfg files aimed at testing my theory. :up:

For a start: by any chance, are the wind speeds reported by navigator all multiple of four after enabling the 60 m/s wind speed patch?

Not so sure, but I could add also that when patch is enabled clouds and smoke will hurtle over the sky like crazy...
I think that 60m/s patch doesn't interfere with wind speeds set in your env files but I cant be 100% sure.
All in all, the patch isn't really useful so you shouldn't bothering your self with it...

Sjizzle
06-13-15, 02:03 PM
Offtopic and really sorry vdr1981

@gap
heya m8 can u tell me how i can edit the map 4320_2160.raw file i wanna add time zone for real navigation :D

on topic now i remember about and old discussion about with speed 60/s in fifi's tweak but i can not find that thread anymore :D

THE_MASK
06-13-15, 06:51 PM
I don't enable the zero waves patch either . I can never get them to look ok .
http://www.subsim.com/radioroom/showpost.php?p=487386&postcount=12

gap
06-13-15, 08:06 PM
Not so sure, but I could add also that when patch is enabled clouds and smoke will hurtle over the sky like crazy...

...

All in all, the patch isn't really useful so you shouldn't bothering your self with it...

Indeed a 60 m/s wind speed is a (very) rare occurrence in real world, and no doubt it is way too much to be handled in game, but supposed that we manage understanding how TDW's patch works, I would be content enough if we could limit maximum wind speed to something like 25-30 m/s, i.e. Beaufort (https://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale) 10-11 (storm to violent storm), or even a bit lesser if need be. Just for reference, consider that stock 15 m/s wind speed limit is equivalent to Beaufort 7 (moderate gale), though most wave mods tend to exagerrate its waves, compensating for such a low limit. Real world full-scale is Beaufort 12 (hurricane) for wind speeds exceeding 32.6 m/s.

Some theoretical considerations now; look at the following link:

The Probability Distribution of Sea Surface Wind Speeds. Part I: Theory and SeaWinds Observations. (http://web.uvic.ca/~monahana/wind_speed_pdf_I.pdf)

Ignore the complicated calculations and skip to the graphs at p. 6. The first graph is representig average annual wind speeds at the sea level. As you can see, there are just a few spots on the world map where it exceeds 12 m/s. The second graph shows the annual deviation from mean wind speed, which on turn never exceeds ca. 5 m/s. By coupling this information with some basic statistics, we get that in the most extreme case (i.e. a theoretical spot on the map where the highest mean and highest standard deviation are coinciding), 84% of the times maximum wind speed won't exceed 17 m/s (= max. mean + 1 max. standard deviation), and 97.75% of the times it won't exceed 22 m/s (= max. mean + 2 max. standard deviations). Indeed this is ignoring skewness and kurtosis (3rd and 4th graphs) which are a measure of how asymmetrical a probability distribution is. Those factors can be simulated only partly in game, by setting different min-max wind speed ranges for each climate area based on season. Doing so would result in a slight increase of the maximum "likely" wind speed estimated above (i.e. not more than 22 m/s in 97.75% of the cases) for some seasons/areas; whence my proposed value of 25-30 m/s which, I repeat, would only apply to the windiest season of a few spots on the world map. A similar approach (it is: simulating asymmetrical wind speed distributions by introducing different max-min ranges for the same area, based on season) is already used in Dynamic Environment, within the 15 m/s limit imposed by the stock game, but increasing it reasonably would allow us to create more variability where needed/possible.

I think that 60m/s patch doesn't interfere with wind speeds set in your env files but I cant be 100% sure.

This is the worst possible scenery indeed, but there are easy ways to discard/confirm your hypothesis, and this is exactly what I was proposing to test. In order to do it, I only need a couple of volunteers ready to embark themselves on a few weather report patrols with TDW's patch and my upcoming patch enabled. Similar duties were part of the u-boat war after all. What is needed is just a bit of pacience and a good dose of imagination, required for replacing oncle Karl with me as B.d.U... :D

Offtopic and really sorry vdr1981

@gap
heya m8 can u tell me how i can edit the map 4320_2160.raw file i wanna add time zone for real navigation :D

What photo editing program are you using? For sure photoshop is capable of opening/editing/saving raw files.


on topic now i remember about and old discussion about with speed 60/s in fifi's tweak but i can not find that thread anymore :D

Thank you for the information Sjizzle, let me know if you manage tracking down that thread.

gap off :salute:

kevinsue
06-13-15, 10:41 PM
Indeed a 60 m/s wind speed is a (very) rare occurrence in real world, and no doubt it is way too much to be handled in game, but supposed that we manage understanding how TDW's patch works, I would be content enough if we could limit maximum wind speed to something like 25-30 m/s, i.e. Beaufort (https://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale) 10-11 (storm to violent storm), or even a bit lesser if need be. Just for reference, consider that stock 15 m/s wind speed limit is equivalent to Beaufort 7 (moderate gale), though most wave mods tend to exagerrate its waves, compensating for such a low limit. Real world full-scale is Beaufort 12 (hurricane) for wind speeds exceeding 32.6 m/s.


This is the worst possible scenery indeed, but there are easy ways to discard/confirm your hypothesis, and this is exactly what I was proposing to test. In order to do it, I only need a couple of volunteers ready to embark themselves on a few weather report patrols with TDW's patch and my upcoming patch enabled. Similar duties were part of the u-boat war after all. What is needed is just a bit of pacience and a good dose of imagination, required for replacing oncle Karl with me as B.d.U... :D

Had a few instances of strong winds around where I live this decade....Category 5 cyclone Larry!:D Since reading these posts regarding the 60m/s patch, my curiosity has been piqued. After trawling through the files, I was beginning to think along the same lines insofar as the max value of "15" m/s is an arbitrary value for Maximum and the "60" m/s become the new arbitrary value i.e the old values require factoring by 4. I was thinking of experimenting when I get my head around the EnvSim.act with a max value of 30 m/s and see what happens.

I've been looking for where the Generic Patcher inserts the new values into the EnvSim.act but could not find the position offset, Offset=0x3BED8 and just realised why while writing this...because I'm an idiot! I don't have the patch enabled! :oops: From initial observations, it appears that the EnvSim.act contains the min and max values but calls up the various .cfg files and uses those values to assemble and present the overall environmental conditions for that particular scenario. This appears to be the same with .exe and .dll files as there appears to be no variable values in the assembly call ups.

As Vdr was saying, to make this patch useable to it's full capability, the SeaParameters.cfg would have to be extensively reworked to make the waves etc look realistic as well as the m/s values for weather reports etc to name just a few.

Off topic while looking through the SH5.exe searching for weather related entries, I came across the CO2 rate of change entry ~ the CO2 level increases 10x faster than is should on the analogue gauge in the control room. I'll find the controlling value one of these days and factor it by 10 :yep:

CPU Disasm
Address Hex dump Command Comments
0145AAF4 . 43 4F 32 4C 65 76 65 6C 49 6E 63 72 65 61 73 65 ASCII "CO2LevelIncrease" ; ASCII "CO2LevelIncreaseRate"
CPU Disasm
Address Hex dump Command Comments
0145AB04 . 52 61 74 65 00 ASCII "Rate",0

Sjizzle
06-14-15, 01:12 AM
@gap only found this picture about wind speed at 0/ms and 60/ms in your dynamic env. thread and now some of my memories came back and all the discussion was DynEnv v2.9 - Wave Mechanics - Gale (Improved) now i am on page 1k on tdw's patcher hope that today i will find or read all pages from the patcher thread :D
http://img15.hostingpics.net/pics/861435Zerowind7.jpg

vdr1981
06-14-15, 07:26 AM
If I understood you correctly guys , you're trying to say that 30m/s patch would be more useful then 60m/s patch, right?
Still, I fail to see what could you actually accomplish with 30/60m/s that you already can't with stock wind settings??:06:
Also, how would you solve fast moving smoke/clouds problem with patch enabled?

Are you aware at all that 15m/s waves with stock seaparam.cfg (0,5,10,15) and 60m/s waves with modified seaparm. cfg (0,20,40,60) will actually look exactly the same???

We can continue like this forever but you'll understand what I'm trying to say when you do some testing for your self...
Is that mighty laptop of your finally ready for sea trials Gap ???:D

What's more important for me and the biggest problem actaully is the fact that almost all of your hard work on DynEnv is completely canceled with save/reload bug/limitation and actual weather in game appears completely random and stuck.
Can we actually do something to bypass this problem??

vdr1981
06-14-15, 07:30 AM
By the way, patch/hotfix 4 is ready for download...

The Wolves of Steel 1.03 - Patch 5_HotFix 4 changelog:

Snapshot changes:
-

Other tweaks:
- Menu.txt: various tweaks to make crew reports more realistic. Watch crew will not be able to distinguish between troop transport and freighter. They are all merchants now.
- 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 few new sounds - torpedo tubes/opening ect...

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
- sobers hud sounds V1 SH5
- SteelViking's Sky Banding Mod

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 4
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 3 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...

gap
06-14-15, 10:00 AM
http://www.subsim.com/radioroom/showpost.php?p=487386&postcount=12

Useful link sober, thank you for sharing! :up:

I was thinking of experimenting when I get my head around the EnvSim.act with a max value of 30 m/s and see what happens.

...

From initial observations, it appears that the EnvSim.act contains the min and max values but calls up the various .cfg files and uses those values to assemble and present the overall environmental conditions for that particular scenario. This appears to be the same with .exe and .dll files as there appears to be no variable values in the assembly call ups.

As Vdr was saying, to make this patch useable to it's full capability, the SeaParameters.cfg would have to be extensively reworked to make the waves etc look realistic as well as the m/s values for weather reports etc to name just a few.

Thank you Kev, let us know if you find anything useful :up:

@gap only found this picture about wind speed at 0/ms and 60/ms in your dynamic env. thread and now some of my memories came back and all the discussion was DynEnv v2.9 - Wave Mechanics - Gale (Improved) now i am on page 1k on tdw's patcher hope that today i will find or read all pages from the patcher thread :D

Thank you too Sjizzle! Have you managed opening the raw file that you were asking me about yesterday? :salute:

If I understood you correctly guys , you're trying to say that 30m/s patch would be more useful then 60m/s patch, right?
Still, I fail to see what could you actually accomplish with 30/60m/s that you already can't with stock wind settings??:06:

A more realistic distribution of wind speed probabilities, and a more accurate simulation of sea waves as a function of in game wind speeds. :03:

Also, how would you solve fast moving smoke/clouds problem with patch enabled?

Isn't smoke/clouds speed a function of wind speed? It that was true, limiting max wind speed to 30 m/s or lesser, would halve clouds speed compared to when 60 m/s wind speeds are allowed. Anyway most of the time cloud speed will be even slower than this, due to max wind speed limitations set in climate weather cfg files. Should cloud/smoke wind speed still be too high, I hope we can find the relevant game variable and tweak it.

Are you aware at all that 15m/s waves with stock seaparam.cfg (0,5,10,15) and 60m/s waves with modified seaparm. cfg (0,20,40,60) will actually look exactly the same???

Maybe yes, maybe not. I didn't look into all the wave mods available for SH5 but as I wrote yesterday most of them tend to exagerrate wave heights, especially towards the 15 m/s wind speed limit. This is to compensate the lack of higherwind speeds in stock game. There are formulas for calculating the most relevant wave parameters (height, amplitude and speed) based on wind speeds, but as far as I know no wave mod is based on them. I have those formulas (a bit semplified indeed) in a spreadsheet somewhere on my old hard drive. All you need is entering wind speed, and all the remaining parameters are calculated automatically. A 2D representation of the generated waves (also coded into my spreadsheet) gives decent results. Of course some, or many, manual tweaks might be needed, but I plan entering those values in game. I don't care if the resulting 30 m/s waves will look identical, or even smaller, than old 15 m/s waves, as far as the resulting wave mod will match more closely in-game wind speeds with waves whose shape and height is more similar to what one would expect for the same wind speeds in real world.


We can continue like this forever but you'll understand what I'm trying to say when you do some testing for your self...
Is that mighty laptop of your finally ready for sea trials Gap ???:D

Almost, but I am afraid that though being a decent system, my new laptop doesn't come even close to the top-of-the-line technology. At least not enough to be called "mighty" :haha:

What's more important for me and the biggest problem actaully is the fact that almost all of your hard work on DynEnv is completely canceled with save/reload bug/limitation and actual weather in game appears completely random and stuck.
Can we actually do something to bypass this problem??

This is an old limitation, common to all the games of the SH family. Nothing can be done on this respect, if not by heavily tweaking the game code. From my illiterate point of view, such a task would be hard even for TDW, as he should make the game to save weather variables in sevegame files, and to read them back when the savegame is reloaded. This is adding new code to the game, not just tweaking some variables, but maybe one could get a clue from single missions, where current weather is read from file. As far as you know, has something similar ever be done for SHIII or IV? :hmmm:

By the way, patch/hotfix 4 is ready for download...

The Wolves of Steel 1.03 - Patch 5_HotFix 4 changelog:


:yeah:

Sjizzle
06-14-15, 10:06 AM
Thank you too Sjizzle! Have you managed opening the raw file that you were asking me about yesterday? :salute:



:yeah:

Nope gap cos i don't have photoshop only gimp and pain.net and i can't open with them :(

gap
06-14-15, 10:16 AM
Nope gap cos i don't have photoshop only gimp and pain.net and i can't open with them :(

RAW file format plugins for Gimp:
http://ufraw.sourceforge.net/Install.html

RAW file format plugins for Paint.NET:
http://paint.net.amihotornot.com.au/features/effects/plugins/file_types/Raw_Camera_Images/
http://forums.getpaint.net/index.php?/topic/30007-raw-file-for-paintnet-403/

Hope it helps :)

Sjizzle
06-14-15, 10:21 AM
RAW file format plugins for Gimp:
http://ufraw.sourceforge.net/Install.html

RAW file format plugins for Paint.NET:
http://paint.net.amihotornot.com.au/features/effects/plugins/file_types/Raw_Camera_Images/
http://forums.getpaint.net/index.php?/topic/30007-raw-file-for-paintnet-403/

Hope it helps :)

they doesn't work i have tested them already

vdr1981
06-14-15, 10:27 AM
...and a more accurate simulation of sea waves as a function of in game wind speeds. :03:

After tons of testing, I'm really afraid that something like this with SH weather/waves engine isn't possible, unfortunately...Even Sober gave up after 30+ of his waves mods...:wah:


Of course some, or many, manual tweaks might be needed, but I plan entering those values in game.
You already know that entering real life values into almost any of SH files will give you totally unrealistic results in actual gameplay...There may be a LOT of tweaking to come...



This is an old limitation, common to all the games of the SH family. Nothing can be done on this respect, if not by heavily tweaking the game code.
Forgive me, this may sound a bit harsh, but what is the point of investing time in such complicated job like weather engine modeling when "thing" is broken in a first place and it cant be fixed?:wah:

gap
06-14-15, 11:31 AM
they doesn't work i have tested them already

There are several formats going under the name of RAW, maybe the one used for that particular map is unsupported Gimp and Paint.NET plugins. But wait, I can still help you... :03:

After tons of testing, I'm really afraid that something like this with SH weather/waves engine isn't possible, unfortunately...Even Sober gave up after 30+ of his waves mods...:wah:

You already know that entering real life values into almost any of SH files will give you totally unrealistic results in actual gameplay...There may be a LOT of tweaking to come...

Forgive me, this may sound a bit harsh, but what is the point of investing time in such complicated job like weather engine modeling when "thing" is broken in a first place and it cant be fixed?:wah:

Yet again the same discussion! No problem mate, I am afraid we won't ever find a compromise between our different modding philosophies. The two of us are too stubborn, and I am not here to kidnap your thread. :O: :up:

vdr1981
06-14-15, 12:00 PM
Yet again the same discussion! No problem mate, I am afraid we won't ever find a compromise between our different modding philosophies. The two of us are too stubborn, and I am not here to kidnap your thread. :O: :up:

Ohh, don't pout on me now! :D
I'm just a bit skeptical after all this testing about final outcome (not without a reason IMO) but if you think that something can actually be done , we can focus or efforts, don't you worry...:up::up:

One more question though...
I noticed that when I load my campaign in North sea or in northeast Atlantic first weather change will always kick in after aprox 72 hours?? Further on, I really dont know what is going on because I rarely stay in the game for so long...
Is this change controlled by DynEnv files and can this time be lowered to something like 12/24h?

On the other hand when I was playing Happy Times campaign it seems that weather changes in central Atlantic are much more dynamic (like it should be with your DynEnv I guess) with first weather change kickig in after only 6-12h which actually gave me feeling that weather is actually "alive"...

vdr1981
06-14-15, 12:33 PM
Video: https://youtu.be/9Ui2tDvupc4

Testing:Testing: new sounds, meny.txt entries, early war magnetic detonators, underwater view range ect...

What do you think about new torpedo firing sounds?

P.S.
I know , FPS and quality suck...:D:D

gap
06-14-15, 01:23 PM
Ohh, don't pout on me now! :D
I'm just a bit skeptical after all this testing about final outcome (not without a reason IMO) but if you think that something can actually be done , we can focus or efforts, don't you worry...:up::up:

I am not worried. Should I? :D
I myself am not sure wether there is anything that can be done about wind speeds and waves as far as the 60 m/s wind speed patch is concerned, we need for more data on this topic. We will see. :up:


One more question though...
I noticed that when I load my campaign in North sea or in northeast Atlantic first weather change will always kick in after aprox 72 hours?? Further on, I really dont know what is going on because I rarely stay in the game for so long...
Is this change controlled by DynEnv files and can this time be lowered to something like 12/24h?

On the other hand when I was playing Happy Times campaign it seems that weather changes in central Atlantic are much more dynamic (like it should be with your DynEnv I guess) with first weather change kickig in after only 6-12h which actually gave me feeling that weather is actually "alive"...

Weather change intervals are set in climate weather cfg files, similar to wind speed ranges. For polar and temperate zones, DynEnv settings should force a weather change after min. 3, max. 12 hours for all the seasons except for summer, when this interval is widened to 5-48 hours. Season duration changes depending on the zone you are currently in, following the settings of ClimateZones.cfg file.
There are evidences that weather in general is affected by land proximity, though I am not sure wehether this factor affects weather changes as well, or not. After a weather change is triggered, there are no ways to prevent the game from generating again the same weather as before. Wind speed dropping from 15 to 1 m/s after a single weather change is unlikely in game: the game engine favours smooth transitions somehow. Similarly, wind speed, cloud coverage, rain and fog, are related in an unknown way, i.e. their combination is not totally random; there are some configurable parameters in scene.dat which might apply to weather generation routines, but I am not sure that they are actually applied in game (they might be SHIV leftovers). In any case having exactly the same combination of weather factors after a weather change should be a rare occurrence. You can still go through several cycles of medium fog (:-?), but at least wind direction or whatever other factor, should change between them. :salute:

Sjizzle
06-14-15, 01:35 PM
Video: https://youtu.be/9Ui2tDvupc4

Testing:Testing: new sounds, meny.txt entries, early war magnetic detonators, underwater view range ect...

What do you think about new torpedo firing sounds?

P.S.
I know , FPS and quality suck...:D:D

nice one vdr1981 if u are interested i am working to take out from das boot movie the hull creack sound :D

vdr1981
06-14-15, 02:00 PM
So you're telling me that max weather change interval forced by DynEnv is 48h??

If so, this is not good because weather in game stays stuck for much longer periods after save/reload...:nope: I could only hope that when finally weather change kicks in after 3 or more days, actual change is consistent with settings precised in weather.cfg files...

This thing is also bothering me...When you load your gamesave while on patrol, instantly one weather change will kick in bringing completely new weather parameters. The question is, is this change within parameters precised in weather.cfg files or is it completely random. For me , it seems that is completely random but I hope I'm wrong...

Extremely useful would be quick test patch for DynEnv which will limit max weather change interval anywhere in the world to something like 6h and wind speed for example 10m/s so we could test and understand quickly how much DynEnv features are affected by save/reload problem .

If still ,with such patch on board, game would give us 15m/s winds and weather change after 3 or 4 days that wont be good at all...But, my assumption is that the game will constantly shifts weather in a intervals of few hours with winds no higher than 10m/s (cross your fingers).
If this is true than ave /reload problem wouldn't be such a problem after all...

I hope you've understood my poor English? :D
Can you do that?

THE_MASK
06-14-15, 04:56 PM
If you use my terrain mod V6 you might want to remove the loading screen first :O:

gap
06-14-15, 06:07 PM
So you're telling me that max weather change interval forced by DynEnv is 48h??

Yep, that's the standard summer setting. For other seasons it is just 12 hours :yep:


If so, this is not good because weather in game stays stuck for much longer periods after save/reload...:nope: I could only hope that when finally weather change kicks in after 3 or more days, actual change is consistent with settings precised in weather.cfg files...

This thing is also bothering me...When you load your gamesave while on patrol, instantly one weather change will kick in bringing completely new weather parameters. The question is, is this change within parameters precised in weather.cfg files or is it completely random. For me , it seems that is completely random but I hope I'm wrong...

Stick in mind that the one weather variables we can set through cfg files are the ones discusse so far (i.e. weathter change interval and wind speed range). Other weather variables are not totally random, but we have no control over them: cloud coverage, rain and fog, are determined by hardcoded routines and calculated based on previous weather (an important exception to this rule is when a savegame is reloaded though, in which case there is no previous weather), and on current season, i.e. winter has an higher cloud/rain/fog occurrence than other seasons. The one thing we can do in order to change the occurrence of the latter factors, is altering each season's start/end dates.


Extremely useful would be quick test patch for DynEnv which will limit max weather change interval anywhere in the world to something like 6h and wind speed for example 10m/s so we could test and understand quickly how much DynEnv features are affected by save/reload problem .

If still ,with such patch on board, game would give us 15m/s winds and weather change after 3 or 4 days that wont be good at all...But, my assumption is that the game will constantly shifts weather in a intervals of few hours with winds no higher than 10m/s (cross your fingers).
If this is true than ave /reload problem wouldn't be such a problem after all...

I hope you've understood my poor English? :D
Can you do that?

Got you :up:
I start having your same doubsts, and a DynEnv patch like the one you are suggesting is exactly what I meant when I said that at this point a set of tests is needed. The patch will be ready tomorrow :up:

Video: https://youtu.be/9Ui2tDvupc4

Testing:Testing: new sounds, meny.txt entries, early war magnetic detonators, underwater view range ect...

What do you think about new torpedo firing sounds?

P.S.
I know , FPS and quality suck...:D:D

All is cool, including new torpedo launch sounds, but...
- button push sound sucks :D
- somewhere in one of my old hard drives I should have alternative HD graphics for speed selection telegraph, course selection compass and depth selection dial (bottom right corner of the interface). In my opinion they look more autentic than the ones currently in use, recalling more closely the excellent 3D dial graphics made by Steel Viking and Conus. I would gladly donate them to you (if I manage finding them!) for inclusion in your mega mod.
- I have noticed you replaced the expression "Taskforce sighted" with "Naval group sighted". Nonetheless I think that in current english, the term "naval" refers especially to warships, as it is in direct connection with the similar term "Navy" (i.e. a fleet of waterborne military vessels). If your intention was looking for a more generic expression encompassing any number of military and/or military ships, I would rather use "Group of ships" or, even better, "Convoy" i.e, according to the Merriam-Webster dictionary, "a group of vehicles or ships that are traveling together usually for protection". :salute:

THE_MASK
06-15-15, 12:58 AM
One file I would like but can never find . Sometime in the past 10 years modding SH3/4/5 someone had a sound file of the shells flying thru the air and they sounded realistic . I will see if I can find a youtube clip .

vdr1981
06-15-15, 06:50 AM
- button push sound sucks :D
I extracted it from Das Boot movie and merge it with real torpedo sound from some mod from SH4, can remember which one though...:haha:

- somewhere in one of my old hard drives I should have alternative HD graphics for speed selection telegraph, course selection compass and depth selection dial (bottom right corner of the interface). In my opinion they look more autentic than the ones currently in use, recalling more closely the excellent 3D dial graphics made by Steel Viking and Conus. I would gladly donate them to you (if I manage finding them!) for inclusion in your mega mod.
Yeah, no problems with that...

If your intention was looking for a more generic expression encompassing any number of military and/or military ships, I would rather use "Group of ships" or, even better, "Convoy" i.e, according to the Merriam-Webster dictionary, "a group of vehicles or ships that are traveling together usually for protection". :salute:
Exactly my intention and that's good to know...

vdr1981
06-15-15, 07:11 AM
If you use my terrain mod V6 you might want to remove the loading screen first :O:

I might do that...:D

One question though...I'm a bit concerned about game performance and stability with your new terrain mod for OHII.
I opened it in mission editor and what I saw in Skapa left me speechless...:D It's chaos! Do you think that so many mines in small area could affect game stability maybe, or not?:hmmm:
Also it would be really helpful if you could add short readme documentation so I could track your changes (features , edited files ect) more easily...:yep:

vdr1981
06-15-15, 07:14 AM
Gap, If you haven't created patch already I did something. Would you like to take a look to see is everything OK with my changes to cfg files?

THE_MASK
06-15-15, 07:27 AM
I might do that...:D

One question though...I'm a bit concerned about game performance and stability with your new terrain mod for OHII.
I opened it in mission editor and what I saw in Skapa left me speechless...:D It's chaos! Do you think that so many mines in small area could affect game stability maybe, or not?:hmmm:
Also it would be really helpful if you could add short readme documentation so I could track your changes (features , edited files ect) more easily...:yep:OMG , spoiler alert .
Do you mean read me for the terrain mod or ? The Scapa raid map is in the radio room , if you don't go that way then don't blame me . the only advice I can give you is , if your crew spots something close but you can not see any ship . Look around on the water surface for mines . I just did the traditional scapa raid at night in the rain . Scarry stuff , especially the mines buried in the shallow sand banks .

vdr1981
06-15-15, 07:52 AM
Do you mean read me for the terrain mod or ?

Yes, standard readme file with change log . Since you merged few mods into one it's getting a bit confusing for me to track progress.

Could you, for example, split your new terrain mod for me into:
Shipwreck mod
Kiel light mod, new version with Memel
Harbor mines mod

That would make thing much more easier for me to test megamod's stability...:up:

THE_MASK
06-15-15, 07:57 AM
Yes, standard readme file with change log . Since you merged few mods into one it's getting a bit confusing for me to track progress.

Could you, for example, split your new terrain mod for me into:
Shipwreck mod
Kiel light mod, new version with Memel
Harbor mines mod

That would make thing much more easier for me to test megamod's stability...:up:Its too difficult . What you can do is if you don't like the mines then just copy the OH2 TotalGermany Harbors Mis file into my terrain mod .

THE_MASK
06-15-15, 08:03 AM
:Kaleun_Sleep:

vdr1981
06-15-15, 08:10 AM
Its too difficult . What you can do is if you don't like the mines then just copy the OH2 TotalGermany Harbors Mis file into my terrain mod .

OK got it...:up:
And which files are for new Kiel light mod with Memel?

psykopatsak
06-15-15, 11:27 AM
Soo a question: polish ships in the Kiel kanal?

And AI ships dont recognize each other as enemies unless I opened fire with the deck gun (when the polish merchant started its searchlight, Schelsweig Holstein suddenly opened up and Roflstomped it). Also, some polish destryers that hadnt spotted me yet were attacked by airplanes, but their main batteries started shooting at me instead.

vdr1981
06-15-15, 12:08 PM
Soo a question: polish ships in the Kiel kanal?

It happens but only sometimes due to random unit activation...

And AI ships dont recognize each other as enemies unless I opened fire with the deck gun (when the polish merchant started its searchlight, Schelsweig Holstein suddenly opened up and Roflstomped it). Also, some polish destryers that hadnt spotted me yet were attacked by airplanes, but their main batteries started shooting at me instead.
I don't know how many times I have started campaign over again but I never saw something like that.
If they detect you, they'll shout at you...Simple as that...

And for any further AI related doubts you should check IRAI thread/changelog, things will get much more clear for you, I'm sure...http://www.subsim.com/radioroom/showthread.php?t=171973

maxswain
06-15-15, 12:35 PM
Thank you for this kickass Mod! I gave up on this game years ago and now it's on the top of my list to play. Having fun learning how to hunt vs SH4 and now this is the definitive subsim game out there (The Wolves of Steel SH5) Very stable and well put together! :yeah:

Equilax
06-15-15, 01:00 PM
Sorry for my intrusion, am I the only who can't change campaign? I have uninstalled and reinstalled the game, i follow the instructions for install the mod and everything gone fine this time (after 5-6 times i start to be expert), i started a new campaign and i completed all goals but when deadline at 6/1/1940 nothing happens and i cannot select other missions. Before start to play when i was to the bunker i saved and reload the game out VDR told me.

psykopatsak
06-15-15, 01:09 PM
It happens but only sometimes due to random unit activation...

I don't know how many times I have started campaign over again but I never saw something like that.
If they detect you, they'll shout at you...Simple as that...

And for any further AI related doubts you should check IRAI thread/changelog, things will get much more clear for you, I'm sure...http://www.subsim.com/radioroom/showthread.php?t=171973

Well, I have two incidents of airplane attack on the polish taskforce triggering gun attacks on me the same instant the ships start to manovre. It felt like the ships main guns just picked closest surface target upon coming under attack. *MIGHT* be a coincidence, but it felt like the coincidence was too exact.

Also two incidents of a friendly warship and a polish merchant passing each other within a few kilometres without the warship opening fire. After I shot with my deck gun, it took until the merchant started searchlights and zig-zaging when suddenly the warship opens fire.

vdr1981
06-15-15, 01:32 PM
Sorry for my intrusion, am I the only who can't change campaign? I have uninstalled and reinstalled the game, i follow the instructions for install the mod and everything gone fine this time (after 5-6 times i start to be expert), i started a new campaign and i completed all goals but when deadline at 6/1/1940 nothing happens and i cannot select other missions. Before start to play when i was to the bunker i saved and reload the game out VDR told me.

Yes, that's because you started campaign before hotfix3, right?
This is classic example of stuck tonnage bar bug, but luckally it is over now...:)
You only have to change any of "IsCompleted=false" to "IsCompleted=true" lines in Campaign.cfg (from your last gamesave before 6/1/40) file and your problem will be solved...Happy times are waiting!:up:

Also make sure to enable latest patch and hotfix before you enter Happy Times...

THEBERBSTER
06-15-15, 01:52 PM
Is the 0000-00-00 corruption happening a lot or am I just unlucky?

This seems to be something again that started to happen around the same time last year as the tonnage bar problems.

I have not had one like this before 0333-05-84

Of the 4 units destroyed to date 2 warships, 2 merchants only 1 destroyed mark has showed on the map.

Just reloaded the game to day and now have 4 destroyed marks showing on the map.

While the date can be edited in the Captain’s Log it’s just an irritating constant reminder of how bugged this game is.

http://i58.tinypic.com/2yjr3mw.jpg

vdr1981
06-15-15, 02:27 PM
Is the 0000-00-00 corruption happening a lot or am I just unlucky?



Always for me...Fortunately there is no other side effects...
You can change manually strange date numbers in captainglog.oni file from gamesave for your current patrol or in cariertrack.upc file for previous patrols...

THE_MASK
06-15-15, 02:32 PM
Shipwreck mod is just a few ships on the bottom . They are terrain objects and your computer wouldn't even know LOL . I will see if I can get rid of the dates altogether that THEBERBSTER speaks about .
If you don't want the Kiel lite mod then just remove the campaign folder from my Terrain mod (take out campaign and menu folders) . I cannot justify 25fps in Kiel with an AMD290 graphics card . Any future updates to the terrain mod will be just the terrain part and mostly just colors . unless there is a specific port or place you want fixing up .
Page CaptainLog
[G35 I84]
Name=DateText (I just changed the font to do not load font)
http://i60.tinypic.com/1ci92.jpg

gap
06-15-15, 02:44 PM
The patch will be ready tomorrow :up:

Gap, If you haven't created patch already I did something. Would you like to take a look to see is everything OK with my changes to cfg files?

Sorry Vecko for being late. I was out all the day long. Here's the patch:
http://www.mediafire.com/download/4mnya8yhaenipal/DynEnv_2.9_-_1-2_h_wci,_0-5_ms_ws_patch.zip

It should limit weather change interval to 1-2 hours (min-max) and wind speed to 0-5 m/s. You can use it, or you can send me the files edited by you, if you prefer. :salute:

Equilax
06-15-15, 04:20 PM
Yes, that's because you started campaign before hotfix3, right?
This is classic example of stuck tonnage bar bug, but luckally it is over now...:)
You only have to change any of "IsCompleted=false" to "IsCompleted=true" lines in Campaign.cfg (from your last gamesave before 6/1/40) file and your problem will be solved...Happy times are waiting!:up:

Also make sure to enable latest patch and hotfix before you enter Happy Times...

Yes you are right i started before hotfix3. I tried to edit the Campaign.cfg file but i guess i do something wrong because the game continue to crash when i load the gamesave file, it also delete all the change i did before start the game :hmmm: i'll try again tomorrow. Thank you.

vdr1981
06-15-15, 05:04 PM
Sorry Vecko for being late. I was out all the day long. Here's the patch:
http://www.mediafire.com/download/4mnya8yhaenipal/DynEnv_2.9_-_1-2_h_wci,_0-5_ms_ws_patch.zip

It should limit weather change interval to 1-2 hours (min-max) and wind speed to 0-5 m/s. You can use it, or you can send me the files edited by you, if you prefer. :salute:

OK, I'll start Black Pit campaign (from France) and sail to the central Atlantic...:salute:

gap
06-15-15, 05:13 PM
I extracted it from Das Boot movie and merge it with real torpedo sound from some mod from SH4, can remember which one though...:haha:

No, I am not talking about torpedo launch sound. That one sounds good! I mean the one played when an interface button is pushed (scope raise/lower, ship selection in SOAN, top right menu tab, TDC imput mode toggle, etc.). It sounds more as a water drop than an analogic button being pushed... :)

And AI ships dont recognize each other as enemies unless I opened fire with the deck gun (when the polish merchant started its searchlight, Schelsweig Holstein suddenly opened up and Roflstomped it). Also, some polish destryers that hadnt spotted me yet were attacked by airplanes, but their main batteries started shooting at me instead.


I don't know how many times I have started campaign over again but I never saw something like that.
If they detect you, they'll shout at you...Simple as that...

Well, I have two incidents of airplane attack on the polish taskforce triggering gun attacks on me the same instant the ships start to manovre. It felt like the ships main guns just picked closest surface target upon coming under attack. *MIGHT* be a coincidence, but it felt like the coincidence was too exact.

Also two incidents of a friendly warship and a polish merchant passing each other within a few kilometres without the warship opening fire. After I shot with my deck gun, it took until the merchant started searchlights and zig-zaging when suddenly the warship opens fire.

Two incidents which deserve being reported in IRAI thread IMO, though TDW has been rather quiet during the last months.

Talking more specifically about your experience of air raids triggering a gun attack on you (rather than against the attacking planes), IIRC AI units can only focus on an enemy at a time. This is a game limitation. Moreover, I seem to remember that IRAI got a routine for helping AI units to decide which enemy they should aim ther weapons at, when more than one enemy is within their range. Enemy unit type and/or enemy range might be considered. Maybe the said routine is mistakenly taking into account ALL the enemy units that are within firing range, rather than limiting itself to the ones that have already been detected. :hmm2:

EDIT: ...or maybe after getting alerted by the air raid, the Polish taskforce finally spotted you, and they decided to aim their guns to what they considered a more valuable target.

gap
06-15-15, 05:15 PM
OK, I'll start Black Pit campaign (from France) and sail to the central Atlantic...:salute:

Fingers crossed...
Testing area and season not relevant with this patch. Anywhere, anytime, weather change interval and wind speed should be within the said intervals. :yep:

THEBERBSTER
06-15-15, 06:02 PM
The invisible prop/screw is powering this along at the original speed of 5 knots
http://i58.tinypic.com/nq5mpf.jpg

Still going at 5 knots
http://i57.tinypic.com/2zq5sfl.jpg

Not anymore
http://i57.tinypic.com/ac8igw.jpg

No prop/screw yet still able to cover quite a distance.
I had to stay with it for quite a while until it eventually sank.

THEBERBSTER
06-15-15, 06:06 PM
The date corruptions do not seem to serve any purpose as all the data has already been recorded correctly and can be see in the Captain's Log each time the icon is pressed.

vdr1981
06-15-15, 06:42 PM
Fingers crossed...
Testing area and season not relevant with this patch. Anywhere, anytime, weather change interval and wind speed should be within the said intervals. :yep:

Not so good news I'm afraid Gap...:nope:

First try, without reloading:
Black Pit, Starting date September 20th 13:00h
Initial wind 2 m/s

First weather change, September 22nd 08:40h
Wind 4 m/s

Second weather change, September 24th 07:50h
Wind 0 m/s


Second try, loaded save, grid BE56:
Date: Sep 23rd 09:00h, Initial wind 7 m/s

First weather change: Sep 25th 04:10h
Wind 15 m/s


It seems that in the campaign weather change intervals are completely ignored, while there is a still chance that wind speed limits are taken into account...
But after reload, it's even worse...:huh: :nope:

kevinsue
06-15-15, 08:07 PM
http://i59.tinypic.com/2saee0k.jpg

THEBERBSTER
06-16-15, 05:32 AM
2 nice mods by Shmal worth considering for TWOS
Map overlays for both the Nav and TAI that allow you to use your tools.
Overlay For TAI and Navigation Maps For SH5 By Shmal (http://www.subsim.com/radioroom/showpost.php?p=2271357&postcount=1)

http://i58.tinypic.com/dvsk86.jpg

Nice Stopwatch mod
Clock by Shmal (http://www.subsim.com/radioroom/showpost.php?p=2280307&postcount=1)

http://i62.tinypic.com/2qlwryr.jpg

kevinsue
06-16-15, 07:42 AM
2 nice mods by Shmal worth considering for TWOS
Map overlays for both the Nav and TAI that allow you to use your tools.


How do you switch it on or does it have to be in the user charts?

Sjizzle
06-16-15, 07:48 AM
How do you switch it on or does it have to be in the user charts?


it's not in the charts work only if u don't have real navigation enabled :D it's replace the tdw's NavMapBearingOverlay.dds
with real navigation enabled doesn't work or work but is not RN anymore :D

kevinsue
06-16-15, 07:57 AM
it's not in the charts work only if u don't have real navigation enabled :D it's replace the tdw's NavMapBearingOverlay.dds
with real navigation enabled doesn't work or work but is not RN anymore :D

Thanks for the info :up:

Claudia
06-16-15, 08:37 AM
2 nice mods by Shmal worth considering for TWOS


Both are very nice. Added to my list. Thank you!

gap
06-16-15, 01:13 PM
Not so good news I'm afraid Gap...:nope:

First try, without reloading:
Black Pit, Starting date September 20th 13:00h
Initial wind 2 m/s

First weather change, September 22nd 08:40h
Wind 4 m/s

Second weather change, September 24th 07:50h
Wind 0 m/s


Second try, loaded save, grid BE56:
Date: Sep 23rd 09:00h, Initial wind 7 m/s

First weather change: Sep 25th 04:10h
Wind 15 m/s


It seems that in the campaign weather change intervals are completely ignored, while there is a still chance that wind speed limits are taken into account...
But after reload, it's even worse...:huh: :nope:

mmm... I am not even sure about wind speed in campaign matching weather cfg settings. As I told you, the game tends to pull many similar weather conditions in a row. You getting consistently low winds before saving/reloading may depend on the game generating a low wind (2 m/s) when you first started the new campaign. It being within the espected range could be a mere cohincidence. Next generated winds were also within the 0-5 m/s range because of the said routine making weather conditions not to change abruptly. When you saved/reloaded the game, you stopped that routine, whence the 7 m/s wind speed reported subsequently.
At this point I am afraid our only hope is TDW, or someone else with his skills, looking into the game code and fixing it up. :dead:

gap
06-16-15, 01:25 PM
http://www.subsim.com/radioroom/images/icons/icon10.png Ship Capsize & Listing Effects 1.0_by vdr1981 in action....

Anazing! :yeah:

Equilax
06-16-15, 01:26 PM
Yes, that's because you started campaign before hotfix3, right?
This is classic example of stuck tonnage bar bug, but luckally it is over now...:)
You only have to change any of "IsCompleted=false" to "IsCompleted=true" lines in Campaign.cfg (from your last gamesave before 6/1/40) file and your problem will be solved...Happy times are waiting!:up:

Also make sure to enable latest patch and hotfix before you enter Happy Times...

It work :yeah: thank you vdr1981!

gap
06-16-15, 01:39 PM
The invisible prop/screw is powering this along at the original speed of 5 knots

...

Still going at 5 knots

...

No prop/screw yet still able to cover quite a distance.
I had to stay with it for quite a while until it eventually sank.

Might be an error in ship's sim file. Probably propeller's subset isn't referenced correctly in the Unit Ship controller. Was that an "Uekel" type ship?

vdr1981
06-16-15, 03:00 PM
Might be an error in ship's sim file. Probably propeller's subset isn't referenced correctly in the Unit Ship controller. Was that an "Uekel" type ship?

It's not that extreme after all...I tested this few times by destroying only ship's propellers with deck gun and in a few minutes they come to almost full stop, even if engine room zone is not damaged at all ...

THEBERBSTER
06-16-15, 05:24 PM
Hi gap

Yes a Uekel.

Peter

THEBERBSTER
06-16-15, 05:40 PM
Had a few ctd's coming out from Kiel going down the canal.

With the harbour pilot TC2 when ctd.

Without the harbour pilot TC4 to TC8 max.
No real navigation . no waypoints . just rudder and compass.

Had a ctd in AN41 270 degrees at TC128 lining up my approach to the main entrance.

Currently 60 km from Scapa did a manual save to close game.
Need more real time for this objective as I will not be able to make any further manual saves until I clear Scapa again.

Peter

vdr1981
06-16-15, 06:26 PM
Had a few ctd's coming out from Kiel going down the canal.

Peter[/QUOTE]

It happens sometimes but only after first deployment from Keil. Later on canal transitions ar more or less smooth...It seems that game spawn something at that date which sometimes makes game to CTD...
What have you actually did to pass the canal ?
Also, try to disable Increased rendering distance patch...
Do you use hotfix 4? Which date was when your game CTD in canal?

THE_MASK
06-16-15, 08:59 PM
Has it something to do with running out of memory ? I had a ctd entering Kiel from the Baltic . Tried a few times but same ctd . Usually just after you here the watch crew start to say smoke spotted . I uninstall a few non essential mods and never had a problem since . My new half size tree mod actually reduces the GR2 mesh sizes by half so that is worth a look . I just went to scapa again and am near all the mines . Running at over 50 fps and saved and reloaded numerous times . TC256 at one spot near the mines gives me around 25fps with occasional drop to 12fps . 1TC is always over 50fps . All the mines were places at the minimum 300 meter spacing .

THEBERBSTER
06-17-15, 04:56 AM
Hi vecko

I was using the Hotfix 4 Patch in the Baltic
I was quite surprised to get the ctd's in Kiel as the Baltic is where I have had ctd's in previous times, completely ok.

The date was 29th September 1939 I left Kiel at 20.30 with harbour pilot on board the first time.
Patrol Area AN5588
Ctd a little after the first U bend.
Ctd after 1 in game save (AIG).
What I should have done when ctd is reloaded the 16.14 game save and carried on without the harbour pilot.

I started again without the harbour pilot this time Breaking the Fortress was showing and my patrol area had changed to AN7932.

History
Game loaded from bunker save (AEB) 14.43
Patrol area AN5588
Autosave in game (AIG) 16.14
ctd before next AIG due @16.39

History
Game loaded from bunker save (AEB) 14.43
Patrol area AN7932
AIG 18.06
AIG 18.31
AIG 18.56
AIG 19.21
ctd before next due AIG @ 19.46
Reloaded AIG 19.21
AIG 20.27
AIG 21.12
AIG 21.37
AIG 22.03
ctd @ 22.15
Reloaded AIG 22.03
Manual save 22.27
Reload manual save from main menu
Manual save 22.49 60 km from Scapa

Some parts of the game were paused between saves.

I have a Nvidia Geforce GTX770 4gb gpu.
I will check my TC 1 for fps
I will disable the Increased distance rendering patch in the GFP.

Peter

vdr1981
06-17-15, 07:01 AM
Using any additional mods Theberbster?:hmmm:

Did you enabled/disabled some SHsim.act patches after campaign start by any chance?

psykopatsak
06-17-15, 07:29 AM
During a patrol outside the Thames, I noticed when attempting a crash dive from airplanes, that the crash dive is REALLY SLOW. Like more than ten seconds of chillin' and doing nothing. Much faster to just order periscope depth, ahead flank and then a new set depth.

Is there something wrong here with my install?

vdr1981
06-17-15, 08:02 AM
During a patrol outside the Thames, I noticed when attempting a crash dive from airplanes, that the crash dive is REALLY SLOW. Like more than ten seconds of chillin' and doing nothing. Much faster to just order periscope depth, ahead flank and then a new set depth.

Is there something wrong here with my install?

CD delay simulates crew entering submarine and without it sub will CD unrealistically fast... You can tweak this time with Options File Editor/Viewer...

THEBERBSTER
06-17-15, 08:16 AM
[D:\Ubisoft\Silent Hunter 5\MODS]

The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 5
The Wolves of Steel 1.03 - Patch 5_HotFix 4
The Wolves of Steel - 16x9 Resolution Patch
DeckGun Friendly Waves_Test
sobers 7A_B deck crew moved for Shaefer SH5
DeckKannon
Overlay for TAI and Navigation maps by Shmal
The Wolves of Steel - Wind & Smoke addon
Clock by Shmal

No additional changes made.
Shmal's mods only change .dds files

THEBERBSTER
06-17-15, 08:18 AM
The Options File Editor Viewer default setting in the Crash Dive tab is 25 seconds.

vdr1981
06-17-15, 08:34 AM
[D:\Ubisoft\Silent Hunter 5\MODS]

The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 5
The Wolves of Steel 1.03 - Patch 5_HotFix 4
The Wolves of Steel - 16x9 Resolution Patch
DeckGun Friendly Waves_Test
sobers 7A_B deck crew moved for Shaefer SH5
DeckKannon
Overlay for TAI and Navigation maps by Shmal
The Wolves of Steel - Wind & Smoke addon
Clock by Shmal

No additional changes made.
Shmal's mods only change .dds files

Not sure what to say because just recently I passed Coastal Waters and Happy Times with a single but totally unrelated CTD, even with this old PC of mine...:hmmm:

I only know that the most important things for relatively stable gameplay (this stands for any modlist) are these two :

- Occasional save and complete restart of the game between the actions during long patrols is highly recommended! Always make a gamesave in the bunker and restart the game before you start new patrol.
- Game save with complete restart of the game at the beginning and especially at the end of each patrol (approx. 100-200 Km from home port) is highly recommended. This will improve game stability and further reduce number of random CTD's.

Also , I'm really not sure anymore how to formulate or what to wright in my tips for stable gamepley anymore because, no matter what I wrote , many people will still do "their way" and fail to recognize what SH5 engine actually doesn't like.

psykopatsak
06-17-15, 08:51 AM
CD delay simulates crew entering submarine and without it sub will CD unrealistically fast... You can tweak this time with Options File Editor/Viewer...

So then the problem is that the delay is not simulated for periscope depth manouvres, or other dives?

vdr1981
06-17-15, 08:54 AM
So then the problem is that the delay is not simulated for periscope depth manouvres, or other dives?

No...Other commands are OK without delay.

THEBERBSTER
06-17-15, 10:20 AM
Hi vecko
Quote > - Occasional save and complete restart of the game between the actions during long patrols is highly recommended! Always make a gamesave in the bunker and restart the game before you start new patrol.

Did a manual save 200 km from Kiel (following your instructions)
When you end the patrol (Baltic) you are placed automatically in the bunker.
Used the Esc key and over wrote the Autosave Enter Base (AEB)
Exited the game as I did not have enough time to start the new patrol.
Loaded the game later and used the updated AEB and requested the mission.

Peter

Eragon333
06-17-15, 11:20 AM
I have a problem.
I did all like in the instruction but when I go into the game there are buttons which I can't click.
Also when I open a new game there is a black screen with the GUI.

Does anybody know where is the mistake?

Thank you :)

http://fs1.directupload.net/images/150617/temp/cyignuer.jpg (http://www.directupload.net/file/d/4021/cyignuer_jpg.htm)

Sjizzle
06-17-15, 11:37 AM
I have a problem.
I did all like in the instruction but when I go into the game there are buttons which I can't click.
Also when I open a new game there is a black screen with the GUI.

Does anybody know where is the mistake?

Thank you :)



delete all ********_Draggables.TDW files from your main folder of SH5 and if u still have that problem then try a fresh install of sh5

kevinsue
06-17-15, 12:51 PM
delete all ********_Draggables.TDW files from your main folder of SH5 and if u still have that problem then try a fresh install of sh5

Also ensure that your game is patched to v1.2 :hmm2:

kevinsue
06-17-15, 01:18 PM
No problems but I have to find the sound...Maybe to extract it from Das Boot, we'll see...:up:

Hey Vdr...I found this sound again after a bit of a search because I remember having it in a previous install but couldn't remember where or what sound file it was. It's amb_OceanSkyline_Q.wav from Stormy's DBSM and it sounds great, especially if you start pushing into heavy seas. Might be worth having a listen to..:yep:

http://www.mediafire.com/download/p28i4ux60f3jxn7/amb_OceanSkyline_Q.zip

vdr1981
06-18-15, 05:14 AM
Hey Vdr...I found this sound again after a bit of a search because I remember having it in a previous install but couldn't remember where or what sound file it was. It's amb_OceanSkyline_Q.wav from Stormy's DBSM and it sounds great, especially if you start pushing into heavy seas. Might be worth having a listen to..:yep:

http://www.mediafire.com/download/p28i4ux60f3jxn7/amb_OceanSkyline_Q.zip


I can almost hear Lt. Werner screaming like crazy...:)

SiggeMan
06-18-15, 06:45 AM
Hey everybody, "good midsummer". I just have one question regarding the wolves of steel mod. I just installed today, and im already in love with it. I usually like to do most of the stuff manually, but i dont really feel like having real navigation atm, and i saw another guy who had the same wish as me, and he simply just needed to disable "TDW's real navigation" to get waypoints "back". Me myself did this, but nothing happened? I still have real navigation apparantly. Any way to solve this? And also, if i need to restart the career, i havent done that yet, so im sorry if this was a kind of unnescerary post. A matter of fact, im going to try to restart campaing now XD

MCM
06-18-15, 07:01 AM
Suddenly I have a strange speed bug: if I set speed to 1 (kleine Fahrt voraus) nothing happens. If I set it to 2 (langsame Fahrt voraus) it set it to 1. So my speed is always one down, one less then I am requesting. What to do?

kevinsue
06-18-15, 07:05 AM
Hey everybody, "good midsummer". I just have one question regarding the wolves of steel mod. I just installed today, and im already in love with it. I usually like to do most of the stuff manually, but i dont really feel like having real navigation atm, and i saw another guy who had the same wish as me, and he simply just needed to disable "TDW's real navigation" to get waypoints "back". Me myself did this, but nothing happened? I still have real navigation apparantly. Any way to solve this? And also, if i need to restart the career, i havent done that yet, so im sorry if this was a kind of unnescerary post. A matter of fact, im going to try to restart campaing now XD

Once you have removed the The Wolves of Steel 1.03 - TDW Real Navigation with JSGME, you may have to reset your Nav/TAI map options again using the Options File Editor Viewer with all the options you want displayed. Just remember that any options not enabled with the OFEV will be disabled and not selectable in the Map options dialogue box ingame. :nope:

http://i61.tinypic.com/24ozgr6.jpg

kevinsue
06-18-15, 07:14 AM
Suddenly I have a strange speed bug: if I set speed to 1 (kleine Fahrt voraus) nothing happens. If I set it to 2 (langsame Fahrt voraus) it set it to 1. So my speed is always one down, one less then I am requesting. What to do?

This is normal when submerged and is a result of the Electric engine ratio & RPM inertia patches. Just allow sufficient time for the boat to build up some inertia or otherwise select the knot speed you require using the "advanced" engine telegraph.:yep:

MCM
06-18-15, 07:34 AM
Ah understood... already searched for this in the forum but didn't find something (didn't know what search string to use exactly).

THX :D

vdr1981
06-18-15, 07:35 AM
Ah understood... already searched for this in the forum but didn't find something (didn't know what search string to use exactly).

THX :D

There is a F.A.Q. section in 2nd post...

SiggeMan
06-18-15, 07:45 AM
Kevin, thank you! :D

THEBERBSTER
06-20-15, 05:29 AM
Sailing in to Kiel and the next EBCW came up on the map showing 4th September.
Ended the Baltic no ctd;s.

Bunker save then loaded updated AEB save, no EBCW showing.
Deleted AEB save and reloaded previous AIG save

This time No EBCW showing until the stopwatch showed 12.00 so previously it showed on nautical time and I should have checked the stopwatch had also reached 12.00.
Ended the patrol ok.

Decided to use Harbour Pilot for Skagerrak and go up the Scandinavian coast and cross high up for Scapa.
Polish merchant SV SMC starting to enter Kiel from Skagerrak end and it passed various escorts not taking any notice so I decided to take no action as logically it makes no sense to block a ports shipping lanes and it would be now captured anyway.
Merchant was then dive bombed and sunk and I got a ctd.

Reloaded the previous save now without the harbour pilot to guide me and same thing happened again with the merchant being dive bombed and sunk and another ctd.

Reloaded the previous save yet again and this time I sank the merchant with gunfire no ctd.

I also came across another Polish merchant Uekel SPT between Kiel and the Skagerrak channel and sank that also with gunfire.

It will be interesting to see if any other targets show on this route.

Peter

vdr1981
06-20-15, 07:48 AM
Merchant was then dive bombed and sunk and I got a ctd.



Got just about the same situation here but without CTDs...
You may wish to remove any extra added mods and to reinstall the game from scratch...:yep: This time, try with Sobers Kiel light mod...
Don't overwrite already created gamesaves, including AEB!

Oby
06-20-15, 09:22 AM
Need some help VDR1981...What should I change in my files if I want that the game offers me a type VIIB submarine,when I dock at Kiel, after Danzig bay mission?:hmmm:

Thanks.

vdr1981
06-20-15, 09:33 AM
Need some help VDR1981...What should I change in my files if I want that the game offers me a type VIIB submarine,when I dock at Kiel, after Danzig bay mission?:hmmm:

Thanks.

http://www.subsim.com/radioroom/showpost.php?p=2317151&postcount=48

Oby
06-20-15, 09:48 AM
Hm,yes I already found and tried this method but somehow I didn't get an offer...There's got to be something more...

I did as you suggested in that post..I saved a game about 100km from Kiel after Danzig mission, then I increased my rating in that save, saved, reloaded, but there was no offer for new sub,when I docked at Kiel...

vdr1981
06-20-15, 10:00 AM
Hm,yes I already found and tried this method but somehow I didn't get an offer...There's got to be something more...

I did as you suggested in that post..I saved a game about 100km from Kiel after Danzig mission, then I increased my rating in that save, reloaded, but there was no offer for new sub,when I docked at Kiel...

And if you put higher number like 4 or 5?
If that doesn't work you can restart your campaign with the mod that I suggested in FAQ...

Oby
06-20-15, 10:17 AM
Thanks. I'll try to figure out something...

vdr1981
06-20-15, 10:21 AM
Thanks. I'll try to figure out something...

Rgr, just report what have you done because those new sub offers are still a bit of mystery ...:up:

THEBERBSTER
06-20-15, 11:02 AM
Hi vecko

Just to clear up a point.

When you end the patrol you get an AEB save that automatically puts you back in the bunker.

Your Tips for stable gameplay says:
Quote > Always make a gamesave in the bunker and restart the game before you start the new patrol.

The only way I know how to make this game save is to overwrite the current AEB save that you got when the patrol ended.

Quote > Don't overwrite already created gamesaves, including AEB!
So how do you make a new save without overwriting a previous one?

Peter

vdr1981
06-20-15, 11:26 AM
The only way I know how to make this game save is to overwrite the current AEB save that you got when the patrol ended.


You're kidding me, right?

http://s6.postimg.org/bgltzc641/SH5_Img_2015_06_20_18_18_57.jpg

THEBERBSTER
06-20-15, 11:45 AM
Hi vecko

I've been playing this game for 3 years and I honestly say that I did not know that was possible.

Thanks, I think that will be a big help for a more stable game.

Peter

vdr1981
06-20-15, 11:54 AM
Thanks, I think that will be a big help for a more stable game.

Peter

Don't expect too much stability though...:D

THEBERBSTER
06-20-15, 03:32 PM
Hi vecko

Took your advice and did a complete reinstall.

I notice that sobers Kiel mod for Memel harbour removed the 2 boats at the harbour exit and so the pilot did not need to reduce any speed.

Current mod list
The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 5
The Wolves of Steel 1.03 - Patch 5_HotFix 4
The Wolves of Steel 1.03 - TDW Real Navigation
The Wolves of Steel - 16x9 Resolution Patch
DeckGun Friendly Waves_Test
DeckKannon
sobers 7A_B deck crew moved for Shaefer SH5
sobers OH2.5 Kiel Lite mod V4 SH5
The Wolves of Steel - Wind & Smoke addon

I will let you know how I get on with sobers mod.

Peter

THE_MASK
06-20-15, 05:14 PM
This is the way I save .
sober7 etc etc etc
sober6
Bunker save (Kiel save)
sober5
sober4 [Delete these saves after exiting the bunker
sober3 and doing 1 save so you are left with just
sober2 the saves in yellow ]
sober1
Bunker save (career start)

Never load an auto save .
If you have to save submerged then look thru a scope then hit the Esc key twice then save .

In other words every time you go to the bunker delete all saves except 1 save before the bunker and the bunker save . And then carry on saving after that .

THEBERBSTER
06-20-15, 05:50 PM
Thanks sober for your info.

Good advice there.

Peter

Darkandstar
06-21-15, 01:21 AM
Step 6:
Properly activate TDW generic patcher and restore "Snapshot 1_0_168_0 7_5_0_". The patcher and the snapshot are already placed in the main game folder (SH5/TDW_GenericPatcher_v_1_0_168_0 folder). (Steam version is not supported)
How to use TDW Generic Patcher (http://www.subsim.com/radioroom/showpost.php?p=2311571&postcount=1649).

================================================== ================================================== =====================================

Does this mean the mod is completely unusable for steam-using players or that they should skip this step, or do something else? If so, could you elaborate? It's a bit confusing. And sorry if this has already been answered but i couldn't find it.

Sjizzle
06-21-15, 01:48 AM
Step 6:
Properly activate TDW generic patcher and restore "Snapshot 1_0_168_0 7_5_0_". The patcher and the snapshot are already placed in the main game folder (SH5/TDW_GenericPatcher_v_1_0_168_0 folder). (Steam version is not supported)
How to use TDW Generic Patcher (http://www.subsim.com/radioroom/showpost.php?p=2311571&postcount=1649).

================================================== ================================================== =====================================

Does this mean the mod is completely unusable for steam-using players or that they should skip this step, or do something else? If so, could you elaborate? It's a bit confusing. And sorry if this has already been answered but i couldn't find it.

u can play this also with the steam version too, patching the steam version game here is a thread (http://www.subsim.com/radioroom/showthread.php?t=214687) about how to use the patcher for steam version .
i am not sure if it's work 100% but what i know that the patcher work 100% with non steam version of the game....


PS. without tdw's patcher the game is unplayable cos is full with bugs and tdw's patcher solve many bugs of them

Alfred Keitzer
06-21-15, 02:37 AM
When locked on and following a target, the "Target Offset" box appears at the bottom of the scope. Is there any way to increase or decrease (or set) this value other than by using the mouse thumbwheel?

I assume with TDC on and target speed set to zero, the torpedoes will go where my periscope is pointing when offset is applied, right?

vudriga
06-21-15, 07:10 AM
I'm going bonkers over here. :wah:

I can't get generic patcher to work.Firs it has errors while opening sh5.exe file, then it changes the sizes of files by adding lines to them.And when I run the game it does run, I get to the menu select a mission and the mission is loading but whe it's supposed to go in the sub it CTD's to desktop.

I did everithing by the book while installing but generic patcher to run like it's should.

vdr1981
06-21-15, 08:01 AM
I'm going bonkers over here. :wah:

I can't get generic patcher to work.Firs it has errors while opening sh5.exe file, then it changes the sizes of files by adding lines to them.And when I run the game it does run, I get to the menu select a mission and the mission is loading but whe it's supposed to go in the sub it CTD's to desktop.

I did everithing by the book while installing but generic patcher to run like it's should.

Is your game patched to v1.2.0?
Show me the content of your "GenericPatcher.cfg" file found in "Silent Hunter 5/TDW_GenericPatcher_v_1_0_168_0" folder.

Eagle Eyes (Osborne)
06-21-15, 03:28 PM
:hmmm: :/\\!! I need to see if anybody or somebody can help me out on Silent Hunter 5 Wolves of steel mods. 1)So far I'm having problems with user charts is blank and will not shut down or turn off. 2)Problem of radio message option will not turn off. 3)I can not open up my ship reference book and also in front of book it only say OK. 4)Plus my automation chart is blank.

Aktungbby
06-21-15, 06:13 PM
vudriga!:Kaleun_Salute: and Darkandstar :Kaleun_Salute:on your first posts!; And welcome back after a 4 year silent run: Eagle Eyes (Osborne) :Kaleun_Salute:

SiggeMan
06-22-15, 01:17 PM
Hey, i just installed this on another PC, and when i start a new campaign after doing it, i am not offered to skip the tutorial, and actually doing it screws the game up. Anything i can do?

vdr1981
06-22-15, 01:55 PM
Hey, i just installed this on another PC, and when i start a new campaign after doing it, i am not offered to skip the tutorial, and actually doing it screws the game up. Anything i can do?

You've skipped step 3 probably...

SiggeMan
06-22-15, 02:05 PM
You've skipped step 3 probably...

Nope, double-checked and everything is set to what it should be. Im sorry for being so annyoning, im just not good with mods :P

vdr1981
06-22-15, 02:10 PM
Nope, double-checked and everything is set to what it should be. Im sorry for being so annyoning, im just not good with mods :P

Open CareerHistory.cfg (my documents/SH5/data/cfg) and make following changes...

HasCompletedTutorial=true

If you done this you must see "Skip tutorial" question...

SiggeMan
06-22-15, 02:33 PM
Open CareerHistory.cfg (my documents/SH5/data/cfg) and make following changes...

HasCompletedTutorial=true

If you done this you must see "Skip tutorial" question...
Thanks! It works now. I thought i did this before, but seems i forgot to save it. Have a nice evening ;D

Eagle Eyes (Osborne)
06-25-15, 03:54 PM
:hmmm: :/\\!! I need to see if anybody or somebody can help me out on Silent Hunter 5 Wolves of steel mods. 1)So far I'm having problems with user charts is blank and will not shut down or turn off. 2)Problem of radio message option will not turn off. 3)I can not open up my ship reference book and also in front of book it only say OK. 4)Plus my automation chart is blank.

Adding this. I been playing the Historical or test mission to see other problems I may seen in game. There are few problems like the Nav will not update my precision on the map because there are no button option on the Nav. Otherwise the game is running good and graphic and FPS is good.

Little history of my games I play with MODS or patches added. Doom 3, All Jane's combat sim, Nascar 1 thru 5(sierra games), Ace of Deep, SH 1, 2, 3(GMX and LIVE), 4(TMO and REAL BOAT), 5 (with small MODS game working good) and World of Tanks, World of Planes and waiting on World of Ships to come out.

I am running in patch 1.2 and mod install at time is
The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 5
The Wolves of Steel 1.03 - Patch 5_HotFix 4
The Wolves of Steel 1.03 - TDW Real Navigation
and Genericpatcher is running on my setting Snapshot and other Snapshot 1_0_168_0 7_5_0_

Do anyone have any Answer that may help me out?

I have reinstall game. But I do have a question. I have been playing all other's SH game's with MODs in G external drive. I install SH 5 no MODS game in C drive and save all files SH5 in G external drive as backup. My SH5 with MODS are download in G external drive in another file name and a playable game. Or is the my mistake? Should play the game with MODS in C drive?

Eagle Eyes (Osborne)
06-25-15, 04:18 PM
vudriga!:Kaleun_Salute: and Darkandstar :Kaleun_Salute:on your first posts!; And welcome back after a 4 year silent run: Eagle Eyes (Osborne) :Kaleun_Salute:
LOL Thank all. Been busy working. I have been playing Silent Hunter games off line as well I been playing World of Tanks. Yes I been away. But back to see and check out new MODS on or for the Silent Hunter game. Plus will like to thanks everyone on a hard work with great MODS

vdr1981
06-26-15, 04:44 AM
LOL Thank all. Been busy working. I have been playing Silent Hunter games off line as well I been playing World of Tanks. Yes I been away. But back to see and check out new MODS on or for the Silent Hunter game. Plus will like to thanks everyone on a hard work with great MODS

Obviously you did something wrong but I cant say what from this perspective ..
Drop few screenshots of actual game and JSGME, maybe that could help...
Also, being WoT fan wont help you much either, things are a bit more "advanced" here...:D

mendesjpcrs
06-28-15, 01:22 AM
Hi

I've been using this great mod now.
I'm a casual player since SH1!!

I'm playing the game patched, with NO real navigation. It is possible to see the merchants icons and other ships in the navigation chart? And the visibility range from him?

vdr1981
06-28-15, 07:56 AM
Hi

I've been using this great mod now.
I'm a casual player since SH1!!

I'm playing the game patched, with NO real navigation. It is possible to see the merchants icons and other ships in the navigation chart? And the visibility range from him?

Sure, check FAQ and browse forums for TDW OFEW...:yep:

nycoroner05
06-28-15, 07:56 AM
Outstanding mod.

mendesjpcrs
06-28-15, 12:09 PM
Sure, check FAQ and browse forums for TDW OFEW...:yep:

I didn't find anything.... :/

How to see map contacts? Please help

vdr1981
06-28-15, 01:08 PM
- I want more custom settings in order to set gameplay options to suit my playing style...
Sure..Withing the modpack is contained an awesome TDW User Options File Editor Viewer application. Search forums for more and make a good use of it...LINK (http://www.subsim.com/radioroom/showthread.php?t=202346)



I didn't find anything.... :/



How so?:doh:

mendesjpcrs
06-28-15, 03:49 PM
How so?:doh:

Done ;)

Best regards

mendesjpcrs
06-29-15, 03:02 AM
I'm having CTD's even following all the correct procedures and settings posted for this mod. Time compression, patcher, etc.

CTD's happens most when travelling.
And telegraphs seems no responding well. Sometimes engines don't stop. And warships sometimes near england and France have strange behaviour following the sub. If the sub stop ,a single warship also stops and spins.

But worse are the CTD's...

vdr1981
06-29-15, 06:50 AM
I'm having CTD's even following all the correct procedures and settings posted for this mod. Time compression, patcher, etc.

CTD's happens most when travelling.
And telegraphs seems no responding well. Sometimes engines don't stop. And warships sometimes near england and France have strange behaviour following the sub. If the sub stop ,a single warship also stops and spins.

But worse are the CTD's...

Reinstall the game and star new campaign . This time, try to save/restart the game at least once in 48h of sim time and between the areas reach with units (coast proximity ect). Playing with real navigation is also recommended. Most people who do not use real nav will just punch TC and take a nap until something enters rendering area. Modded SH5 just cant be played like that..
Like Sober said, play it "slow with TC low" and CTDs will be significantly reduced...

Stuck destroyers are known game bug and issue can be solved with saving and reloading .
Strange telegraph behavior is probably your fault, never saw that problem...

samdemange
06-29-15, 07:59 AM
thanks a lot for this amazing mod :up:

IcyWaters
06-29-15, 03:27 PM
Thanks for making this compilation of mods!

I wonder if I can just install SH5, patch to 1.2, install this, and start playing? Or do I need to install other mods as well before this one?

Thanks again!

Aktungbby
06-29-15, 04:11 PM
samdemange!:Kaleun_Salute:After a four year silent run!

THEBERBSTER
06-29-15, 06:04 PM
Hi IcyWaters

Just follow vecko's instructions on post #1

Peter

IcyWaters
06-30-15, 05:27 AM
I have and I am playing now. Just wanted to ask to double-check. So many posts and most of it were old ones so I didn't want to risk missing out on a particular step.

Also, I installed SH5 with English voices.... what difference does it make using this mod + German voices?

vdr1981
06-30-15, 08:17 AM
I have and I am playing now. Just wanted to ask to double-check. So many posts and most of it were old ones so I didn't want to risk missing out on a particular step.

Also, I installed SH5 with English voices.... what difference does it make using this mod + German voices?

If you install English voices you'll her mixed voice reports in game. Some will be in English and some in German, that's all...

Deveroh
07-01-15, 03:52 AM
Thanks for the job!

Aktungbby
07-01-15, 10:16 AM
Deveroh!:Kaleun_Salute:

Uboot1
07-01-15, 12:16 PM
Hi. Where i can change navigation mechanics to create waypoints to default? Currently i cannot do this so game is unplayable for me.

THEBERBSTER
07-01-15, 02:32 PM
Hi UB

You need to change the first 2 patches in both the TAI and Nav Map tabs in TDW's Options File Editor Viewer.
http://i58.tinypic.com/2i8835y.jpg

Uboot1
07-01-15, 02:59 PM
I try this before and it dosent work. When i click on my uboot i see this. And i cannot do anything when i try create waypoint :(


http://static.pokazywarka.pl/i/5941396/222532/sh5-2015-07-01-21-52-47-01.jpg[/img]

http://static.pokazywarka.pl/i/5941396/311823/sh5-2015-07-01-21-52-51-23.jpg

http://static.pokazywarka.pl/i/5941396/644642/sh5-2015-07-01-21-53-02-49.jpg

http://static.pokazywarka.pl/i/5941396/109232/1.jpg"]http://static.pokazywarka.pl/i/5941396/222532/sh5-2015-07-01-21-52-47-01.jpg

http://static.pokazywarka.pl/i/5941396/311823/sh5-2015-07-01-21-52-51-23.jpg

http://static.pokazywarka.pl/i/5941396/644642/sh5-2015-07-01-21-53-02-49.jpg

http://static.pokazywarka.pl/i/5941396/109232/1.jpg


here is my config file http://www30.zippyshare.com/v/oEPFN3l4/file.html maybe turning on some options cause conflict with another?

IcyWaters
07-01-15, 05:32 PM
Okay, 3x now my game crashes. I just make it to my patrol area (first mission of first campaign) and I shoot down one or two patrol boats (depends on how quick I am) and then some time later, the game just freezes and I have to Task Manager it to shut it down.

On the first instance, it occurred about 3-4 minutes after killing the ships, on this last one, it was about a minute after I destroyed the second ship.

Any ideas?

THEBERBSTER
07-01-15, 06:38 PM
Hi UB

You should be able to click on the sub with your mouse and pull out a waypoint.

Did you disable the mods in JSGME before enabling the waypoint patches in the OFEV?

After making the changes and saving them you then renable the mods again?

Peter

THEBERBSTER
07-01-15, 06:40 PM
Hi IW

What are your PC specs?

TWOS has over 100 mods in it.

Peter

vdr1981
07-01-15, 11:15 PM
Okay, 3x now my game crashes. I just make it to my patrol area (first mission of first campaign) and I shoot down one or two patrol boats (depends on how quick I am) and then some time later, the game just freezes and I have to Task Manager it to shut it down.

On the first instance, it occurred about 3-4 minutes after killing the ships, on this last one, it was about a minute after I destroyed the second ship.

Any ideas?

Do not attack polish ships until polish ports turn red.

Uboot1
07-01-15, 11:40 PM
Hi UB

You should be able to click on the sub with your mouse and pull out a waypoint.

Did you disable the mods in JSGME before enabling the waypoint patches in the OFEV?

After making the changes and saving them you then renable the mods again?

Peter

Hey THEBERBSTER thanks for help. But i still dosent work

Options File Editor/Viewer v1.0.32.0 by TheDarkWraith
Reading in cfg file...
Entry found: SH5InstallPath=E:\SH5
Entry found: LastMenuTXT=E:\SH5\data\Menu\menu.txt
Entry found: LastOptionsFilePath=E:\SH5\data\Scripts\Menu\
Entry found: LastChosenOptionsFilePath=C:\games\Ubisoft\Silent Hunter 5\data\Scripts\Menu\
Entry found: ClientAreaWidth=1237
Entry found: ClientAreaHeight=986
Entry found: LanguagePackInUse=E:\SH5\MODS\The Wolves of Steel 1.03\data\Applications\OptionsFileEditorViewer\Lan guagePacks\English

Reading MaxStrings property from menu.txt...
MaxStrings is 11300
Reading E:\SH5\data\Scripts\Menu\TheDarkWraithUserOptions. py
Building display...
File read and shown


I even record film with fraps, i try create waypoint like in default and hold mouse.

https://www.youtube.com/watch?v=GQCwmsLqOdg&feature=youtu.be



http://static.pokazywarka.pl/i/5941720/772833/1.jpg

http://static.pokazywarka.pl/i/5941720/265689/2.jpg

THEBERBSTER
07-02-15, 04:23 AM
Hi UB

The menu.txt path for you should be E:\SH5\Mods\The Wolves Of Steel 1.03\data\menu\menu.txt

It looks like you have missed out the mod in your file path.

This can be seen in my tutorial post #6 from points 21 to 24 and pictures 10 & 11.

It would not let me in to see your video for some reason.

Make sure the TWOS main mod is disabled in JSGME before making any changes to the OFEV.

See also the information at the end of my tutorial for future changes to the OFEV.

Peter

THEBERBSTER
07-02-15, 04:30 AM
A Warm Welcome To The Subsim Community > Devoroh :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)

Uboot1
07-02-15, 04:50 AM
Hi UB

The menu.txt path for you should be E:\SH5\Mods\The Wolves Of Steel 1.03\data\menu\menu.txt

It looks like you have missed out the mod in your file path.

This can be seen in my tutorial post #6 from points 21 to 24 and pictures 10 & 11.

It would not let me in to see your video for some reason.

Make sure the TWOS main mod is disabled in JSGME before making any changes to the OFEV.

See also the information at the end of my tutorial for future changes to the OFEV.

Peter

Hi THEBERBSTER! I appreciate your help! But it still doesn't work :/ I do what you wrote and still i cant create waypoint.

Options File Editor/Viewer v1.0.32.0 by TheDarkWraith
Reading in cfg file...
Entry found: SH5InstallPath=E:\SH5
Entry found: LastMenuTXT=E:\SH5\MODS\The Wolves of Steel 1.03\data\Menu\menu.txt
Entry found: LastOptionsFilePath=E:\SH5\MODS\The Wolves of Steel 1.03\data\Scripts\Menu\
Entry found: LastChosenOptionsFilePath=C:\games\Ubisoft\Silent Hunter 5\data\Scripts\Menu\
Entry found: ClientAreaWidth=1236
Entry found: ClientAreaHeight=986
Entry found: LanguagePackInUse=E:\SH5\MODS\The Wolves of Steel 1.03\data\Applications\OptionsFileEditorViewer\Lan guagePacks\English

Reading MaxStrings property from menu.txt...
MaxStrings is 11300
Reading E:\SH5\MODS\The Wolves of Steel 1.03\data\Scripts\Menu\TheDarkWraithUserOptions.py
Building display...
File read and shown

film on yt now works https://www.youtube.com/watch?v=GQCwmsLqOdg

I reinstalling the game and mod. Still the same problem. In map options (left up corner) i turn this options too. And still nothing :/\\!!

Jimbuna
07-02-15, 06:39 AM
Welcome to SubSim Deveroh :sunny:

THEBERBSTER
07-02-15, 07:53 AM
Hi UB

This does not look right, why you are showing this in the C: drive when you hane installed in the E: drive

Quote:
Options File Editor/Viewer v1.0.32.0 by TheDarkWraith
Reading in cfg file...
Entry found: SH5InstallPath=E:\SH5
Entry found: LastMenuTXT=E:\SH5\MODS\The Wolves of Steel 1.03\data\Menu\menu.txt
Entry found: LastOptionsFilePath=E:\SH5\MODS\The Wolves of Steel 1.03\data\Scripts\Menu\
Entry found: LastChosenOptionsFilePath=C:\games\Ubisoft\Silent Hunter 5\data\Scripts\Menu\
Entry found: ClientAreaWidth=1236
Entry found: ClientAreaHeight=986
Entry found: LanguagePackInUse=E:\SH5\MODS\The Wolves of Steel 1.03\data\Applications\OptionsFileEditorViewer\Lan guagePacks\English

Which mods have you enabled in JSGME.

Peter

vdr1981
07-02-15, 08:44 AM
Hi THEBERBSTER! I appreciate your help! But it still doesn't work :/ I do what you wrote and still i cant create waypoint.



film on yt now works https://www.youtube.com/watch?v=GQCwmsLqOdg

I reinstalling the game and mod. Still the same problem. In map options (left up corner) i turn this options too. And still nothing :/\\!!

İs that a tutorial mission?:06:
How about to reinstall the game ono more time after you actually read instructions in1st and2nd post.

Uboot1
07-02-15, 08:50 AM
It's weird, cause i don't have anything from sh5 on C Drive. Only sh5 folder in my documents. This patch dosen't exist.


http://static.pokazywarka.pl/i/5942253/889924/bez-tytulu.jpg


I use only

http://static.pokazywarka.pl/i/5941720/772833/1.jpg

Nothing more. I think I will write here 100 thousand posts trying to solve this strange problem. Weird. :o


@up I skip tutorial, its early game i must sink 4 polish ships. I reinstaled the game and mod three times and nothing and i am slowly give up :P

vdr1981
07-02-15, 09:04 AM
[QUOTE=Uboot1;2325737


@up I skip tutorial, its early game i must sink 4 polish ships. I reinstaled the game and mod three times and nothing and i am slowly give up :P[/QUOTE]

There is no such task in oh2/WoS, you've messed up something...
also, where are your patch and hotfix?

Uboot1
07-02-15, 09:13 AM
https://jjperezaguinaga.files.wordpress.com/2012/04/i_have_no_idea_what_i_m_doing.jpg

Uhhh, patch and hotfix. Cough, cough. :/\\!! Ok i try reinstall everything slowly and carefully. And back here later.. Thanks maybe this helps.

Uboot1
07-02-15, 10:23 AM
Now its works! Thanks THEBERBSTER and vdr1981 I completely forgot about the patch and fix. Awesome modpack now i can play with no problem yes yes yes!

Almost without problem* How can i increase the time compression to 1024 minimum?

danny_M
07-02-15, 11:13 AM
Hi all,

I'm planning to do the install of the Wolves Of Steel mod also, but i do have a little (might be stupid) question.
Is it still possible to do 'easy' play with the original torpedo fire option using the 3 numbered dots?:hmmm:
I'm kinda a beginner and want to go easy for starters..
:salute:
danny_M

Aktungbby
07-02-15, 11:22 AM
danny_M!:Kaleun_Salute:

vdr1981
07-02-15, 11:27 AM
Now its works! Thanks THEBERBSTER and vdr1981 I completely forgot about the patch and fix. Awesome modpack now i can play with no problem yes yes yes!

Almost without problem* How can i increase the time compression to 1024 minimum?

3DRender=512
Maximum=512

and this is from your main.cfg file.
But take a note that any TC higher than 256 can largely destabilize the gamem especially if your area of operations is near coastal waters.

You should play with real navigation too because zipping around with high TC will most likely crash your game at some point, that's the way it is unfortunately...

THEBERBSTER
07-02-15, 11:36 AM
A Warm Welcome To The Subsim Community > danny_M :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)

You do not need to use the 3 circles.

Check out my tutorial post #146

All settings can be changed in TDW's Options File Editor Viewer in the TAI and Nav Map tabs.

Peter

danny_M
07-02-15, 11:54 AM
Thanks, makes it clear :yeah:.
I'll go trough the tutorial to learn how things work, might get promoted :know: afterwords.

:salute:

danny_M

vdr1981
07-02-15, 12:00 PM
And guys , please take 5 minutes of your life to occasionally check FAQ and tips post...It's updated constantly and it will save you from lot of trouble.

F.A.Q.
- Crew don't entering the sub when diving/ don't leaving the sub when surfacing ?
Use GUI buttons on the left side of the screen to avoid this
- Telegraph acts weird. I order standard speed (3) but it only sets to slow ahead (2) and so on, it is always one speed setting behind the ordered one.
Small side effect from one of the patches but your commands are accepted correctly, works much better with SH3 interface...
- I'd like to have my menus and texts in German (or any other language except English) for immersion - is there a German version?
Unfortunately not (yet)...German menu.txt is not compatible...
- If I patrol the area for 20 hours , save the game and continue the game the other day , this time I patrolled is also saved ?
Unfortunately , it is not...You shouldn't reload the game until those 48/72 hours are passed.
- How do you access a recognition manual that can feed TDC?
Press "E" key or notepad lookalike charts GUI button on the bar near right edge of the screen.
- I've lost my recognition manual?!
Delete all dragables.TDW files from main game folder and start the game again...
- Where's mine target identify button?!
In this megamod automatic target recognition is disabled due to somewhat unrealistic implementation. There really aren't to many ships to be recognized in SH5 so auto recognition while the ship is 20 km away is a huge gamebraker...
- I wish to change number of days spent in the bunker...
Sure, check this mod...Clicky (http://www.subsim.com/radioroom/showthread.php?t=188265)
- How can I pass from one campaign to the next one?
Make sure to be ON PATROL when deadline date of last objective is reached, preferably somewhere at the open seas without AI units in your vicinity . This is important so be careful if you use mods like "Change Days in Bunker"...
- Do I always have to start my career from the first campaign?
No, type "silentotto" while you're in the campaign selection screen to unlock all campaigns and start any you want...
- I've arrived in Kiel but I cant select Eastern British Coastal Waters mission, only Danzing mission is available?
Missions are date controlled and EBCW mission will not be available until 4th September 1939.
- Should I attack neutral shipping?
Despite common belief that the game wont penalize you if you sink neutral ship, it seems that it will by giving you negative rating and renown points which are very important for players progress (medals, new subs and equipment, prom. points). But again, sometimes one must do what has to be done...
- Should I do harbor raids?
Despite being very unrealistic because of number of game's limitations, players presence within 20 Km of units spawn point will prevent game engine to spawn any convoys or units so you should stay well off any major allied ports.
- Is there any written manual for TWoS?
Unfortunately, there is not. however, in TWoS Documentation folder you'll find readme files of individual mods contained within the modpack. You can also put GWX manual to a good use and/or search for numerous tutorials/playthrough videos found on Subsim and Youtube...
- Can this modpack be compared with GWX at all?
Tough question but I'll say no... GWX is product of a dedicated team, developed over officially patched, finished ,good game. This ugly duckling wasn't so lucky, not even close...It was abandoned by developers as soon as it saw daylight...
- Should I play without real navigation?
In my opinion absolutely not! TheDarkWraith's Real Navigation is one of the few SH5 features which can separate SH5 from the rest of the franchise and it improves gameplay drastically. It is the best and the most realistic nautical navigation mod ever adopted for SH and it will suit both experienced and new players... Also, zipping around like crazy with high TC for extended periods of time will most likely destabilize your game.
- How can I find assigned patrol grid?
Use grid map tool (Charts-Maps). The tool is resizable...
- My deck gun crew constantly gets washed away/radar is shutting down even with lower wind speeds?
- It's a game problem but this can help a bit... Link (http://www.subsim.com/radioroom/showpost.php?p=2312931&postcount=1722)
- I can't hear ship on hydrophones even though I can see her with periscope?
Sometimes , player won't be able to hear slow moving ships even though they are really close. Still, your AI sonarmen will be able to pick them up so rely more on him. The ship will become audible as soon as she adds more speed...A bit more about Hydrophones in WoS (http://www.subsim.com/radioroom/showpost.php?p=2325261&postcount=2)
- Where's mine tonnage bar?! I can't play without it!
I'm sorry...It's dead!
- I'm suffering infamous stuck tonnage bar bug, can I use this modpack without any problems?
By all means, yes...The whole concept of sink xxx tons to unlock next mission/campaign is abandoned. All missions are date controlled ...For more info check OHII addon"No Stupid Tonnage Bar_ Free Style Campaign" readme documentation...
- Can I enter the war with type VIIB ?
Sure, enable this mod prior your campaign start...LINK (http://www.mediafire.com/download/h7v57jhjcrwacag/OH+II+2.x+New+Start_VIIB.rar)
- I want more custom settings in order to set gameplay options to suit my playing style...
Sure..Withing the modpack is contained an awesome TDW User Options File Editor Viewer application. Search forums for more and make a good use of it...LINK (http://www.subsim.com/radioroom/showthread.php?t=202346)
- I've sunk ship in Danzing bay and my game crashed...
You should not attack Polish shipping until Polish ports turn red...
- My game CTD randomly a lot, what should I do?
If we assume that you have installed the game, modpack+TDW Generic Patcher correctly and following my tips for stable gameplay as much as possible, sometimes the best solution is to re install the game completely, delete everything from my documents folder and start fresh campaign (using "silentotto" cheat if you like)...
- My framerate in Kiel is very low and game is unstable in general?
This mod can help a lot but you'll have to restart new campaign in order to activate changes...LINK (http://www.subsim.com/radioroom/downloads.php?do=file&id=4541). Disabling patch for increased rendering distance could also be helpful.
- Install instructions are so complicated, it's nothing like World of Warships "simulation"...
Trust me, It can be much harder...In any case, you shouldn't mess up with modded SH5 until you familiarize your self with :
Jonesoft Generic Mod Enabler,
TDW Generic Patcher,
TDW Option File Editor Viewer,
or how to actually install, patch and configure goddamn game.
Still, modpack and install instructions are created in a way that even a person without any SH experience should be able to activate the megamod properly.

Tips for stable gameplay:
- DO NOT add any additional mods if you are not 100% sure what you are doing!
- Avoid using autosave gamesaves. They become easily corrupted.
- Never overwrite old/previous game saves. Always make a new one...
- Keep your gamesaves clean. Try not to save game with destroyed/damaged or in any way bugged AI units(especially airplanes) in your rendering area. (60 km around the sub)
- Occasional save and complete restart of the game between the actions during long patrols is highly recommended (at least once in ~72h of sim time)! Always make a manual gamesave in the bunker and restart the game before you start new patrol.
- Game save with complete restart of the game at the beginning and esspecially at the end of each patrol (approx. 200-300 Km from home port) is highly recommended. This will improve game stability and further reduce number of random CTD's.
- Avoid gamesaving and using high time compression while bunch of things is happening around you, let's say 32/64 at max (deck gun attack, attacking large convoys, approaching ports, escorts evading ect...).
- When things seem quite, surface the boat, recharge your batteries, load torpedoes and...save the game... (You can prepare special meal for your crew as well);)
- If your game CTD when advancing to the next campaign (instant jump from patrol to bunker), try to alt/tab the game few times while you're in the campaign selection screen or load last auto entering base save (if game had time to create it). Don't wait for campaign end date in units reach environment.
- Do not jump from historical missions or museum into campaign directly, and vice versa. Don't load gamesaves from different campaigns. Restart the game completely first ...
- I'm not 100% sure about this but it seems that SH3 user interface is more stable then SH5 interface. You can switch this using TDW Options File Editor.
- Playing without real navigation on board and zipping around like crazy with high TC for extended periods of time will most likely crash your game at some point. Unfortunately this is the way it is with modded SH5 and it's especially true when it comes to coastal waters areas with dense air and sea traffic...

Video Examples:
- Trevally's Automatic Scripts for Navigator - TDW Real Ravigation for SH5 (https://www.youtube.com/watch?v=TjLcxh7IYL0)
- Maintaining Extreme Depth with type VIIC-41 U-boat (https://www.youtube.com/watch?v=Inzh39SQtTY)
- Full realism engagement 1 (https://www.youtube.com/watch?v=bROqWPlTldg)
- Full realism engagement 2 (https://www.youtube.com/watch?v=ImNAPTM8IQw&feature=youtu.be)
- TheNorseCast (https://www.youtube.com/watch?v=nsoWkM-yuFs) returns to SH5 once again, this time with The Wolves of Steel megamod! Don't forget to "Like" and share some comments! :up:

THE_MASK
07-02-15, 05:58 PM
A couple of posts with people saying they have weird circling ship action in tight circles . Maybe its some DRM thing linked to EXE patcher if advanced option enabled when disabling UPlay browser .

Uboot1
07-03-15, 01:52 AM
Hmm, i can't play without default TC... 64 is max when i click + again its back to 1. Why? How i can change this. I try edit main.cfg but still the same problem. I can fly in fsx from Warsaw to Berlin without time compression with real navigation and vatsim rules, but i don't wanna sail in ocean for hours, i always play with maximum tc 8000, 1024 its minimum like i said. Help guys

I know, the game will be unstable. BUT AT LEAST playable.

whiskey111
07-03-15, 03:12 AM
Hi,

I noticed my game's version is 1.05. When I download patch 1.20 it is written that this is 1.02. Does it mean that my game version is 1.50 ?

Additionaly, I cannot run this 1.20 (1.02) update because it says that game version is wrong.

I really appreciate some hints..

Thanks.

Jimbuna
07-03-15, 06:30 AM
Welcome to SubSim danny :sunny:

vdr1981
07-03-15, 08:10 AM
I've transferred debris particles from from secondary explosions to torpedo explosions for next WoS version (1.04)... This small tweak will also deal with occasional catastrophic explosion CTD .


http://s6.postimg.org/bzun751ip/SH5_Img_2015_07_03_04_14_53.png

THEBERBSTER
07-03-15, 08:36 AM
V1.04 sounds exciting.

danny_M
07-03-15, 11:58 AM
It worked the first try !:03:
Gameplay is improved soooo much, i love it!
Installation went without a glitch... almost :
During generic patching i got a few times an error message that it could not get access to SH5.exe. I exited , restarted the PC, went to windows tasks and noticed the ubi game player was running in the background. Ended that, re-did generic patching and did not get any further error's.
One happy fresh Kalaun !:arrgh!:
I could even continue my saved game without any glitches.
Any one using this mod should donate, just to show appriciation for the hard work people put into these mod's, and the ones on this forum who help out.

:salute:
danny_M

vdr1981
07-03-15, 05:00 PM
A couple of posts with people saying they have weird circling ship action in tight circles . Maybe its some DRM thing linked to EXE patcher if advanced option enabled when disabling UPlay browser .

From F.A.Q.
- I have friendly/enemy warship stuck with me, she's matching my speed and course without attacking me?
Known game bug...Simple save/reload the game to fix the issue...


If you command "all stop" when this bug occurs, bugged destroyer will continue to circle around one spot in tight circles. I'm pretty much sure it's the same issue.
Is it connected to DRM/patcher I can't say, but if I remember corectrly, the bug was present long before TDW generic patcher app...:yep:

gap
07-04-15, 03:29 AM
I've transferred debris particles from from secondary explosions to torpedo explosions for next WoS version (1.04)...

Looks oustanding :up:


This small tweak will also deal with occasional catastrophic explosion CTD .

Does it have anything to do with the new torpedo explosion made by Volodya and me and included in FX update?

vdr1981
07-04-15, 07:06 AM
Looks oustanding :up:




Does it have anything to do with the new torpedo explosion made by Volodya and me and included in FX update?

Negative, torpedo explosions are awesome and now are even enhanced with debris particles. It looks great in game, screenshot cant show so much...

Problematic was secondary explosions particles and it was the same issue like with AAA debris...

Finally, I think that there is no way for anyone to get CTD when engaging/destroying unit, yet all FXU features are still there (particles, explosions, flares ect)...

Oby
07-04-15, 07:19 AM
So,the flares are enabled and work(both red and white) in 1.04?

vdr1981
07-04-15, 07:24 AM
So,the flares are enabled and work(both red and white) in 1.04?

They work in 1.03 also...

gap
07-04-15, 07:45 AM
Negative, torpedo explosions are awesome and now are even enhanced with debris particles. It looks great in game, screenshot cant show so much...

Problematic was secondary explosions particles and it was the same issue like with AAA debris...

Finally, I think that there is no way for anyone to get CTD when engaging/destroying unit, yet all FXU features are still there (particles, explosions, flares ect)...

:sunny:

So,the flares are enabled and work(both red and white) in 1.04?

They work in 1.03 also...

Did you fix flare fx as well? :rock:

vdr1981
07-04-15, 07:50 AM
V1.04 sounds exciting.

I also work on one more OHII addon which will:

- Decrease number of anchored ships in allied/axis ports, especially in those which are too exposed and unprotected and in close proximity of enemy airbases.
- Add mines and subnets on a few tricky places...
- "Pack" anchored allied shipping inside harbors in order to protect them from underwater torpedo attacks (this wont be the case with American harbors BTW:))
- Remove player's abilities to take provision (aka torpedo and fuel) in every "blue" coastal willage outhere. Only historically correct bases will be able to support U-Boat operations...:yep:

vdr1981
07-04-15, 07:52 AM
:sunny:





Did you fix flare fx as well? :rock:

Not really, I use Rongels SH5 starshells patch...It works great.:yep:

gap
07-04-15, 09:12 AM
Not really, I use Rongels SH5 starshells patch...

I see, I had forgotten that mod :doh:

It works great.:yep:

Pity that its flare fx only enhance visual range for the player:

Be aware that these reduced starshells are cosmetic feature only, enemy ships won't get any boost to their visual sensors using these.

Oby
07-04-15, 10:24 AM
I tested starshells...I have WoS 1.03...Never noticed before but they actually works(white ones), but I experienced a well known 3-sekunds lag.

Ok, I'll wait for new patch...

Thanks!:salute:

Congro
07-04-15, 02:22 PM
Where link :huh:

THEBERBSTER
07-04-15, 05:25 PM
A Warm Welcome Back > Congro :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)

vdr1981
07-04-15, 05:54 PM
I tested starshells...I have WoS 1.03...Never noticed before but they actually works(white ones), but I experienced a well known 3-sekunds lag.

Ok, I'll wait for new patch...

Thanks!:salute:

That's impossible?!:06: What is your PC configuration?

Oby
07-05-15, 06:30 AM
Sorry, I didn't write correct...Checked again and found that I have WoS version 1.02 installed...I guess that 1.02 doesn't include Rongels starshells patch.
I must activated them manually sometime in the past and forgot about it...

Beside lag they actually works pretty well as the sight range of the merchant ships fireing starshell increases - for about 1000m.
(Tested in single mission with activated map contacts and visual sensors.)

fitzcarraldo
07-05-15, 12:18 PM
Dear mates:

I installed (first time) WoS and all seems work fine. Now exiting Memel Harbour with autoplot. 60 FPS, looks very nice.

Because this is my first approach to a heavily modded SH5, I have a couple of questions:

1- How can I change the UI to a SH3 style?

2 - If I want to change to vanilla navigation, what is the procedure? I like Real Nav and use it in SH3/SH4, but I donīt read the instructions for auto RN in SH5. Iīm testing the installation, not a real, dedicated game.

Great job and many thanks for WoS!

Fitzcarraldo :salute:

vdr1981
07-05-15, 12:23 PM
Dear mates:

I installed (first time) WoS and all seems work fine. Now exiting Memel Harbour with autoplot. 60 FPS, looks very nice.

Because this is my first approach to a heavily modded SH5, I have a couple of questions:

1- How can I change the UI to a SH3 style?

2 - If I want to change to vanilla navigation, what is the procedure? I like Real Nav and use it in SH3/SH4, but I donīt read the instructions for auto RN in SH5. Iīm testing the installation, not a real, dedicated game.

Great job and many thanks for WoS!

Fitzcarraldo :salute:
Just remove your TWoS 1.03-Real Navigation optional mod.
You can switch to SH3 interface using TDW options file editor /viewer...Check FAQ and tips for more...

fitzcarraldo
07-05-15, 12:47 PM
Just remove your TWoS 1.03-Real Navigation optional mod.
You can switch to SH3 interface using TDW options file editor /viewer...Check FAQ and tips for more...

Ok, many thanks for the answer :up:

Is there some way to fix the external camera on my boat (as SH3 or SH4). The external camera is fixed, as in vanilla, and the boat go away....

All the best.

Fitzcarraldo :salute:

EDIT: Resolved.

THEBERBSTER
07-05-15, 05:09 PM
Hi fitz

Check this out.

http://www.subsim.com/radioroom/showpost.php?p=1836879&postcount=4

http://i62.tinypic.com/5nurs3.jpg
Peter

fitzcarraldo
07-05-15, 05:27 PM
Hi fitz

Check this out.



Many thanks, reading now.

Fitzcarraldo :salute:

fitzcarraldo
07-05-15, 05:50 PM
Question: WoS contains Dynamic Environment. These are SS in the Bismarck Mission, with WoS. The sea looks very similar (if not the same), as vanilla SH5.

This is correct?

http://img661.imageshack.us/img661/4724/YPbPNW.jpg

http://img661.imageshack.us/img661/5398/3mWVyz.jpg

Many thanks.

Fitzcarraldo :salute:

fitzcarraldo
07-05-15, 06:28 PM
Problem with sonarman:

When select the direct camera view in the sonar station, the sonarman seems displaced. He moves the hand in an "invisible" wheel.

Also, the sonar is fixed; I canīt rotate it, with normal sweep selected.


http://img538.imageshack.us/img538/9463/ahtzAI.jpg

http://img905.imageshack.us/img905/4220/79Ddtq.jpg

Tested in the Bismarck mission (The cornered giant).

Best regards.

Fitzcarraldo :salute:

vdr1981
07-06-15, 10:57 AM
Problem with sonarman:

When select the direct camera view in the sonar station, the sonarman seems displaced. He moves the hand in an "invisible" wheel.
Fortunately, there is a solution...Don't look at it...:D


Also, the sonar is fixed; I canīt rotate it, with normal sweep selected.




Mousescroll...

gap
07-06-15, 02:15 PM
Sorry, I didn't write correct...Checked again and found that I have WoS version 1.02 installed...I guess that 1.02 doesn't include Rongels starshells patch.
I must activated them manually sometime in the past and forgot about it...

Beside lag they actually works pretty well as the sight range of the merchant ships fireing starshell increases - for about 1000m.
(Tested in single mission with activated map contacts and visual sensors.)

I wonder why those 1,000 m have such a big impact on computer performance, no matter what system specs are :hmm2:

Question: WoS contains Dynamic Environment. These are SS in the Bismarck Mission, with WoS. The sea looks very similar (if not the same), as vanilla SH5.

This is correct?

Should be okay. :up:

Environment colors change a lot depending on climate zone, sun angle and weather. There are tens of parameters involved, and a zillion of random cobinations among them. Judging from a couple of screenshots wether an environmental mod is installed or not, can be difficult or impossible. :)

Problem with sonarman:

When select the direct camera view in the sonar station, the sonarman seems displaced. He moves the hand in an "invisible" wheel.

looks like the hydrophone operator bone is displaced by half a meter. Some of the mods included in TWoS might be messing with it (I wonder why though). Provided that there are no special reasons why the bone has been moved from its original position, fixing this glitch with GR2 Editor would be a matter of minutes :yep:

Fortunately, there is a solution...Don't look at it...:D

:rotfl2:
This one might be even easier than the solution I suggested above. The one problem problem I see, is the casual player having to remember and apply your fix every time he visits Benno... yet you know how careless the average man can be when it is about following your instructions. What about adding a reminder in game? :D

http://i519.photobucket.com/albums/u359/taneshikimano/fix.jpg

vdr1981
07-06-15, 02:26 PM
looks like the hydrophone operator bone is displaced by half a meter. Some of the mods included in TWoS might be messing with it (I wonder why though). Provided that there are no special reasons why the bone has been moved from its original position, fixing this glitch with GR2 Editor would be a matter of minutes :yep:

Moving Beno to the left will probably cause you to sit in Beno's lap while operating hydrophone manually...I guess that wouldn't effect crew moral in a good way...


It's the SteelViking interior mod probably but I really dont know much about compartments GR2 files..

LoL at the reminder...Dont tell me that your new laptop is ready for SH5? ")

fitzcarraldo
07-06-15, 03:03 PM
Moving Beno to the left will probably cause you to sit in Beno's lap while operating hydrophone manually...I guess that wouldn't effect crew moral in a good way...


It's the SteelViking interior mod probably but I really dont know much about compartments GR2 files..

LoL at the reminder...Dont tell me that your new laptop is ready for SH5? ")

Many thanks to all for the answers and the support :up:

Best regards.

Fitzcarraldo :salute:

gap
07-06-15, 03:19 PM
Moving Beno to the left will probably cause you to sit in Beno's lap while operating hydrophone manually...I guess that wouldn't effect crew moral in a good way...

:o :oops:
Not at all!


It's the SteelViking interior mod probably but I really dont know much about compartments GR2 files..

IIRC in vanilla game Beno is well placed when he operates the hydrophone, and he steps aside only when the player is manning the station (I don't remember wether in this case his usual animation is stopped or not though). I am sure that SV interior mod has nothing to do with this glitch, provided that we are facing a glitch and not a feature. Maybe fitzcarraldo can circumstanciate a bit better his bug report.


LoL at the reminder...Dont tell me that your new laptop is ready for SH5? ")

Yes it is! I have something on the making, that's why I have been quiet lately :03::sunny:

THE_MASK
07-06-15, 03:19 PM
Moving Beno to the left will probably cause you to sit in Beno's lap while operating hydrophone manually...I guess that wouldn't effect crew moral in a good way...


It's the SteelViking interior mod probably but I really dont know much about compartments GR2 files..

LoL at the reminder...Dont tell me that your new laptop is ready for SH5? ")I don't use WOS but I have had this when installing a mod . Cannot remember which one . Maybe the one that changes the captains bed into a table .

gap
07-06-15, 03:26 PM
I don't use WOS but I have had this when installing a mod . Cannot remember which one . Maybe the one that changes the captains bed into a table . Or maybe change the UI back to enhanced and see if that fixes it .

Might also be related to teleport function in New UIs. :hmmm:

vdr1981
07-06-15, 03:29 PM
Not SV Interior sry...
What I meant is MightyFine Crew Mod 1.2.1 Stock faces...
This mod deals with crew animations IIRC...:yep:

And if I may add, Beno is not the only example, moral officer will occasionally sit in the thin air too...:D
It's some kind of misalignment between active crew animation and current position of crew member..

vdr1981
07-06-15, 03:36 PM
Yes it is! I have something on the making, that's why I have been quiet lately :03::sunny:
Give us some hints! :D

Historical guns specifications?:rock:

fitzcarraldo
07-06-15, 03:45 PM
The misplaced sonarman appears with SH5 Enhanced UI, SH4 UI and SH3 UI. I tried all the three.

The sonarman is ever displaced. In WoS never see the sonarman in his seat. There isnīt any movement when I take control of the sonar.

Best regards.

Fitzcarraldo :salute:

vdr1981
07-06-15, 04:18 PM
The misplaced sonarman appears with SH5 Enhanced UI, SH4 UI and SH3 UI. I tried all the three.

The sonarman is ever displaced. In WoS never see the sonarman in his seat. There isnīt any movement when I take control of the sonar.

Best regards.

Fitzcarraldo :salute:

Hmm, that sounds strange... Type VIIA?

Have you tried to use mouse scroll to move hydrophone needle?

gap
07-06-15, 04:55 PM
Not SV Interior sry...
What I meant is MightyFine Crew Mod 1.2.1 Stock faces...
This mod deals with crew animations IIRC...:yep:

And if I may add, Beno is not the only example, moral officer will occasionally sit in the thin air too...:D
It's some kind of misalignment between active crew animation and current position of crew member..

Yep, I remember that, but I have never noticed any misalignment of Beno using MFCM before...

The misplaced sonarman appears with SH5 Enhanced UI, SH4 UI and SH3 UI. I tried all the three.

The sonarman is ever displaced. In WoS never see the sonarman in his seat. There isnīt any movement when I take control of the sonar.

Best regards.

Fitzcarraldo :salute:

:hmm2:

Hmm, that sounds strange... Type VIIA?

Have you tried to use mouse scroll to move hydrophone needle?

I think fitzcarraldo meant no movement from Benno (for stepping aside), i.e. he is always aside...

Give us some hints! :D

After more than three years from its first release, I think it is about time to make the best out of GR2 Editor for adding some new features to the game. I am thinking about several new units, but for a start I am modelling some ordnance, which easy easier to be modeller. At this moment I am focusing on aircraft US armaments (the full series of GP, AP and HE bombs up to 1,000lb, airborne depth charges, air torpedoes, including homing torpedoes, rockets, etc). Tomorrow I will post some renders. :up:

Historical guns specifications?:rock:

Yep, keeping on with that mod is on my todo list. I think part of it was included in TWoS. Any comment/wish? :)

fitzcarraldo
07-06-15, 05:56 PM
Hmm, that sounds strange... Type VIIA?

Have you tried to use mouse scroll to move hydrophone needle?

Tomorrow I will do the test of the mouse scroll.

Yes, Type VIIA, departing from Memel, first patrol.

Regards.

Fitzcarraldo :salute:

THE_MASK
07-06-15, 05:57 PM
The Gr2 editor is way under utilised . I can only use it for very minor things like making the tree meshes half the size lol . Moving the deck crew around on deck . Changing the underwater rocks etc etc . I am sure someone who knows what they are doing could do wonders even by manipulating existing Gr2 files .

gap
07-06-15, 06:28 PM
At this moment I am focusing on aircraft US armaments...

A couple of examples:

http://i519.photobucket.com/albums/u359/taneshikimano/Torpedo%20Mk13.jpg~original

Mark 13 ASW torpedo (https://en.wikipedia.org/wiki/Mark_13_torpedo)

http://i519.photobucket.com/albums/u359/taneshikimano/Torpedo%20Mk24%20Fido.jpg~original

Mark 24 "Fido" homing acoustic ASW torpedo (https://en.wikipedia.org/wiki/Mark_24_mine)



Though featured by some mods for SHIII and IV, AFAIK this is the first time these torpedoes are modelled correctly, as far as their sizes and shapes are concerned. As per historical records, the final versions will have plywood aerodynamic appendices which will become invisible underwater. Stick in mind that the renders above lack self illumination/normal maps yet. I think the models will look more vivid once finished. All in all, I have spent a lot of hours looking for good pictures/cross sections of the real things, and I have done my best to add as much realistic detail as possible, by still keeping texture size and polygon number reasonably low. I might still consider reducing them further in order to avoid lag or crashes on low-end computers, but I hope I can add LOD models to the game, similar to what is done for units. What do you think, should I go on?

The Gr2 editor is way under utilised...

...I am sure someone who knows what they are doing could do wonders even by manipulating existing Gr2 files .

I agree. It is a pity, considering all the hours TDW spent on it :yep:

I can only use it for very minor things like making the tree meshes half the size lol...

How have you managed doing that? I remember having tried the same, but I could only increase tree sizes. When I wanted to make them smaller, size in game didn't change. No matter how small their corresponding meshes were... :88):dead:

http://www.subsim.com/radioroom/showpost.php?p=2012406&postcount=979

vdr1981
07-06-15, 07:14 PM
Looking awesome Gap! :up:
But please, make sure to test your imported units and objects in heavily modded SH5 and in various situations, not only in stock game or with just a few mods. :yep:
Also , keep in mind that SH5 CTDs are always direct consequence of broken and overstretched SH5 engine and it has nothing to do with players hardware. If game wants to CTD, it will do so no mater how powerful your PC is...This is proven so many times...:yep:

gap
07-06-15, 07:28 PM
Looking awesome Gap! :up:
But please, make sure to test your imported units and objects in heavily modded SH5 and in various situations, not only in stock game or with just a few mods. :yep:

From now on TWoS, is my new standard that all my mods should be compatible with :03:

Also , keep in mind that SH5 CTDs are always direct consequence of broken and overstretched SH5 engine and it has nothing to do with players hardware. If game wants to CTD, it will do so no mater how powerful your PC is...This is proven so many times...:yep:

I know :-?
I am also under the impression that an excess of dat objects imported from SHIII/IV might be a "stressing" factor for SH5 game engine. That's why I want to make any effort to port all the dat units/objects imported in game so far to the GR2 format...

Oby
07-06-15, 07:54 PM
I know :-?
I am also under the impression that an excess of dat objects imported from SHIII/IV might be a "stressing" factor for SH5 game engine. That's why I want to make any effort to port all the dat units/objects imported in game so far to the GR2 format... This is certainly true...There would be a lot less CTDs if adittional model files from various mods would be in proper gr2 format...SH5 has some difficulties processing old dat format...

Hey Gap really nice new stuff on horizon...If I may make a proposal - It would be very nice if we would have a proper model and textures for depth charges in game...Vanilla ones are so lame...I could even provide some pictures and textures from older SH3/4 if you are interested...

Best regards.:salute:

gap
07-06-15, 08:19 PM
This is certainly true...There would be a lot less CTDs if adittional model files from various mods would be in proper gr2 format...SH5 has some difficulties processing old dat format...

Not to mention the other advantages: objects/units casting shadows, visible from the surface when submerged and not getting blurred when seen underwater, better light, fire, etc. effects, units triggering magnetic detonation, possibility of adding LOD models, etc. The only disadvantage is that it takes longer dealing with GR2 than with DAT files, coupled with some limitations of GR2 editor (especially the impossibility to add/remove meshes and to edit animations). :yep:

Hey Gap really nice new stuff on horizon...If I may make a proposal - It would be very nice if we would have a proper model and textures for depth charges in game...Vanilla ones are so lame...I could even provide some pictures and textures from older SH3/4 if you are interesting...

Do you mean naval depth charges? Indeed I am interested. Send my way all the information you can collect. Especially drawings and tech details (size, explosive load, detonation depths, letal radius, etc.). :up:

Oby
07-06-15, 08:31 PM
Ok I'll upload my stuff tomorrow...:up:

THEBERBSTER
07-07-15, 03:46 AM
When you request a mission you get a grid reference.
When you approach the grid you receive a radio message that tells you a patrol time of 48 hours and an area to patrol of 80km.
You do not make a game save during the 48 hours of game time until the next patrol grid appears.

When you receive the second patrol grid.
There is no radio message and no area patrol radius given.
You only know when this patrol grid has completed when the third patrol grid appears.
My question is, does the same principle apply to these later patrol grids of not being able to make a game while patrolling, or does this just apply to the first patrol grid.
Can you make game saves while patrolling these later patrol grids?

Radio message received after completing the 3 patrol grid.
http://i62.tinypic.com/2cxjic0.jpg

Peter

vdr1981
07-07-15, 08:23 AM
From now on TWoS, is my new standard that all my mods should be compatible with :03:

:up::up::up:


I know :-?
I am also under the impression that an excess of dat objects imported from SHIII/IV might be a "stressing" factor for SH5 game engine. That's why I want to make any effort to port all the dat units/objects imported in game so far to the GR2 format...
Very true...SH5 and dat objects just don't like each other...

vdr1981
07-07-15, 08:36 AM
My question is, does the same principle apply to these later patrol grids of not being able to make a game while patrolling, or does this just apply to the first patrol grid.
Can you make game saves while patrolling these later patrol grids?


I think you can not... I mean you can but your patrol counter will be reset.
I always restart my game between patrol grid assignments.

Keep in mind that secondary patrol grid assignments are merely cosmetic feature to create cool atmosphere and to give a player few promotional points...
They are important in that way but, that been said, you certainly don't want to miss incoming large convoy just because it's outside of your patrol area...:yep:

Trevally.
07-07-15, 10:45 AM
A couple of examples:


:o

Very nice Gap:up:

When you request a mission you get a grid reference.
When you approach the grid you receive a radio message that tells you a patrol time of 48 hours and an area to patrol of 80km.
You do not make a game save during the 48 hours of game time until the next patrol grid appears.

When you receive the second patrol grid.
There is no radio message and no area patrol radius given.
You only know when this patrol grid has completed when the third patrol grid appears.
My question is, does the same principle apply to these later patrol grids of not being able to make a game while patrolling, or does this just apply to the first patrol grid.
Can you make game saves while patrolling these later patrol grids?

Radio message received after completing the 3 patrol grid.


Peter

You can save in between patrol areas as the clock only start counting when within the stated radius:up:

THEBERBSTER
07-07-15, 12:51 PM
Hi Trevally

On grid references 2 and 3 there is not a radius given.

Also because there is no radio messages given to these two you do not know when the 48 hours starts, only when finished.

On grid reference 1. You receive a radio message with a time on it telling you to patrol for 48 hours and a range of 80 km.

After 48 hours you get a new grid reference number 2 with no start time or range to patrol.

After 48 hours you get another grid reference number 3 with no start time or range to patrol.

After 48 hours you receive a radio message to either return to base or do your own thing.

It is only on the first grid reference where you know when you will complete the 48 hours and know when you can make a safe game save.

Because you are not informed of grid references 2 and 3 having a 80km radius, logically you would look as just patrolling within the rectangular grid reference box for 48 hours.

In real time to play 48 hours without making a save especially in EBCW where you might be constantly surfacing and diving to avoid aircraft as well as setting up any attacking situations that might come along means that you need a lot of spare time on your hands.

Peter

vdr1981
07-07-15, 01:11 PM
http://s6.postimg.org/5th90nz71/SH5_Img_2015_05_03_15_15_14.jpg (http://postimg.org/image/5th90nz71/)

Why don't you draw your own radius references?:06:
After that, it doesn't take rocket science to figure out when your 48/72 h counter is actually started...:hmmm:

Meridian
07-08-15, 09:38 AM
Hi guys,

Trying to return to Silent Hunter after a longgggg lay off and thought I would give WoS a try.

I've followed all the install instructions and everything seems to load up fine as it should.

But, I don't see any scripts in the automation menu, what have I missed?

Thanks.

vdr1981
07-08-15, 09:44 AM
Hi guys,

Trying to return to Silent Hunter after a longgggg lay off and thought I would give WoS a try.

I've followed all the install instructions and everything seems to load up fine as it should.

But, I don't see any scripts in the automation menu, what have I missed?

Thanks.

Screenshot?

Meridian
07-08-15, 10:29 AM
Thanks for the fast reply. I found the problem and it's all OK now.

I have more than one SH5 install and I didn't have it set to the right one.

THEBERBSTER
07-08-15, 11:12 AM
Strange radio message, my boat is U29.

http://i57.tinypic.com/af7rxc.jpg

fitzcarraldo
07-08-15, 11:12 AM
I tested the sonarman with SH5 Enhanced UI in WoS.

Scroll mouse in the sonar station working fine.

The sonarman is displaced, observing with the "captain" camera and the sonar station camera.

Tested in VIIA, VIIB and VIIC.

Best regards.

Fitzcarraldo :salute:

Claudia
07-08-15, 11:47 AM
Five hours ago i found a convoy. It was a Hermes Carrier with a lot of destroyers. The carrier was damaged by 2 torpedoes but not destroyed. The destroyers began looking for me. A few minutes later the game CTD. Yesterday in a similar situation, same result.

Then I remember the test we did the other day and what Vecko said:

CTD which I was talking about is SHsim.act /AI related and it will occur only when leader unit in hunter killer group is engaged and damaged (not dead). If battleship is alone or if it's not set as a leader , CTD wont occur...

Some new findings regarding damaged task force leader CTD...
It seems that the game will only CTD if player is hiding from escorts with electric engines on "all stop" or if they lose sound contact. It's definitely some kind of IRAI /ship tactics bug. The game also wont CTD if damaged unit is not set as a leader or it is alone...Maybe we should start new thread for this issue so maybe we could attract even TDW's attention...

A little thought: This game is currently great thanks to the work of all of you. We have a lot of fantastic mods, megamods, all kind of customization, etc. But unfortunately we do not have enough stability. I think this should be the first target.

It is almost impossible to enjoy the game if half of the times we start an interesting battle, the game CTDs sooner or later.

I think the main problem in the game now is some bug related to IRAI. But TDW seems not to be here… Then the question is, can we handle this? Is there anything we can do?

This game needs stability, everything else seems secondary. I can help in testing and surely more things. But we need someone with enough knowledge and desire to lead all this. And a new thread.

I hope you agree. Thanks for reading :03:

vdr1981
07-08-15, 12:07 PM
This game needs stability, everything else seems secondary. I can help in testing and surely more things. But we need someone with sufficient knowledge and desire to lead all this. And a new thread.

I hope you agree. Thanks for reading :03:

I agree completely! :yep:
Actually, the CTD you've experienced is the last one if we talk about convoy/units engagement. The probable cause is somewhere within IRAI ship tactics script but I really don't know much about them. I made a bug report in IRAI thread but it seems that TDW is finished with his work on SH5...:(

So far I only know that the game wont CTD if leading battleship is declared dead by the game sooner (use more torpedoes) or if you use fast underwater propulsion so that escorts can actually hear you until leading unit is dead...

Other than that, I haven't saw any CTD during regular convoy engagements for a looong time with WoS...:yep:

Claudia
07-09-15, 07:02 AM
Actually, the CTD you've experienced is the last one if we talk about convoy/units engagement. The probable cause is somewhere within IRAI ship tactics script but I really don't know much about them. I made a bug report in IRAI thread but it seems that TDW is finished with his work on SH5An easy thing we can do is to test earlier versions of IRAI. If the CTD does not occur with one of them, maybe we could find what is causing the issue. AIX files are very easy to edit and compare.

The problem is... Where to find previous IRAI releases? IRAI_0_0_41 is the only one I have... :hmmm:

Other than that, I haven't saw any CTD during regular convoy engagements for a looong time with WoS...:yep:That is very good , great job :up:

vdr1981
07-09-15, 08:33 AM
An easy thing we can do is to test earlier versions of IRAI. If the CTD does not occur with one of them, maybe we could find what is causing the issue. AIX files are very easy to edit and compare.

The problem is... Where to find previous IRAI releases? IRAI_0_0_41 is the only one I have... :hmmm:

That is very good , great job :up:

You can find IRAI 0.39 here...http://www.subsim.com/radioroom/downloads.php?do=cat&id=86

I'll upload v0.37 for you...http://www.mediafire.com/download/jb0n1srud68duyj/IRAI_0_0_37_TheDarkWraith.7z

I don't have any other version...

Claudia
07-09-15, 09:50 AM
You can find IRAI 0.39 here...http://www.subsim.com/radioroom/downloads.php?do=cat&id=86

I'll upload v0.37 for you...http://www.mediafire.com/download/jb0n1srud68duyj/IRAI_0_0_37_TheDarkWraith.7z

I don't have any other version...

Ok thank you!

According to the patch notes I do not have much confidence in these two, but with a little bit of luck... :)

I think more relevant changes, for the issue that concern us, were made here:

v0.0.35 - made changes to sim.cfg to make it a little easier for AI to detect you
- enemy is allowed to search for contact longer
- operation plaster now has ability to ram contact if close enough to the surface
- HK leader now has ability to ram contact if close enough to the surface
- corrected bug where if leader was unable to follow waypoints it could possibly come to all stop (and the rest of the ships in group come to all stop also)
- more optimizations done
- changed how AI subs can fire guns at submerged contacts. If they spot you visually or they spot you on sonar (not hydro!) and you are <= 20m depth and within 8000m they will open fire
- rewrote sub AI so they don't get slaughtered by ship gunfire (they minimize exposure to it)
- corrected bug where if single unit was unable to follow waypoints it could come to all stop
- changed hedgehogs fall speed to 6.5
- changed hedgehogs launcher to max range of 200, diameter to 70
- fixed bug of when torpedo detected a unit could come to all stop vice trying to avoid torpedo
- Airplanes now hang around if they have cannons available and will not resume waypoints until your sub has submerged or it runs out of ammo. Also if a plane has no bombs and no torpedoes but it has cannons then it will come and investigate you (in previous versions it would just keep following waypoints)
- Airplanes (excluding torpedo bombers) now change altitudes as they are coming to investigate you, drop bombs on you, or shell you to death. This is something I've been trying to do for many months!
- When an airplane initially spots a contact it will drop down close to the water surface for it's initial run. If it's a torpedo bomber then it will stay close to the water until it delivers it's torpedo. If it's a bomber or a plane that has no bombs or torpedoes then it will pop up and make it's 'bomb run' at 3000m from the contact. This makes for a very nasty surprise because you have little to no warning that an airplane is tracking you!

v0.0.36 - fixed bugs found in code that could stop units from searching for a contact (found these bugs while testing in scapa flow)
- HK director now has ability to ram contact if it's surfaced
- fixed bug of leader sometimes not cancelling tactic and roles setup for ships in group
So I would like to try IRAI_0_0_34 or earlier.

But anyway, I will start testing 0_0_37. Cross your fingers :woot:

Claudia
07-09-15, 11:55 AM
No luck, same CTD still present, both v0.0.37 and v0.0.39 :down:

fitzcarraldo
07-09-15, 12:30 PM
Little problem with SH5 with WoS (and possibly with SH5 vanilla, not tested).

I have ships in ports and in navigation - and Museum - with some flickering textures. Is it normal? All the graphics looks very nice, but the ships have flickering textures in bridges and weapons.

Is there some special SH5 setup for Nvidia Inspector? I have a Nvidia GTX 750 2 Gb graphics card.

Many thanks and best regards.

Fitzcarraldo :salute:

vdr1981
07-09-15, 01:05 PM
No luck, same CTD still present, both v0.0.37 and v0.0.39 :down:

Yes, that's expected... :(

I'm sure that the problem is somewhere in data/scripts/AI folder , but which scrip exactly I cant tell...:hmmm:
If you could manage to narrow down the problem source to single file that would be extremely helpful...:yep:

EDIT:
Also, If anyone have some ollder IRAI versions on your hard drive please upload them here... :up:

vdr1981
07-09-15, 01:13 PM
I have ships in ports and in navigation - and Museum - with some flickering textures. Is it normal? All the graphics looks very nice, but the ships have flickering textures in bridges and weapons.


Nothing unusual, but mostly when you use free camera on distant objects...In normal gameplay this is very rare...:yep:

fitzcarraldo
07-09-15, 01:25 PM
Nothing unusual, but mostly when you use free camera on distant objects...In normal gameplay this is very rare...:yep:

Yes. I donīt have the effect in UZO/scopes.

Many thanks.

Fitzcarraldo :salute:

Oby
07-09-15, 01:35 PM
Yes, that's expected... :(

I'm sure that the problem is somewhere in data/scripts/AI folder , but which scrip exactly I cant tell...:hmmm:
If you could manage to narrow down the problem source to single file that would be extremely helpful...:yep:

EDIT:
Also, If anyone have some ollder IRAI versions on your hard drive please upload them here... :up:

Here: http://www.mediafire.com/download/1e87ubbeu5f8cu1/SilentHunter5_IRAI.rar

I hope it will help...

Oby
07-09-15, 01:45 PM
Little problem with SH5 with WoS (and possibly with SH5 vanilla, not tested).

I have ships in ports and in navigation - and Museum - with some flickering textures. Is it normal? All the graphics looks very nice, but the ships have flickering textures in bridges and weapons.

Is there some special SH5 setup for Nvidia Inspector? I have a Nvidia GTX 750 2 Gb graphics card.

Many thanks and best regards.

Fitzcarraldo :salute:

Put this file in your SH5 library folder(it may be incompatible with your aspect ratio but for now report any improvements on flickering).

http://www.mediafire.com/download/lqo8ld1ql2j3x19/camera.rar

Don't forget to make a backup of your original file!

fitzcarraldo
07-09-15, 02:20 PM
Put this file in your SH5 library folder(it may be incompatible with your aspect ratio but for now report any improvements on flickering).

http://www.mediafire.com/download/lqo8ld1ql2j3x19/camera.rar

Don't forget to make a backup of your original file!

Many thanks. Downloading now.

I use 1920x1080 resolution.

All the best.

Fitzcarraldo :salute:

vdr1981
07-09-15, 02:45 PM
Here: http://www.mediafire.com/download/1e87ubbeu5f8cu1/SilentHunter5_IRAI.rar

I hope it will help...

Great! :up:

You see this Claudia?

fitzcarraldo
07-09-15, 03:25 PM
Put this file in your SH5 library folder(it may be incompatible with your aspect ratio but for now report any improvements on flickering).

http://www.mediafire.com/download/lqo8ld1ql2j3x19/camera.rar

Don't forget to make a backup of your original file!

Tested. Flickering out. Working fine with 1920x1080 resolution.

Many thanks!! :yeah:

Fitzcarraldo :salute:

Oby
07-09-15, 03:39 PM
Tested. Flickering out. Working fine with 1920x1080 resolution.

Many thanks!! :yeah:

Fitzcarraldo :salute:

Happy to help...just for info - I'm using it on 8:5 ratio(1680:1050 monitor)...You got to check if your optics in game works correctly(stadimeter in the first place) on yours 16:9 ratio. I modified this long time ago, mainly for screenshoting...It has three or four zoomes in freecamera mode and some other modifications(reduced flickering)...

fitzcarraldo
07-09-15, 06:14 PM
Happy to help...just for info - I'm using it on 8:5 ratio(1680:1050 monitor)...You got to check if your optics in game works correctly(stadimeter in the first place) on yours 16:9 ratio. I modified this long time ago, mainly for screenshoting...It has three or four zoomes in freecamera mode and some other modifications(reduced flickering)...

OK. Many thanks. I'll continue to test. A possible collateral effect is a not working teleport to attack and obs. scope. I didn't have it with the WoS cameras.cam.

Best regards.

Fitzcarraldo :salute:

MCM
07-10-15, 01:43 AM
I have the "IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting" on my HDD. Still needed? Where can I upload it?

Greez
McM

Claudia
07-10-15, 07:30 AM
Here: http://www.mediafire.com/download/1e87ubbeu5f8cu1/SilentHunter5_IRAI.rar

I hope it will help...

Thank you! It was helpful.

Using version 0_0_29 the CTD does not happen anymore. I think this is very good. :)

Yes, that's expected... :(

I'm sure that the problem is somewhere in data/scripts/AI folder , but which scrip exactly I cant tell...:hmmm:

Yeah, I agree. I am trying to isolate the problem and reduce it to a file or a small group of files, but it seems very difficult.

If I touch one file -changing it to a previous versión- the mod often does not work properly, or CTD immediately... or destroyers seems stupid, etc. This way, if the game does not CTD, I can not know if it is for one reason or another, for example missing or malfunctioning scripts, etc.

I can try to go slowly following and understanding the code, but seems a long and complicated job.

So the next step would be to find the exact version that introduced the issue. From 29 to 37 there are still a lot of steps.

I have the "IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting" on my HDD. Still needed? Where can I upload it?

Greez
McM

Yeah, now I need IRAI versions from 30 to 36, except 32 that was not released. If you can upload it to mediafire, it could be useful. :haha:

vdr1981
07-10-15, 08:21 AM
Thank you! It was helpful.

Using version 0_0_29 the CTD does not happen anymore. I think this is very good. :)



Yeah, I agree. I am trying to isolate the problem and reduce it to a file or a small group of files, but it seems very difficult.

If I touch one file -changing it to a previous versión- the mod often does not work properly, or CTD immediately... or destroyers seems stupid, etc. This way, if the game does not CTD, I can not know if it is for one reason or another, for example missing or malfunctioning scripts, etc.

I can try to go slowly following and understanding the code, but seems a long and complicated job.

So the next step would be to find the exact version that introduced the issue. From 29 to 37 there are still a lot of steps.



Yeah, now I need IRAI versions from 30 to 36, except 32 that was not released. If you can upload it to mediafire, it could be useful. :haha:
Good job Claudia! :up: I've reached exactly the same conclusions...
I'll start new thread to see if someone have those old IRAI versions still on HDD...

redline202
07-10-15, 10:25 AM
Good job Claudia! :up: I've reached exactly the same conclusions...
I'll start new thread to see if some have thos pld IRAI versions till on HDD...

I have modified version of IRAI 0_0_29, have been testing AI for years to make it hardcore.
It would be great if someone figure out how to play with it in campaign without CTD.
If someone wants to experiment here it is:
http://www.mediafire.com/download/j223dqd5jsbxs95/HardcoreAI.rar

Also check my single mission called "Vs 2 Fletcher's" and see the difference between campaign AI and single mission AI.
All credits go to TheDarkWraith.

redline202
07-10-15, 11:51 AM
I have modified version of IRAI 0_0_29, have been testing AI for years to make it hardcore.
It would be great if someone figure out how to play with it in campaign without CTD.
If someone wants to experiment here it is:
http://www.mediafire.com/download/j223dqd5jsbxs95/HardcoreAI.rar

Also check my single mission called "Vs 2 Fletcher's" and see the difference between campaign AI and single mission AI.
All credits go to TheDarkWraith.

HardcoreAI V2, fixed bug with torpedos damage (now 1 torpedo for 1 ship).
Fixed submarine damage.
All credits go to TheDarkWraith and vdr1981 for R.S.D.
This is just for experimenting if someone likes.

http://www.mediafire.com/download/u6j0y3j3pu7w766/HardcoreAI+V2.rar

vdr1981
07-10-15, 12:59 PM
HardcoreAI V2, fixed bug with torpedos damage (now 1 torpedo for 1 ship).
Fixed submarine damage.
All credits go to TheDarkWraith and vdr1981 for R.S.D.
This is just for experimenting if someone likes.

http://www.mediafire.com/download/u6j0y3j3pu7w766/HardcoreAI+V2.rar

One torpedo, one ship is just Otto Kretschmer's expression for rational torpedo use and it shouldn't be taken literally...:yep:
In any case, with WoS and TDW's FXU most of the ships will sink/die within 30-60 minutes after single torpedo hit, assuming you hit them well, not just scratch their bow/stern...
If you were talking about "one torpedo, one instant kill" scenario, that's a different story then...

Also, what do you mean by "Fixed submarine damage"? Have I made something wrong?:hmmm:

redline202
07-10-15, 01:05 PM
One torpedo, one ship is just Otto Kretschmer's expression for rational torpedo use and it shouldn't be taken literally...:yep:
In any case, with WoS and TDW's FXU most of the ships will sink/die within 30-60 minutes after single torpedo hit, assuming you hit them well, not just scratch their bow/stern...
If you were talking about "one torpedo, one instant kill" scenario, that's a different story then...

Also, what do you mean by "Fixed submarine damage"? Have I made something wrong?:hmmm:


Oh..sorry my english is a little bit bad...i apologize.
I mean "one torpedo, one instant kill" because it's too hard with this mod.
No you didn't done nothing wrong with R.S.D, i implanted your great mod.
It's just for testing to see how AI behaves in single player in a compare to campaign. And maybe someone will fix it in campaign. I hope you don't mind i used it.

vdr1981
07-10-15, 01:13 PM
Oh..sorry my english is a little bit bad...i apologize.
I mean "one torpedo, one instant kill" because it's too hard with this mod.
No you didn't done nothing wrong with R.S.D, i implanted your great mod.
It's just for testing to see how AI behaves in single player in a compare to campaign. And maybe someone will fix it in campaign. I hope you don't mind i used it.

I see, no problems at all...:up:

I just thought that you've maybe discovered some glitch in RSD files. :yep:
I still get my brain spins when I remember those UPCGE files...:doh:

redline202
07-10-15, 02:58 PM
I see, no problems at all...:up:

I just thought that you've maybe discovered some glitch in RSD files. :yep:
I still get my brain spins when I remember those UPCGE files...:doh:

I don't know what kind of magic you did in RSD with UPCGE files...but you remind me of chief in Das Boot :03:

THE_MASK
07-10-15, 03:39 PM
I had a big cleanup about a year ago and threw all my old backup discs out . I do have
IRAI_0_0_39_TheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
Anyone tried playing WOS with the exe patcher (disable UPlay not enabled) . Is it some sort of screwed up drm thing . Even though you are not online the game uses the game launcher .
I am playing the campaign atm (sobers mega mod ) and a hunter killer group (I think) is all over me . Some ships direct other ships to me and they are dropping depth charges like mad . I can not escape . I cannot see because I don't have external camera but everything seems to be normal . I will try surfacing lol and see what happens . Lasted about 30 seconds .

maillemaker
07-10-15, 03:47 PM
I vaugely remember something in this thread about not assigning promotion points to the torpedo man.

Is that true?

Steve

MCM
07-10-15, 03:50 PM
Here the IRAI 0030:
https://www.sendspace.com/file/9hw35j

Hope that helps :D

THE_MASK
07-10-15, 04:05 PM
I vaugely remember something in this thread about not assigning promotion points to the torpedo man.

Is that true?

Steve
http://i60.tinypic.com/dvndkh.jpg