View Full Version : SH5 <> TUTORIALS <>HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS
THEBERBSTER
03-07-14, 11:15 AM
I am not currently active on the Subsim Forum.
If you have any questions just send me a PM and I will respond within 24 hours.
Information For > SHV <> All Posts Linked <
If you are new to SH5 look at this important information from Sjizzle in the link below in RED before you do anything else.
Read Before Installing any mods or patch with TDW's Generic Patcher (http://www.subsim.com/radioroom/showpost.php?p=2391239&postcount=1)
All Download Links > Forum Threads > YouTube Links > Last Checked 30th May 2015
You will find many of the Tutorial Posts come with full pictures and always include written Instructions
Important Information For Windows 10 Problem Solving
Solving Problems In Windows 10 > (https://www.makeuseof.com/tag/take-back-control-driver-updates-windows-10/)Undo & Temporarily Prevent Driver Updates > Roll Back Driver < Remove & Replace Driver > Block Driver Update > How To Stop Automatic Driver Updates > Local Group Policy Editor > Registry > Keep Your Drivers Under Control > Internet Pictorial By MUD > Acknowledgement to hauanqua for finding this useful information.
My Tutorials & Game Information For > SH5 <
Page 1
Installing TDW's Generic File Patcher Part 1 > Pictorial > Includes Download Link (http://www.subsim.com/radioroom/showpost.php?p=2182954&postcount=2)
How To Make Changes In TDW's Generic File Patcher And Run Administrator Part 2 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2182957&postcount=3)
JSGME Installing It Correctly > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2182962&postcount=4)
Update SH5 From v1.0.5.0 To v1.2.0 Immediately After Installing > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2182963&postcount=5) > Important Information
TDW's Option File Editor Viewer Installing It Correctly > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2182966&postcount=6)
TDW's NewUi 7-5-0 version 18 Installing It Correctly > Pictorial > Includes Download Link (http://www.subsim.com/radioroom/showpost.php?p=2182973&postcount=7)
TDW's NewUI Needs To Be Debugged (http://www.subsim.com/radioroom/showpost.php?p=2182974&postcount=8)
JSGME How To Export Your Mod List To A Subsim Post > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2182975&postcount=9)
Deck Gun Crew Testing Using TDW's NewUI (http://www.subsim.com/radioroom/showpost.php?p=2182977&postcount=10)
Firing The Deck Gun Manually Using TDW's NewUI (http://www.subsim.com/radioroom/showpost.php?p=2182980&postcount=11)
How To Change Your Game Play Settings In The Bunker (http://www.subsim.com/radioroom/showpost.php?p=2182997&postcount=12)
Replacing Steam With A Dvd (http://www.subsim.com/radioroom/showpost.php?p=2183001&postcount=13)
Page 2
4 Bearing Method By Kuikueg > 4 YouTube Tutorials + Instructions (http://www.subsim.com/radioroom/showpost.php?p=2184956&postcount=22)
SH5 Single Play Campaign Progress – Workaround By Vecko (http://www.subsim.com/radioroom/showpost.php?p=2185170&postcount=23)
TDW's 9 Patches In The Generic File Patcher (GFP) > Pictorial > Includes Download Link (https://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=23)
TDW's NewUi 7-4-2 Installing It Correctly > Pictorial > Includes Download Link (http://www.subsim.com/radioroom/showpost.php?p=2185383&postcount=25)
How To Get Fuel With No Re-supply (http://www.subsim.com/radioroom/showpost.php?p=2185440&postcount=26)
Crew Commands & Icon Positions For TDW's NewUI (http://www.subsim.com/radioroom/showpost.php?p=2185604&postcount=27)
JSGME Mod Validator Instructions (http://www.subsim.com/radioroom/showpost.php?p=2186317&postcount=28)
Silent Hunter Mod Validator Instructions (http://www.subsim.com/radioroom/showpost.php?p=2186323&postcount=29)
Installing Gramophone Music (http://www.subsim.com/radioroom/showpost.php?p=2186924&postcount=30)
Stop Those Circling Torpedoes > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2188233&postcount=31)
Page 3
Beginners Guide To Manual Targeting Fast 90 Degree Attack Setup (http://www.subsim.com/radioroom/showpost.php?p=2188656&postcount=35)
Intercepting A Convoy Having Received BDU Radio Message By Stoianm > 3 YouTube Tutorials + Instructions (http://www.subsim.com/radioroom/showpost.php?p=2189003&postcount=37)
J.P.C. 45 Degree Method SHV Revised For Tutorial > Pictorial > YouTube Tutorial (http://www.subsim.com/radioroom/showpost.php?p=2189150&postcount=38)
TDW Generic File Patcher Replacing My Old One With A New One! (http://www.subsim.com/radioroom/showpost.php?p=2189719&postcount=39)
How To Enable Decks Awash > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2190117&postcount=40)
How To Change Map And Tool Colors In TDW's Generic File Patcher (GFP) > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41)
Can I Skip The Silent Hunter 5 Tutorial? (http://www.subsim.com/radioroom/showpost.php?p=2190997&postcount=45)
Page 4
Draggable Compass Tutorial From TheDarkWraith’s Multiple UI mod By Sonarman.
(http://www.subsim.com/radioroom/showpost.php?p=2191197&postcount=46)
Why You Should Be Making Manual Saves (http://www.subsim.com/radioroom/showpost.php?p=2191760&postcount=48)
Lost Your Bearings? > This Might Just Put You Right (http://www.subsim.com/radioroom/showpost.php?p=2191819&postcount=49)
Career History CFG File Why You Need To Make A Copy Of It > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2193315&postcount=52)
TDW’s Generic File Patcher Illustrated Settings You Can Use In Yours > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2193776&postcount=56)
Using The 4 Bearing True Method By Trevally (http://www.subsim.com/radioroom/showpost.php?p=2194278&postcount=57)
New Mod For SH5 (RUSTED GLORY) By totheorder (http://www.subsim.com/radioroom/showpost.php?p=2197737&postcount=58)
Convoy Hunting For Ships In The Same Row By Stoianm> 4 YouTube Tutorials + Instructions (http://www.subsim.com/radioroom/showpost.php?p=2197867&postcount=59)
Convoy Hunting For Ships In The Same Column By Stoianm (http://www.subsim.com/radioroom/showpost.php?p=2199064&postcount=60)> 3 YouTube Tutorials + Instructions
Game Play Settings In Silent Hunter 5 (http://www.subsim.com/radioroom/showpost.php?p=2199066&postcount=61)
Page 5
TDW’s Generic File Patcher > Taking A Snapshot > Disabling Patches > Restoring A Snapshot > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2201055&postcount=62)
How Do I Know Which U-Boat I Have? (http://www.subsim.com/radioroom/showpost.php?p=2201540&postcount=63)
Open Horizons II > Campaign Dates > Bases > U-Boats > An Essential Guide (http://www.subsim.com/radioroom/showpost.php?p=2201543&postcount=64)
Play Silent Hunter 5 Offline! > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2202375&postcount=69) > Updated Information
How To Use The Free Registry Cleaner 'Ccleaner' > Pictorial > Includes Download Link (http://www.subsim.com/radioroom/showpost.php?p=2202382&postcount=70)
What You Can Do When You Finish Your Mission Early In SH5 (http://www.subsim.com/radioroom/showpost.php?p=2203326&postcount=71)
Run Your SH5.exe Application As An Administrator > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2204598&postcount=74)
Page 6
JSGME Enabling Mods Correctly > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2205226&postcount=77)
Page 7
R.P.M. Hydrophone How To Get The Contact's Speed > Pictorial > YouTube Tutorial (http://www.subsim.com/radioroom/showpost.php?p=2208570&postcount=96)
Spare (http://www.subsim.com/radioroom/showpost.php?p=2208573&postcount=97)
How To Enable The Periscope Filters > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2210493&postcount=104)
Page 8
U-Jagd Graph For Easy Referencing By Marco1971 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2211912&postcount=107)
U-Jagd Tutorial For Silent Hunter 5 > YouTube Tutorial > Graph + Instructions (http://www.subsim.com/radioroom/showpost.php?p=2212809&postcount=108)
FX_Update_0_0_22_ByTheDarkWraith How To Enable Correctly > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2213504&postcount=111)
How Can I Get A Better Frame Rate In Silent Hunter 5? (http://www.subsim.com/radioroom/showpost.php?p=2214219&postcount=112)
Stopwatch By Shmal > Adds a Swastika To The Stopwatch > Picture > Includes Download Link (http://www.subsim.com/radioroom/showpost.php?p=2214534&postcount=113)
Can I See My Frame Rate When I am Playing? (http://www.subsim.com/radioroom/showpost.php?p=2214935&postcount=114)
Essential Silent Hunter 5 Information For Sobers Mega Mod (http://www.subsim.com/radioroom/showpost.php?p=2215504&postcount=115)
How Can I tell What I Need To Do In A Stock Game Campaign? (http://www.subsim.com/radioroom/showpost.php?p=2215927&postcount=116)
EQuaTools > Pictures Of All The Tools Available > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2216490&postcount=117)
Moving Steam To A Different Directory (http://www.subsim.com/radioroom/showpost.php?p=2216557&postcount=118)
See All 28 Mods In Dynamic Environment v2.9 SH5 + New Additions (http://www.subsim.com/radioroom/showpost.php?p=2218577&postcount=119)
Page 9
Captain's Log 0000-00-00 Corruption And How To Correct It > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2222899&postcount=123)
JSGME Saving A Mod Profile Tutorial 1 Of 4 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2225341&postcount=124)
JSGME Adding A New Mod To A New Position Tutorial 2 Of 4 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2228927&postcount=125)
Page 10
JSGME How To Move A Mod To A New Position In A Mep File Tutorial 3 Of 4 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2233567&postcount=139)
JSGME How To Delete/Remove An Overwritten Mod By Using A Mep File Tutorial 4 Of 4 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2234984&postcount=140)
Various Charts Used In SH5 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2240147&postcount=141)
Auto TDC Targeting Without Using 3 Circles > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2248685&postcount=146)
Page 11
How To Change Your Game Play Settings in a Mission (Paths Only) (https://www.subsim.com/radioroom/showpost.php?p=2263396&postcount=156)
Spare
The RAOBF Wheel In Silent Hunter 5 > 3 YouTube Tutorials + Instructions (http://www.subsim.com/radioroom/showpost.php?p=2265301&postcount=160)
TDW’s Generic File Patcher Steam Installation Instructions By sirrawsrsalot > Updated Version (http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161)
An Easy Way Into Real Navigation > New and Revised > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2266455&postcount=162)
Changing The Crew Voice Files From English To German (http://www.subsim.com/radioroom/showpost.php?p=2266677&postcount=163)
Having Difficult With Manual TDC After Using Auto TDC? (http://www.subsim.com/radioroom/showpost.php?p=2266952&postcount=166)
Page 12
Fed Up Receiving The “BE MORE AGGRESSIVE” Radio Message (http://www.subsim.com/radioroom/showpost.php?p=2267177&postcount=168)
How To Use The Kriegsmarine Grid Numbers (http://www.subsim.com/radioroom/showpost.php?p=2267181&postcount=169) > Pictorial
Clearer Water Visibility Options > Download Link > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2267185&postcount=170)
Spare
Page 13
R.S.D. Hydrophone (KDB) Destruction Fix (http://www.subsim.com/radioroom/showpost.php?p=2280256&postcount=182)
How To See Contacts > Warships > Merchants > Submarines In The Hydrophone Station > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2280629&postcount=183)
How To Download Mods And Put Them In The Mods Folder (http://www.subsim.com/radioroom/showpost.php?p=2282377&postcount=187)
Revised Campaign Fix > New Information From vdr1981 (Vecko) (http://www.subsim.com/radioroom/showpost.php?p=2284492&postcount=188)
Page 16
TDW’s Options File Editor Viewer Making Changes Using The Py File > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2330165&postcount=232)
How To Convert Kilometres To Knots. (http://www.subsim.com/radioroom/showpost.php?p=2330166&postcount=234)
How To Calculate A Targets Speed By Using The Periscope Cross Hairs (http://www.subsim.com/radioroom/showpost.php?p=2330167&postcount=235)
How To Post A Picture To A Subsim Post Part 1 > Using The Picture Viewer > IrfanView > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2330171&postcount=237)
How To Post A Picture To A Subsim Post Part 2 > Using The Uploader > Postimage > Pictorial
(http://www.subsim.com/radioroom/showpost.php?p=2330172&postcount=238)
Changing The Nvidia GPU Settings > Essential Settings > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2330173&postcount=239)
Changing AMD Radeon GPU Settings > Essential Settings
(http://www.subsim.com/radioroom/showpost.php?p=2330175&postcount=240)
silentotto > How To Play Any Of The Open Horizon Campaigns > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2330176&postcount=241)
Page 21
GPU Driver Roll Back To A Previous Version > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2482219&postcount=303)
How To Change Your Games Renown > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2482221&postcount=304)
Have You A Font Size Problem With 2560 x 1440 Resolution? (http://www.subsim.com/radioroom/showpost.php?p=2482222&postcount=305)
(http://www.subsim.com/radioroom/showpost.php?p=2482222&postcount=305) Why Does My 4K TV Show 4K At 60Hz But Only 1440P At 30Hz? (http://www.subsim.com/radioroom/showpost.php?p=2482223&postcount=306)
THEBERBSTER'S The Wolves of Steel JSGME Mods Lists With And Without Real Navigation > 100% CTD Free (http://www.subsim.com/radioroom/showpost.php?p=2482224&postcount=307)
Page 28
How To Use Speech Recognition MiTons NewUI Editon v0.4.1 English In SH5 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515139&postcount=409)
How To Start A New Campaign In SH5 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515215&postcount=410)
Air Bases England, Scotland, Northern Ireland Showing Patrol Areas > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515219&postcount=411)
Override High DPI Scaling Behavior > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515223&postcount=412)
Orders To The Crew (Not TWoS) Can Be Found Here > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515226&postcount=413)
How To Use Fat Torpedoes In Silent Hunter 5 > Pictorial
(http://www.subsim.com/radioroom/showpost.php?p=2515228&postcount=414)
How Too Add Your Captains Name And U-Boat Number To Your Game > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515229&postcount=415)
Enigma Machine Code Breaking When You Do Not Have The Time > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515231&postcount=416)
How To Run The SH5.exe As Administrator > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515232&postcount=417)
Editing [DEVELOPING] When Using TDW's NewUI 7-4-2 And 7-5-0 Versions > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515234&postcount=418)
How To Send Radio Reports > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515236&postcount=419)
Download Interruption Fixes > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2515237&postcount=420)
Page 29
Keyboard Changes Needed In The Options File Editor Viewer (OFEV) with Church's SHV 1.01 Keyboard Commands 1.1 Mod (http://www.subsim.com/radioroom/showpost.php?p=2553875&postcount=430) > Pictorial
A Pictorial Step By Step Guide Through The Wolves Of Steel (TWOS) Installer (http://www.subsim.com/radioroom/showpost.php?p=2553876&postcount=431) > Pictorial
(http://www.subsim.com/radioroom/showpost.php?p=2553876&postcount=433)
Installing The Options File Editor Viewer (OFEV) In The Wolves Of Steel (TWOS) Mega Mod + Making Changes To Patches Now And Later (http://www.subsim.com/radioroom/showpost.php?p=2553877&postcount=432)> Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2553877&postcount=434)
You Can Have More Than 1 Silent Hunter 5 Game By Using the MultSH5 Application (http://www.subsim.com/radioroom/showpost.php?p=2553878&postcount=433) > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2553878&postcount=435)
Automation! > What Is It? > How Does It Work? > Let’s Check It Out (http://www.subsim.com/radioroom/showpost.php?p=2555425&postcount=434) > Pictorial
Automation > How To Assign Hotkeys > Part 1 (http://www.subsim.com/radioroom/showpost.php?p=2555426&postcount=435) > Pictorial
(http://www.subsim.com/radioroom/showpost.php?p=2555426&postcount=437)
Page 30
Automation > How To Assign Hotkeys Part 2 (http://www.subsim.com/radioroom/showpost.php?p=2555427&postcount=436) > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2555427&postcount=438)
How To Set Up The Options File Editor Viewer (OFEV) Automation Hotkeys (http://www.subsim.com/radioroom/showpost.php?p=2555451&postcount=437) > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2555451&postcount=439)
Different Types Of Keyboards Used In Silent Hunter 5 (http://www.subsim.com/radioroom/showpost.php?p=2555452&postcount=438) > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2555452&postcount=440)
German to English Translations Rankings and Submarine Terms In Silent Hunter III & V
(http://www.subsim.com/radioroom/showpost.php?p=2556009&postcount=439)
Enlarging the SH3 Dials UI for SH5 > Zoom Time Changing > Changing the X and Y Axis (http://www.subsim.com/radioroom/showpost.php?p=2556017&postcount=440) > Pictorial > Includes Download Link (http://www.subsim.com/radioroom/showpost.php?p=2556017&postcount=442)
A Visual Display And Understanding Of TDW’S Option File Editor Viewer (OFEV) Part 1> Pictorial
(http://www.subsim.com/radioroom/showpost.php?p=2557756&postcount=442)
A Visual Display And Understanding Of TDW’S Option File Editor Viewer (OFEV) Part 2 > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2557757&postcount=443)
(http://www.subsim.com/radioroom/showpost.php?p=2557759&postcount=444)The Wolves of Steel (TWOS) Restore Captains Icons Pack V.2 by JCWolf (http://www.subsim.com/radioroom/showpost.php?p=2557759&postcount=444)> Pictorial > Includes Download Link > Enable JSGME
Auto TDC Tutorial Attacking An Escorted Convoy (http://www.subsim.com/radioroom/showpost.php?p=2568473&postcount=445) > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2568473&postcount=445)
How To Change Game Play Settings At Sea When On Patrol (http://www.subsim.com/radioroom/showpost.php?p=2568475&postcount=446)> Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2568473&postcount=445)
Dial Options In Periscope View > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2568490&postcount=447)
Sub Systems German to English Translations Type IIA (http://www.subsim.com/radioroom/showpost.php?p=2568502&postcount=448) > Pictorial
Officer Groupings Default And Optional (http://www.subsim.com/radioroom/showpost.php?p=2568503&postcount=449)> Pictorial
The Wolves of Steel And Stormy’s DBSM SH5 v1.3 Basemod How To Make It Compatible > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2568504&postcount=450)
Page 31
High Contrast Nav Map With Inverse Shallow Colour By Nisgeis (https://www.subsim.com/radioroom/showpost.php?p=2568505&postcount=451)> A Selection Of Different Navigation Map Options To Choose From > Enable JSGME
(https://www.subsim.com/radioroom/showthread.php?p=1441457)
Spare
How To Re-Install A SH5 DVD Following Uplay’s Update Instructions For TWoS Players > Pictorial (https://www.subsim.com/radioroom/showpost.php?p=2568508&postcount=453)
How To Use The Ship’s Journal In Silent Hunter 5 > Pictorial (https://www.subsim.com/radioroom/showpost.php?p=2568510&postcount=454)
Black Rectangles Showing On The Menu Screen (https://www.subsim.com/radioroom/showthread.php?p=2568511#post2568511)
Downloads > Mods > Post Links > TWoS Information <
4GB Patch-NTCore Read information before Downloading (https://ntcore.com/?page_id=371)
4 Ways to Fix Uplay Failed to Start Download Error By TechWhoop (https://www.techwhoop.com/uplay-failed-to-start-download/)
9 SH5 Backed U (https://www.mediafire.com/?qpb4w74786yk6x2)p Stock Game (https://www.mediafire.com/?qpb4w74786yk6x2)Files (https://www.mediafire.com/?qpb4w74786yk6x2)
A Guide to Historical TWoS Gameplay by Cybermat47 (http://www.subsim.com/radioroom/showthread.php?t=238857)
Adding Crew Points Wth Silentotto By vdr1981 (http://www.subsim.com/radioroom/showpost.php?p=2495573&postcount=2)
A Message From TheDarkWraith For Those Who Have The Steam Version Of the Game (http://www.subsim.com/radioroom/showpost.php?p=2234906&postcount=12)
All 3d models from Silent Hunter 5: Battle of the Atlantic (http://www.subsim.com/radioroom/showpost.php?p=2316395&postcount=1)
Antilag By Kegetys > Curing Lagging > Stutter > Seizures > Manually Set The Frame Rate For Low FPS Problems (http://www.subsim.com/radioroom/downloads.php?do=file&id=2871)
Ausdampfverfahren Firing Solution Tutorial byTonic (https://www.youtube.com/watch?v=jLTkxym1y9s&list=PLOWnCqHDRIVINJnytcGlFr-RiWwyfcycx&index=8)
Auxiliary Cruiser Guns By Cybermat47 & V13dweller (http://www.subsim.com/radioroom/showpost.php?p=1947277&postcount=1)
Binoculars With Bearings By Torpedo V1 > Enable JSGME (http://www.mediafire.com/download/n7kb2elsdcnjtmo/Binoculars_with_bearing_by_Torpedo_v1.zip)
Black Screen Problem With Windows 10 Creator Version1703 Using The Windows Trouble Shooter To Fix The Problem (http://www.subsim.com/radioroom/showpost.php?p=2491418&postcount=11)
Boogie's Refit for TWoS (Texture Pack) By Boogieman335 (http://www.subsim.com/radioroom/downloads.php?do=file&id=5495)
Ccleaner Free Registry Cleaner > Includes Download Link > Essential Application When Re-installing Any SH Version (http://filehippo.com/download_ccleaner/)
Change Days In Bunker (http://www.subsim.com/radioroom/showpost.php?p=1757334&postcount=1) > Enable JSGME
Church's SHV 1.01 Keyboard Commands > Replaces The W-A-S-D Keys > Enable JSGME Last (http://www.mediafire.com/download/nvkvf6sz4t96h4i/Church's+SHV+1.01+Keyboard+Commands+v1.1.7z)
Clean The Map By Torpedo (http://www.mediafire.com/download/ochfczfufw1021v/Torpedo%27s+clean+map.zip)
Confused About Steam And Uplay When Installing TWoS By boogieman335 (https://www.subsim.com/radioroom/showpost.php?p=2641583&postcount=12811)
Critical Hits v 1.2 For The Deck Gun > Enable JSGME (http://www.mediafire.com/download/tca4nq85i7ga23u/Critical+hits+v+1.2.7z)
Das Boot Crew Faces By Conus00 > Enable JSGME (https://www.subsim.com/radioroom/showthread.php?t=206345)
Das_Boot_Crew_Mod_TDW's_NewUIs_TDC_7_5_0_version18 _By_Illyustrator > Enable JSGME (http://www.mediafire.com/download/cof9uh37bp5phxc/NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator .zip)
Das Boat Crew Speech > DBSM_ (http://www.mediafire.com/download/6z4lv78iq13stxd/DBSM_Speech_1_0_5.rar)Speech_1_0_5 (http://www.mediafire.com/download/6z4lv78iq13stxd/DBSM_Speech_1_0_5.rar)
Das Boat Music > DBSM_Music_1_0_5 (http://www.mediafire.com/download/x34oxndeuy04xvy/Das+Boot+Gramophone+music+loaded.rar)
Das Boot Wolf Weather Cold Depth Mod > By U-190 (https://www.subsim.com/radioroom/showthread.php?t=243160) > Enable JSGME (https://www.subsim.com/radioroom/showpost.php?p=2637025&postcount=1)
DeckKannonMatrix > Enable JSGME (http://www.subsim.com/radioroom/downloads.php?do=file&id=3568)
Depth_Keeping_Problem_TheDarkWraith > Enable Last JSGME (http://www.mediafire.com/file/37jrccdnvfjhove/Depth_Keeping_Problem_TheDarkWraith.zip)
Not needed if TDW's Generic File Patcher Application is installed.
DirectX 9.0C > Download Link > Essential Application For All SH Versions (http://filehippo.com/download_directx/)
DirectX End-User Runtime Web Installer (https://www.microsoft.com/en-us/download/details.aspx?id=35)
English Crew Voices By Kevinsue (http://www.subsim.com/radioroom/showpost.php?p=2480813&postcount=7766)
English Version Speech Fixes And Additions By KarlKoch (http://www.subsim.com/radioroom/showthread.php?t=174063)
Equipment_Upgrades_Fix_v1_4_Patch_1_Hotfix_2 (without date) By Choum > Enable JSGME (http://www.subsim.com/radioroom/downloads.php?do=file&id=4540)
External U-Boat Markers by Venatore > TWoS Compatible > Enable JSGME (http://subsim.com/radioroom/downloads.php?do=file&id=702)
https://i.postimg.cc/FKKKdtz4/External_Coloured_U-_Boat_Markers.jpg
German Language Mod for The Wolves Of Steel > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2546137&postcount=1)
German U-Boat Crew Language Pack By Venatore > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23)
GIMP GNU Image Manipulation Program (http://www.gimp.org/)
Goblin Editor The Complete Idiots Guide (large image warning) (http://www.subsim.com/radioroom/showpost.php?p=1328039&postcount=1)
Goblin Editor To Work In Windows 8.1 (http://www.subsim.com/radioroom/showpost.php?p=2329338&postcount=80)
Harbour Charts 1.0 By DieReeperbahn (http://www.subsim.com/radioroom/showpost.php?p=2400787&postcount=1)
Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons By HansSolo78 > Enable JSGME (http://www.mediafire.com/file/s61tcbogt3830oi/Harbour_Addition_Environment_Enhancement+MOD+v0.5+-+Open_Horizons.7z)
HCT_Deutsche U-Boote Theme > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2326508&postcount=1)
Historical Torpedo Ranges and Speeds TWoS Tested By Cybermat4 (http://www.subsim.com/radioroom/downloads.php?do=file&id=5399)
How To Add Additional Crew Speech With 2 Of Stormy's DBSM Mods To Be Compatible With The Wolves of Steel (TWoS) By XenonSurf (http://www.subsim.com/radioroom/showpost.php?p=2602894&postcount=1005)
How To Add Crew Promotion Points To Your Game By vdr1981 (https://www.subsim.com/radioroom/showpost.php?p=2495573&postcount=2)
How To Adjust/Change The Crash Dive Depth By Torpedo (http://www.subsim.com/radioroom/showpost.php?p=2611864&postcount=7)
How To Edit Sim Files >The Complete Idiots Guide to Goblin Editor (large image warning) (http://www.subsim.com/radioroom/showthread.php?t=165805)
How to Fix 2560x1440 Errors > Download Tool (https://windowstechies.com/-/en/filename-gen/?file=2560x1440&gclid=Cj0KCQjwi8fdBRCVARIsAEkDvnI0eetOH2vKjA7UUkGh Qb5dyJZ25Bo0pYOTaV7PYrnz1_IZkekaiEkaAs8wEALw_wcB)
How to Fix the 0xc000005 Error By thryckz (https://www.subsim.com/radioroom/showpost.php?p=2531349&postcount=17)
How To Intercept A Hydrophone Contact By Kylania > YouTube Tutorial
https://www.youtube.com/watch?v=6MXE5Vm3Cgw&t=1s
How To Plot An Intercept Course In Silent Hunter 5 The Wolves of Steel (TWoS) By Tonci87 > YouTube Tutorial
https://www.youtube.com/watch?v=B_r0WfKXEI4&t=2s (https://www.youtube.com/watch?v=B_r0WfKXEI4&t=2s)
How To Plot Latitude And Longitude Using The Nautical Chart In TWoS By Bstanko6 > YouTube Tutorial
https://www.youtube.com/watch?v=QDzGMSKmPl0&t=1s
How To Make Stormy's DBSM SH5 v1.3 Basemod Compatible With TWoS > Instructions (https://www.mediafire.com/file/7ack5gmml5rsv6a/How_To_Make__Stormy%27s_DBSM_SH5_v1.3_Basemod_Comp atible_With_TWoS.zip/file)
How To Transfer SH5 From Your Old System To A New One By Sjizzle (http://www.subsim.com/radioroom/showpost.php?p=2406297&postcount=7)
How To Transfer SH5 From Your Old System To A New One By Trevally (http://www.subsim.com/radioroom/showpost.php?p=2406193&postcount=4)
How To Use: TheDarkWraith .GR2 Editor (http://www.subsim.com/radioroom/showpost.php?p=1942247&postcount=1)
How To Use The Enigma Machine In The Wolves Of Steel Tutorial ByTaff In Exile > YouTube Tutorial
https://www.youtube.com/watch?v=t-7-FrBU4fY&t=1s
How To Use The Patrol Grid Reference Explained By Mobucks & joselillpdl (http://www.subsim.com/radioroom/showpost.php?p=2313750&postcount=5)
Hydrophone Tracker v1.1b Tool For 4 Bearings Method By Gutted (http://www.subsim.com/radioroom/showpost.php?p=1347786&postcount=1)
Immersive Techniques For The True Subsimmer! By bstank06 (https://www.subsim.com/radioroom/showpost.php?p=2588845&postcount=1)
Join The Official Subsim Steam Group (http://steamcommunity.com/groups/subsim)
JSGME (Jones Soft Generic Mod Enabler) (http://www.subsim.com/radioroom/downloads.php?do=file&id=4725)
JSGME Common Errors And Possible Solutions By Mikemike47 (http://www.subsim.com/radioroom/showpost.php?p=2060920&postcount=1)
JSGME PDF User Guide for the (Jones Soft Generic Mod Enabler) (http://www.subsim.com/radioroom/downloads.php?do=file&id=3814)
KDB Hydrophone Depth Destruction Fix (http://www.subsim.com/radioroom/showpost.php?p=2316157&postcount=5)
Kriegsmarine Grid Map Atlantic (http://www.ucw.cz/~jerome/blbosti/KM_MAPS-No_3401_Atlantic_Grid.jpg)
KSDCommander SH5 (http://www.subsim.com/radioroom/showthread.php?t=224584)
Let's learn to use RAOFB wheel in SH5 part 1-4.mkv By Stoianm1 > 4 YouTube Tutorials
https://www.youtube.com/watch?v=vmebnroFkB8&t=2s
Low FPS Try This From GT182 (http://www.subsim.com/radioroom/showpost.php?p=2371316&postcount=1)
Manual TDC How To Setup Speed & Depth > YouTube Tutorial
https://www.youtube.com/watch?v=ZejK46JamFE&t=1s
Map Contact Colors (Red-Blue-Green) Mod Replaces The Grey Color Ones Used In Mega Mods > Enable JSGME (http://www.mediafire.com/download/36oca6ws9ag82xg/Map_Contact_Color%27s.zip)
Mega Mod with MagUI interface "Wolfes From The Deep" (http://www.subsim.com/radioroom/showpost.php?p=2175369&postcount=1)
Menu Editor Tutorial By Karamazovnew (http://www.subsim.com/radioroom/showthread.php?t=163118)
Menu Editor Tutorial By Reaper7 (http://www.subsim.com/radioroom/showthread.php?t=165968)
MultiSH5 (http://www.mediafire.com/file/qmmvev3a64whjue/MultiSH5.zip/file)
Naights Submarine Textures (interior) > Enable JSGME (http://www.subsim.com/radioroom/showthread.php?t=171658)
New Creaks And Ambience By Kevinsue (http://www.mediafire.com/download/pob9oymz8rak38t/New+Creaks+and+Ambiance.7z) > Enable JSGME
nVidia missing lights > Enable JSGME > Included In TWOS (http://www.mediafire.com/download/67qr2722xdxbn31/nVidia_missing_lights.zip)
New UI's Dirty Periscope Masks By Gap > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2355577&postcount=11542)
OH II v2.5 Grid Request fix Patch SH5 > Enable JSGME (http://www.subsim.com/radioroom/downloads.php?do=file&id=4438)
OHII v2.5_Flag_Wind_Patch > Enable JSGME (http://www.mediafire.com/file/bi6bmwx58izdz1v/OH_II_v2.5_Flag_Wind_Patch.rar/file)
One Ship, One Torpedo v1.00 > Enable JSGME (http://www.subsim.com/radioroom/downloads.php?do=file&id=3366)
Overlay For TAI and Navigation Maps For SH5 By Shmal > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2271357&postcount=1)
Pascal-SH5-Crew-Uniforms_Version 14 (https://www.mediafire.com/file/fdvl16k3dlgb9fl/Pascal-sh5-Crew-Uniforms_version14.zip/file)
Playable U-FlaK for SH5 > Enable JSGME (http://www.subsim.com/radioroom/showthread.php?t=224498)
Real Navigation - Target Motion Analysis Cheat Sheet By palmic (http://subsim.com/radioroom/showthread.php?t=224368)
Real Navigation - How To Prepare A Torpedo Attack With Basic Trigonometry By palmic (http://subsim.com/radioroom/showthread.php?t=224627)
Real Navigation - Perfectly Controlled Approach By palmic (http://subsim.com/radioroom/showthread.php?p=2504582)
Real U-Boat Performance - Type VII by vdr1981 > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2148769&postcount=1)
Restore The Captain’s Face By Torpedo > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2440999&postcount=6048)
Reward Points > Oby Explains how the Points system works in SH5 > Renown > Promotion > Morale > Ranking > Value Points (http://www.subsim.com/radioroom/showpost.php?p=2615051&postcount=6)
RPM Hydrophone -MOD-SH5 By Macardigan > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2080386&postcount=1)
R.S.D. - Reworked Submarine Damage (Updated Version) By vdr1981 > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2108261&postcount=1)
RUSTED GLORY SH5 (Mega Mods Compatible)By totheorder > Enable JSGME (http://www.subsim.com/radioroom/downloads.php?do=file&id=4928)
RUSTED GLORY SH5 (LIGHTS ONLY) > Enable JSGME (http://www.subsim.com/radioroom/downloads.php?do=file&id=4929)
Scapa Flow East Entrance Guide And Maps For Breaking The Fortress By SS Norholm. (http://www.subsim.com/radioroom/showthread.php?p=2506432&posted=1#post2506432)
SD_MapLocationFix v1 mod by Seeadler (http://www.mediafire.com/download/tokal4jjtow4ald/SD_MapLocationNameFix_v1_2.7z) > Enable JSGME
SH Keymapper For SH3-4-5 By jimimadrid (http://www.subsim.com/radioroom/downloads.php?do=file&id=4715)
SHValidator_v_2_0_6_0.zip (http://www.mediafire.com/download/1043lsblglg3dlv/SHValidator_v_2_0_6_0.zip)
SH5 Event Camera Default On By U-190 (https://www.subsim.com/radioroom/showpost.php?p=2639817&postcount=1)
SH 5 TDC Manual TDC Attack On Move With Real Navigation By Pedro J. Gomez > YouTube Tutorial
https://www.youtube.com/watch?v=A7ZtWzvdlrI
SH5 Gramophone Shuffler > Enable JSGME (http://www.subsim.com/radioroom/downloads.php?do=file&id=1578)
SH5 G7 Torpedoes Historical Textures Pack By U-190 (https://www.subsim.com/radioroom/showpost.php?p=2639022&postcount=1)
SH5 Mod Guide For Beginners (http://www.subsim.com/radioroom/showpost.php?p=1806557&postcount=1)
SH5 No Intro Video By U-190 (https://www.subsim.com/radioroom/showpost.php?p=2639818&postcount=1)
SH5 Quick Start Guide By Harmsway (http://www.subsim.com/radioroom/showpost.php?p=1554388&postcount=1)
SH5 Real Clouds By U-190 (https://www.subsim.com/radioroom/showpost.php?p=2640482&postcount=1)
SH5: Sink Ship Manually From 20m Depth Using The Hydrophone And Map Plotting By Valkyrie612 > YouTube Tutorial
https://www.youtube.com/watch?v=8Qk8nHG_4uE
SH5 Speech Sound Mute FIx By U-190 (https://www.subsim.com/radioroom/showpost.php?p=2639816&postcount=1)
SH5: TWoS/OHII Singleplay Campaign Progress - Workaround > by vdr1981 (http://www.subsim.com/radioroom/showpost.php?p=2354364&postcount=1)
Silent CTD Hunter By vdr1981 (http://www.subsim.com/radioroom/showpost.php?p=2156916&postcount=1)
Silent Hunter 5 Das Boot Style > Das Boot Music > Loading Mission and Main Menu By U-190 (https://www.subsim.com/radioroom/downloads.php?do=file&id=5540)
Silent Hunter 5 Wolves of Steel - Diveplane Controls By Tonci87 > YouTube Tutorial
https://www.youtube.com/watch?v=IrXEyxwmQBg
Silent Hunter 5 Wolves of Steel - How to plot an intercept course By Tonci87 > YouTube Tutorial
https://www.youtube.com/watch?v=B_r0WfKXEI4
Silent Hunter 5 Wolves of Steel - RAOBF and Attack Disc Tutorial By Tonci87 > YouTube Tutorial
https://www.youtube.com/watch?v=jBFlosUt8SY
Silent Hunter 5 Tactics & Tips - "How do I?" & FAQ'S! READ IF YOU ARE STUCK (http://www.subsim.com/radioroom/showthread.php?t=162934)
silentmichal's new interior mod (main mod 1.2.4 + patch 1.2.4b > Enable JSGME (http://www.subsim.com/radioroom/showthread.php?t=200862)
SilentMichal’s Radio Room QR1 Changes By TheBeast > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2398537&postcount=501)
Silent 3ditor By skwasjer (http://www.subsim.com/radioroom/showthread.php?t=119571)
Silent3Ditor Configurator (S3D-CFG) By Rosomaha (http://www.subsim.com/radioroom/showpost.php?p=2438679&postcount=1)
Sobers Subsim Bonus Mega Mod All In One Version 1421 20072017 > Thread (Posts 1-2-3-4-5-6 (http://www.subsim.com/radioroom/showthread.php?t=192374)
sobers 7A_B deck crew moved for Shaefer > Enable JSGME (http://www.mediafire.com/file/1h8mar38bzz3xmg/sobers+7A_B+deck+crew+moved+for+Shaefer+SH5.zip)
Speech Fixes And Additions English And German Versions > Enable JSGME (http://www.subsim.com/radioroom/showthread.php?t=174063)
Speech Recognition for SH5 By Skwasjer > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=1316060&postcount=1)
STAINED BEAUTY SH5 By totheorder (http://www.subsim.com/radioroom/showpost.php?p=2468917&postcount=1)
Start From Where You Want, At Any Date Tutorial By XenonSurf (http://www.subsim.com/radioroom/showpost.php?p=2536836&postcount=1)
Stock Game Default 9 Files Before Installing TDW’s Generic File Patcher (http://www.mediafire.com/file/tybl5v2xw98s521/Stock_Game_Files.zip)
Stock (No Das Boot (https://www.subsim.com/radioroom/showthread.php?t=243632)) Music ForTWoS By vdr1981 (https://www.subsim.com/radioroom/showthread.php?t=243632)
Stormys DBSM v1.3 (http://www.mediafire.com/download/zu48fzq7ci48ldg/Stormys_DBSM_SH5_v1.3.rar)
Stormys DBSM SH5 v1.3 Additional Crew Sounds Beta6 (http://www.mediafire.com/download/86mdzede143dyvs/Stormys_DBSM_SH5_v1.3_additional_crew_sounds_beta6 %283%29.rar)
Stormys DBSM SH5 v1.3 Hotfix 3 (http://www.mediafire.com/download/29lfkoe325r6p02/Stormys_DBSM_SH5_v1.3_HOTFIX_3.rar)
Stormys DBSM SH5 v1.3 Optional Louder Engine Sounds (http://www.mediafire.com/download/zu449cuda96teze/Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s.rar)
Stormys DBSM SH5 v1.3 Optional No Magic Skills Mod German Dialogs (http://www.mediafire.com/download/1imes1cv6runa2f/Stormys_DBSM_SH5_v1.3_optional_No_Magic_Skills_mod _german_dialogs.zip)
TDC Real Navigation Tutorial With 100% Realism by hawaiian_hero (English) (http://www.subsim.com/radioroom/showpost.php?p=2389711&postcount=1)
TDW Generic File Patcher > Download Link (http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1)
TDW_SimData_Patch.s5p Number 9 Patch For the Generic File Patcher > Download Link (http://www.mediafire.com/file/rpppc4yqp4i4ivf/SHSim.zip/file)
TDW Options File Editor Viewer > Download Link (http://www.mediafire.com/download/50a7d3ln2j5g2ej/TDW_OptionsFileEditorViewer_v_1_0_32_0.zip)
The 4 Bearing Method v1 by Kuikueq (http://ricojansen.nl/downloads/four_bearings_method_v1,Kuikueg.pdf) > Pictorial
The 4 Bearing Method v2 by Kuikueq (http://ricojansen.nl/downloads/the_four_bearings_method_v2,Kuikueg.pdf) > Pictorial
The SH5 Eco Mod By gap > TWoS Compatible > Enable JSGME (http://www.subsim.com/radioroom/showthread.php?t=239310)
The SH5 German Language Patch (Deutscher Sprachpatch) by Raven Corax (http://www.subsim.com/radioroom/showpost.php?p=2236566&postcount=1)
The Wolf Pack A Collection Of U-Boat Modelling Articles (https://amp.rokket.biz/docs/the_wolf_pack_compr.pdf)
The Wolves of Steel (TWoS)_Alternative Campaign Progression > PDF Instructions (http://www.mediafire.com/file/7ukk8jcouucpfb4/The_Wolves_of_Steel_%28TWoS%29_Alternative_Campaig n_Progression.zip/file)
The Wolves Of Steel Campaign (TWoS) Campaign Transfer New Information 7th May 2018 > Important New Information (http://www.subsim.com/radioroom/showpost.php?p=2552192&postcount=10125)
The_Wolves_of_Steel (TwoS) F.A.Q.'s and Gameplay Tips > PDF Instructions (http://www.mediafire.com/file/45qym919s2bb0b0/The_Wolves_of_Steel_%28TWoS%29_F.A.Q.%27s_and_Game play_Tips.zip/file)
The Wolves of Steel (TWoS) Real Navigation Tutorial By Hawaiian_Hero > YouTube Tutorial
https://www.youtube.com/watch?v=PcmFnE1BLIw&t=1s
The Wolves of Steel TWoS Remove Compass From Binoculars (http://www.mediafire.com/file/p4qvamccptfgh7e/Page+binocular.rar)
The Wolves of Steel (TWoS) Transfer Of External Torpedo Instructions By vdr1981 (http://www.subsim.com/radioroom/showpost.php?p=2611386&postcount=6)
The Wolves Of Steel (TWoS) DeckGun Friendly Waves Mod (https://www.mediafire.com/file/53b2f5s5st5muwt/TWoS__DeckGun_Friendly_Waves.zip/file) > Enable JSGME
The Wolves Of Steel Mega Mod (TWoS) By vdr1981 > Highly Recommended For All SH5 Players (http://www.subsim.com/radioroom/showthread.php?t=210703)
The Wolves Of Steel (TWoS) English Crew Voices By Kevinsue (http://www.subsim.com/radioroom/showpost.php?p=2480813&postcount=7766)
The Wolves Of Steel (TWoS) German Language Mod > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=2546137&postcount=1)
The Wolves Of Steel (TWoS) How to Enable Auto TDC Targeting > And How To Test It (http://www.subsim.com/radioroom/showpost.php?p=2496049&postcount=8170)
The Wolves Of Steel (TWoS) How To Prepare Torpedo Attacks With Basic Trigonometry By Palmic (http://subsim.com/radioroom/showpost.php?p=2386302&postcount=1)
The Wolves Of Steel Mega Mod TWoS) > How To Enable Map Contacts (http://www.subsim.com/radioroom/showpost.php?p=2372551&postcount=3669)
The Wolves Of Steel *TWoS) Glass Covers For The SH3 GUI Style Dials Add on Mod By vdr1981 (http://www.mediafire.com/file/64ggb8uljeb4bs8/TWoS++Glass+Covered+GUI+Dials+By+vdr1981.zip)> Enable JSGME (http://www.mediafire.com/file/vzvhhr...+GUI+Dials.zip)
https://s15.postimg.cc/bvoioznaj/SH3_GUI_style.jpg
The Wolves of Steel (TWoS) & KSDCommander > PDF Instructions
(http://www.mediafire.com/file/k6yqvgloqyqhq2u/The_Wolves_of_Steel_%28TWoS%29__%26_KSDCommander.z ip/file)
The Wolves of Steel TWoS) Maintaining Extreme Depth with type VIIC/41 U-boat By vdr1981
> YouTube Tutorial
https://www.youtube.com/watch?v=Inzh39SQtTY
The Wolves of Steel Updated Installation Instructions (Download PDF) By vdr1981
(http://www.mediafire.com/file/5ru57hxn7d8f0f3/The_Wolves_of_Steel_2.2_Install_instructions.pdf/file)
The Wolves of Steel: Using Options File Editor / Viewer By vdr1981 > YouTube Tutorial
https://www.youtube.com/watch?v=JyRQ3t6df-Y&t=1s
The Wolves of Steel (TWOS) Restore Captains Icons Pack V.2 by JCWolf > See Post#446 For Installation Instructions
(http://www.subsim.com/radioroom/showpost.php?p=2562046&postcount=1)http://i963.photobucket.com/albums/ae118/Joao_Morgado/JCW%20Cpt%20Icons%20Mod_zpsltixn1ir.jpg
UMarks for SH3 and 5 By duckyll (http://www.subsim.com/radioroom/showpost.php?p=2567618&postcount=1)
Unscratched Optics for Large Optics v1.4 With Deck Gun Options By LesBaker > Enable JSGME (http://www.subsim.com/radioroom/downloads.php?do=file&id=5105)
Unscratched Optics for Large Optics v1.5 With Deck Gun Options By LesBaker > Enable JSGME (https://www.subsim.com/radioroom/downloads.php?do=file&id=5513)
Using The 4 Bearing Method While Moving By Tonci87 > YouTube Tutorial
https://www.youtube.com/watch?v=z2nr2G2SRGY&t=1s
VIIC41 Sub Mod For OHII By ADMIRALTIA (http://www.mediafire.com/file/jc4jp3reuc0rgcr/VIIC41_Sub_Mod_For_OH_II_By_ADMIRALTIA.zip)
VIIC41 Sub Mod For Stock By thadgar (http://www.subsim.com/radioroom/downloads.php?do=file&id=5290)
Why Is It Possible To Mark An X Anywhere On The Map And Have That Represent The Position Of Your U-Boat? By Anton Dvorak (http://www.subsim.com/radioroom/showpost.php?p=2556899&postcount=2)
Wolves of Steel Evaluation - Part 1: An Introduction To Real Navigation By Valkrie612 > YouTube Video
https://www.youtube.com/watch?v=K6PvbZJDTug
Wolves of Steel Evaluation - Part 2: Navigating Your Position By Valkrie612 > YouTube Video
https://www.youtube.com/watch?v=GSbyX8j5nfE&t=2s
Yes - Wolfpacks are working in SH5 By Trevally (http://www.subsim.com/radioroom/showpost.php?p=2282423&postcount=2)
7-Zip > Essential Application For Downloading Mods And Applications (http://www.7-zip.org/download.html)
Das Boot Theme - Guitar Cover > YouTube Video
https://www.youtube.com/watch?v=p-LKqjOxBLA&t=1s
STEAM Problem Fixes Section
STEAM > A Comprehensive Guide To Installing > By propbeanie (https://www.subsim.com/radioroom/showpost.php?p=2633825&postcount=8)
STEAM More Useful Information From propbeanie (https://www.subsim.com/radioroom/showpost.php?p=2642268&postcount=12822)
Steam Application Loading Error Fix By Cyborg322 (http://www.subsim.com/radioroom/showpost.php?p=2553732&postcount=10179)
Steam Problems With TDW’s Generic File Patcher Check Out Installing An XP Virtual Machine For Any Windows OS (https://www.google.co.uk/search?q=xp+virtual+machine+subsim&ie=utf-8&oe=utf-8&client=firefox-b&gfe_rd=cr&ei=8XA4WKShNrDS8AeInK3IAg#q=xp+virtual+machine+)
Z (https://www.mediafire.com/file/rj8m4heh8viiryc/SH5.exe.zip/file)
Courtesy acknowledgement to vdr1981 (Vecko) and all other contributors who have helped to make this Tutorial thread worthwhile.
TIP > Shade the text > Copy & Paste and save to a Notepad on your PC = Hard Copy
Need answers to questions. > Just send me a PM and I will do my best to help you.
NOOB questions answered willingly.
Looking for a mod you cannot find then maybe I can help you from my large mod collection > PM me.
Dock the Stock > Come On Board With Mods > With Help From TheBerbster
This 'Central Hub' has been created to answer frequently asked questions that appear on the 'Forum' Good Hunting Peter
Please report any 'Download Links' not working.
THEBERBSTER
03-07-14, 11:22 AM
Last updated 14th November 2019
This Tutorial is for installing TDW's Generic File Patcher (GFP) anywhere on your system as a stand alone application.
If a complete uninstall is done the stand alone GFP application is unaffected by this.
When the re-install is done just reconnect the GFP Patches to the SH5 Folder again.
DO NOT INSTALL THIS STAND ALONE VERSION FOR:
The Wolves of Steel (TWoS)
Sobers Mega Mod
Link to the (GFP).
http://www.subsim.com/radioroom/showthread.php?t=181433 (http://www.subsim.com/radioroom/showthread.php?t=181433)
Do Not put the GFP in JSGME or in any Silent Hunter 5 folder.
It is recommended that you backup the 9 original files below that are in your Silent Hunter 5 Main Folder by Copying and Pasting them to a New Folder in the Ubisoft folder. (Picture 2)
Likely looking Main Folder Path. C:\Ubisoft\Silent Hunter 5
1. Cameramanager.act
2. EnvSim.act
3. SimData.dll
4. Kernel.dll
5. Sh5.exe
6. SHCollisions.act
7. SHSim.act
8. SHSound.act
9. SH_NClient.dll
Picture 1 > Shows original files when backed up in a folder.
https://i.postimg.cc/yYMfVJkZ/1-Backed-original-files.jpg
Picture 2 > Ubisoft folder behind the main game folder.
https://i.postimg.cc/K8jWzX56/2-Ubisoft-folder.jpg
Picture 3 > GFP168 folder.
https://i.postimg.cc/DzvpD8j3/3-GFP168-folder.jpg
Picture 4 >Download the (GFP) in to the GFP168 Folder.
https://i.postimg.cc/tTL5XT5T/4-Download.jpg
Picture 5 > Open the Zip File and click on the Extract Tab.
https://i.postimg.cc/QCQphqC4/5-Open-zip-file-click-on-Extract.jpg
Picture 6 > Click Ok to confirm.
https://i.postimg.cc/Z5VXJ8y5/6-OK.jpg
Picture 7 > Shows the 8 files extracted to the GFP168 folder.
https://i.postimg.cc/C1DvnkdD/7-Files-extracted.jpg
Picture 8 > X to exit.
https://i.postimg.cc/L8bvyN1L/8-Close.jpg
Picture 9 > Start the application by double clicking on the Mickey Mouse icon.
https://i.postimg.cc/ry4mzmjk/9-Start-the-application.jpg
Picture 10 > Select your language and double click on it. Selecting the Language takes you to this next screen.
https://i.postimg.cc/XqsDn3pD/10-select-Language.jpg
Picture 11 > Opens to this screen.
Click on File.
https://i.postimg.cc/tgGDQ7B4/11-Next-screen.jpg
Picture 12 > Open.
https://i.postimg.cc/xjZvVcCV/12-Open.jpg
Picture 13 > Select the file path to your Silent Hunter 5 game folder.
https://i.postimg.cc/MpqbdgHn/13-Path-selection.jpg
Select Path to CameraManager.act. < First Patch.
Computer.
Drive C:
Ubisoft folder
Picture 14 > Silent Hunter 5 (Highlight folder only DO NOT OPEN).
https://i.postimg.cc/LsmCgnL0/14-Main-game-folder.jpg
Click on OK.
Repeat the instructions from 21 to 30 for each of the remaining 8 Patches as they appear.
Select Path to EnvSim.act
Select the Path to kernel.dll.
Select Path to SH5.exe
Select Path to SHCollisions.act
Select Path to SHSim.act
Select Path to SHSound.act
Select Path to SH_NClient.dll
Set Path to SimData.dll
There are 43 actions to install all Patches you should then see all 9 Patcher Files.
Picture 15 > Shows all 9 patches correctly installed.
https://i.postimg.cc/RCtD85Sd/15-installed-9-patches.jpg
If you do not see 9 patches then you have not installed to the right path.
Follow the instructions in Picture 16,
Picture 16 > Open the Generic Patcher CFG file.
Look for the patch with the wrong path and change it manually to the same path as the others.
Exit and Save.
https://i.postimg.cc/KvkpT6VB/16-change-manually.jpg
Picture 17 > Go to File and open.
https://i.postimg.cc/RCtD85Sd/15-installed-9-patches.jpg
Picture 18 > Shows Patches are installed disabled.
https://i.postimg.cc/X718ssM3/18-All-patches-are-disabled.jpg
Patches can be opened by Double clicking with your mouse.
Closes the (GFP) and completes the installation.
Other Generic File Patcher Posts maybe of interest
Post #3 How To Make Changes In TDW's Generic File Patcher And Run Administrator (http://www.subsim.com/radioroom/showpost.php?p=2182957&postcount=3)
Post #39 TDW Generic File Patcher Replacing My Old One With A New One! (http://www.subsim.com/radioroom/showpost.php?p=2189719&postcount=39)
Post #41 TDW's Generic File Patcher Changing The Map Colours (http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41)
Post #56 TDW’s Generic File Patcher Illustrated Settings You Can Use in Yours (http://www.subsim.com/radioroom/showpost.php?p=2193776&postcount=56)
Post #62 TDW’s Generic File Patcher > Taking A Snapshot > Disabling Patches > Restoring A Snapshot (http://www.subsim.com/radioroom/showpost.php?p=2201055&postcount=62)
Courtesy acknowledgement to TheDarkWraith
THEBERBSTER
03-07-14, 11:30 AM
Last updated 11th November 2015
How To Make Changes In TDW's Generic File Patcher (GFP)
This Tutorial will also show you how easy it is to run all your Silent Hunter Applications in Administrator Mode
1. Go to the (GFP) Folder GFP168 and open it. (Picture 1R)
Picture 1R
https://i.postimg.cc/vZ60LSMc/Picture-1-R-1920-x-1080.jpg
2. Open the first folder (File Folder)
3. First folder opened. (Picture 2R)
Picture 2R
https://i.postimg.cc/J02Qjj2N/Picture-2-R-1920-x-1080.jpg
3. The second folder is your Original Compressed Zip folder.
4. Click on the (GFP) Icon (Mickey Mouse) (Picture 3R)
Right Click with your mouse and select Properties.
Go to the Compatibility Tab.
Go to Privilege Level.
Tick the box Run this program as an Administrator.
Click Apply.
Click Ok.
Picture 3R
https://i.postimg.cc/cHD7NQZp/Picture-3-R-1920-x-1080.jpg
5. Click on the File Tab. (Picture 4R)
6. Click on the Open Tab.(Picture 4R)
If you are using TWOS Select > Restore snapshot.
Go to the Snapshot Folder and Double Click with the Mouse on the GPS File and it will Enable the required patches.
Picture 4R
https://i.postimg.cc/cLMnSQBF/Picture-4-R-1920-x-1080.jpg
7. Accept all Yes prompts as they appear. (Picture 5R)
Picture 5R
https://i.postimg.cc/qv0wfc37/Picture-5-R-1920-x-1080.jpg
7. Clicking Yes or No will select the Patchers you will see.
8. If you clicked Yes to all 9 Patcher Files you will see this as in (Picture 6R)
Picture 6R
https://i.postimg.cc/mrkQRm2T/Picture-6-R-1920-x-1080.jpg
9. Double click a Patcher to open it.
10. You will notice in this Patcher that all the individual Patches are Red as none have been enabled. (Picture 7R)
Picture 7R
https://i.postimg.cc/rFysvKpk/Picture-7-R-1920-x-1080.jpg
11. Double click on a Patch to open it. (Picture 8R)
Picture 8R
https://i.postimg.cc/rsPBnnmz/Picture-8-R-1920-x1080.jpg
12. Double click on the Change Number to open it. (Picture 9R)
Picture 9R
https://i.postimg.cc/1zQLjN90/Picture-9-R-1920-x-1080.jpg
13. Double click on Enabled False. (Picture 10R)
Picture 10R
https://i.postimg.cc/WzCy6dWk/Picture-10-R-1920-x-1080.jpg
14. Accept any 'Yes' prompts. (Picture 11R)
Picture 11R
https://i.postimg.cc/W34YBGxZ/Picture-11-R-1920-x-1080.jpg
15. You repeat the action for changing patch numbers 2 and 3. (Picture 12R)
Picture 12R
https://i.postimg.cc/c1v0Yw66/Picture-12-R-1920-x-1080.jpg
16. 'Check All Dependencies'
17. If there are multiple patches to change and they are in more than one Patcher 'Check All Dependencies' will bring it to your attention that these also need to be changed.
18. When you have finished making your changes.
19. Go to the File Tab. (Picture 13R)
20. Go to Exit. (Picture 13R)
Picture 13R
https://i.postimg.cc/vmPwxZsW/Picture-13-R-1920-x-1080.jpg
21. All changes are saved.
Other Generic File Patcher Posts
Post # 2 Installing TDW's Generic File Patcher (http://www.subsim.com/radioroom/showpost.php?p=2182954&postcount=2)
Post #39 TDW Generic File Patcher Replacing My Old One With A New One! (http://www.subsim.com/radioroom/showpost.php?p=2189719&postcount=39)
Post #41 TDW's Generic File Patcher Changing The Map Colours (http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41)
Post #56 TDW’s Generic File Patcher Illustrated Settings You Can Use in Yours (http://www.subsim.com/radioroom/showpost.php?p=2193776&postcount=56)
Post #62 TDW’s Generic File Patcher > Taking A Snapshot > Disabling Patches > Restoring A Snapshot (http://www.subsim.com/radioroom/showpost.php?p=2201055&postcount=62)
Courtesy acknowledgement to TheDarkWraith
THEBERBSTER
03-07-14, 11:38 AM
Last updated 25th April 2018
JSGME Installing It correctly
The Wolves Of Steel Mega Mod automatically installs this application for you.
This application is included in Sobers Subsim Bonus Mega Mod All In One Version1421 20072017 Download
JSGME Downmload link.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4725
Picture 1 > Subsim JSGME Download.
https://s31.postimg.cc/yadfiffd7/image.jpg
Picture 2 > Shows JSGME downloaded into the SH5 Main Game Folder.
https://s31.postimg.cc/od2epduwr/image.jpg
Picture 3 > Double click on the JSGME Zip File to open it.
https://s31.postimg.cc/4igd3b5ff/image.jpg
Picture 4> Click on the Extract Tab.
https://s31.postimg.cc/s9fqlfl23/image.jpg
Picture 5 > The path shows the SH5 Main Game Folder.
Press OK.
https://s31.postimg.cc/6a9by9eij/image.jpg
Picture 6 > Close the Zip File.
https://s31.postimg.cc/l7hsyujwr/image.jpg
Picture 7 > Double click on the JSGME_Setup to start the installation.
https://s31.postimg.cc/i0n9f8mm3/image.jpg
Picture 8 > Click Next on the Wizard.
https://s31.postimg.cc/ybndbktyz/image.jpg
Picture 9 > Tick “I accept agreement”
https://s31.postimg.cc/bmy6c2pgr/image.jpg
Picture 10 > Press Next.
https://s31.postimg.cc/wjuegrq2j/image.jpg
Picture 11 > Press Next.
https://s31.postimg.cc/zdxju87ob/image.jpg
Picture 12 > The path shows the SH5 Main Game Folder.
Press Next.
https://s31.postimg.cc/83c8mbrwr/image.jpg
Picture 13 > Tells you it will put the JSGME Icon on your Desk Top.
Press Next.
https://s31.postimg.cc/4whp2pf6j/image.jpg
Picture 14 > Click on Install.
https://s31.postimg.cc/tczux7asb/image.jpg
Picture 15 > Tells you about the different languages and how to access them.
Click Next.
https://s31.postimg.cc/cp8cuq363/image.jpg
Picture 16 > Untick the (Online) user guide as it only shows an error message.
Click Finish.
https://s31.postimg.cc/q65bdn37v/image.jpg
Picture 17 > Double click on the JSGME Icon to open the mod enabler.
https://s31.postimg.cc/3u7ikdeff/image.jpg
Picture 18 > Click on OK so the Mods folder can be installed.
https://s31.postimg.cc/6bj9rovrv/image.jpg
Picture 19 > Close JSGME.
https://s31.postimg.cc/5yrvlj0nf/image.jpg
Your game is now ready to accept Mods.
THEBERBSTER
03-07-14, 11:41 AM
Last updated 23rd December 2022
Important information Uplay replaced by Ubisoft Connect
Updated Tutorial
When the SH5 installation has completed it is important that this is updated to the latest game version v1.2.0 before going any further.
Go to the ‘Ubisoft Folder.’
Go to the main ‘Silent Hunter 5 Folder.’
Picture 1 > Shows the SH5.exe application v1.0.5.0 as installed.
https://i.postimg.cc/Qd3F00Wf/1-installed-version-v1-0-5-0.jpg
Picture 2 > Go to the ‘Support Folder’
https://i.postimg.cc/d1L3LfzV/2-support-folder.jpg
Picture 3 > Go to the ‘GameUpdater Folder’
https://i.postimg.cc/d0GngWWD/3-Game-Updater-folder.jpg
Picture 4 > Double click to run the ‘GU Application’
https://i.postimg.cc/26zdMCbX/4-Gu-application-needs-to-run.jpg
Picture 5 > Yes to start the update
https://i.postimg.cc/FzYSXz9G/5-Yes-to-update.jpg
Picture 6 > When finished updating confirms the version has changed to v1.2.0
https://i.postimg.cc/q7pCMjJN/6-confrimation-of-the-update.jpg
Picture 7 > Shows the 'Connection Error Message'
https://i.postimg.cc/XqyyNHsr/PICTURE-7.jpg
Picture 8 > Use your search engine to find 'Ubisoft Connect & select 'Download for PC'
https://i.postimg.cc/V6T5rqh2/8.jpg
Picture 9 > Start the installation and select your language from the 'Drop Down' arrow
https://i.postimg.cc/Dzr9HLLL/PICTURE-9.jpg
Page 10 > Accept the Licence
https://i.postimg.cc/zDgccnNB/PICTURE-10.jpg
Page 11 > You can use 'Browse' to select a different location to install to (It is not recommended to install in the 'Protected Directory' showing)
https://i.postimg.cc/7Z2hCtr4/PICTURE-11.jpg
Page 12 > I am installing in the folder in front of the game folder
https://i.postimg.cc/dQZVNSDy/PICTURE-12.jpg
Page 13 > The location is showing my installation path
https://i.postimg.cc/j2SQt09t/PICTURE-13.jpg
Page 14 > Installation has completed Press Next
https://i.postimg.cc/FRWkbfWX/PICTURE-14.jpg
Page 15 > Click on 'Finish' to run Ubisoft Connect
https://i.postimg.cc/prj82WCN/PICTURE-15.jpg
Page 16 > If this is the first time you have played SH5 you will need to 'Create an Account'
If you are re-installing then you will need the Email and Password you used for Uplay
https://i.postimg.cc/xjLcT4YS/picture-16.jpg
Page 17 > You now have a security option which can be skipped
https://i.postimg.cc/7YsDx3Ck/PICTURE-17.jpg
Page 18 > Select the 'Games' tab
https://i.postimg.cc/VvkTThWb/PICTURE-18.jpg
Page 19 > Click on the Silent Hunter 5 game picture
https://i.postimg.cc/ZYWXrGn1/PICTURE-19.jpg
Page 20 > Click on 'Update'
https://i.postimg.cc/s2B5n4WD/PICTURE-20.jpg
Picture 21 > Game is synchronising before loading
https://i.postimg.cc/cC6WYCjj/PICTURE-21.jpg
Page 22 > Select your preferred option
https://i.postimg.cc/13yQcvLw/PICTURE-22.jpg
Page 23 > This picture shows the game has loaded to the 'Main Menu' and shows the correct version
https://i.postimg.cc/dtjM18L1/PICTURE-23.jpg
Note
If you are having a problem with the game loading from the SH5.exe see Picture 24 below the circle is continuously spinning trying to update the game before launching.
Click on the x to close the game down and it will exit back o the Desktop.
Now load the game from Ubisoft Connect it is quite possible that your game picture is showing an update button and for some reason could not do it from the SH5.exe
https://i.postimg.cc/T3zCDJCm/PICTURE-24.jpg
You can make 'Ubisoft Connect' a Shortcut on your Desktop or Pin it to the Taskbar
THEBERBSTER
03-07-14, 11:46 AM
Last updated 1st December 2018
This Tutorial is for installing TDW's Options File Editor Viewer (OFEV) anywhere on your system as a stand alone application only.
If a complete uninstall is done the stand alone the OFEV application is unaffected by this.
When the re-install is done just follow the instructions from Picture 10 to Picture 14.
The OFEV is included in TDW's NewUI's 7-4-2 and 7-5-0 base mods.
DO NOT INSTALL THIS STAND ALONE VERSION FOR:
The Wolves of Steel (TWoS)
Sobers Mega Mod
Download Link to > TDW’s Options File Editor Viewer Version_v_1_0_32_0 (http://www.mediafire.com/download/50a7d3ln2j5g2ej/TDW_OptionsFileEditorViewer_v_1_0_32_0.zip)
The Basic way to make changes to the OFEV.
1. Disable the version of TDW’s NewUIs_TDC_7_4_2 or 7_5_0 ByTheDarkWraith Main Mod that you are using from JSGME.
1.1. Disable all TWOS mods in JSGME.
2. Make a New Folder and give it a name and place it in a convenient place that will be easier to find.
3. For the purpose of this Tutorial I will call the New Folder OFEV32.
4. Download the (OFEV) in to the OFEV32 Folder. (Picture 1)
Picture 1
https://i.postimg.cc/mkt3wVJd/1.jpg
5. Open the Zip File.
6. You will see 2 Files. (Picture 2)
Picture 2
https://i.postimg.cc/ht9LpXZq/2.jpg
7. Open the OptionsFileEditorViewer > Application with your mouse.
8. Click on the Extract All Box. (Picture 3)
Picture 3
https://i.postimg.cc/5tbwGfDQ/3.jpg
9. You will see from the path showing that it is going to Extract and Copy to the OFEV32 Folder (Picture 4)
10. Click on Extract. (Picture 4)
Picture 4
https://i.postimg.cc/MpbB1hX6/4.jpg
11. (OFEV) > Application exe the Mickey Mouse Icon is now showing. (Picture 5)
Picture 5
https://i.postimg.cc/05FBbHzX/5.jpg
12. Open the Mickey Mouse .exe Application.
13. You will now get an Error Message. (Picture 6)
14. CFG file missing! Building cfg file! Please restart the App. (Picture 6)
Picture 6
https://i.postimg.cc/hGDCHkYv/6.jpg
15. Click Ok.
16. You will now see the missing cfg file has been added. (Picture 7)
Picture 7
https://i.postimg.cc/NMLd01Bw/7.jpg
17. Open the Mickey Mouse .exe Application.
18. Select your Language (Picture 8)
19. Double click on it to select it. (Picture 8)
Picture 8
https://i.postimg.cc/c4fX61y6/8.jpg
20. Open the File Tab. (Picture 9)
Picture 9
https://i.postimg.cc/4NvQs8V9/9.jpg
21. Select Set path to menu.txt… (Picture 10)
Picture 10
https://i.postimg.cc/DzNqBRkt/10.jpg
22. Typical looking path could be C:\Ubisoft\Silent Hunter 5\Mods\NewUis_TDC_7_5_0_ByTheDarkWraith\data\Menu (Picture 11)
23. Replace 7-5-0 with 7-4-2 if you are using a different version.
24. Click on Open. (Picture 11)
Picture 11
https://i.postimg.cc/cCRw1HgS/11.jpg
25. Click on the File Tab again. (Picture 12)
Picture 12
https://i.postimg.cc/ry1rrDs6/12.jpg
26. Select Set SH5 install path… (Picture 13)
Picture 13
https://i.postimg.cc/fLjRJ0KB/13.jpg
27. Typical looking path could be C:\Ubisoft\Silent Hunter 5
28.Highlight the Silent Hunter 5 Folder by clicking on it Once with your Mouse. (Picture 14)
29. Click on OK. (Picture 14)
30. You can see that the last 2 lines show that both paths have been set correctly.
Picture 14
https://i.postimg.cc/K86Gf5p0/14.jpg
31. Click on the File Tab again. (Picture 15)
Picture 15
https://i.postimg.cc/Bbn4b7tn/15.jpg
32. Click on the First Open (Picture 16)
Picture 16
https://i.postimg.cc/ZRThss8x/16.jpg
33. We now need to find the .py File.
34. Typical looking path could be C:\Ubisoft\Silent Hunter 5\Mods\NewUis_TDC_7_5_0_ByTheDarkWraith\data\Scrip ts\Menu
35. Open the Menu Folder.
36. You will now see TheDarkWraithUserOptions PY File (Picture 17)
37. Double click with your Mouse on the .py File to open it. (Picture 17)
Picture 17
https://i.postimg.cc/Jh5fX3fD/17.jpg
38. (OFEV) showing opened. (Picture 18)
Picture 18
https://i.postimg.cc/L5cCwndF/18.jpg
39. To change the Is patch decks awash installed (Picture 19)
40. Double click on False to open. (Picture 19)
Picture 19
https://i.postimg.cc/qMn4RKvn/19.jpg
41. Click on the True Button and then Accept. (Picture 20)
Picture 20
https://i.postimg.cc/ZqfhgFwk/20.jpg
42. You will notice that the False is now True and has changed from Red to the color Blue. (Picture 21)
Picture 21
https://i.postimg.cc/fbRGxSD8/21.jpg
43. To Save any changes go back to the File Tab.
44. And click on Save. (Picture 22)
Picture 22
https://i.postimg.cc/tJWwXhN4/22.jpg
45. Confirm the Save by Pressing Yes. (Picture 23)
Picture 23
https://i.postimg.cc/X7Kmmkv2/23.jpg
46. Accept any Further prompts you get.
47. Exit to close and leave the (OFEV) (Picture 24)
Picture 24
https://i.postimg.cc/5trRLPPt/24.jpg
48. If you now back tothe OFEV32 Folder you will see the (OFEV) File Folder and the original Zipped File there. (Picture 25)
Picture 25
https://i.postimg.cc/zGXtMm6B/25.jpg
49. Open the First File Folder.
50. It is a good idea to change the Mickey Mouse .exe Application to Run as Administrator.
51. Another useful option is either to Make a Desktop Shortcut or alternatively Pin to Taskbar.
52. Open the Mickey Mouse .exe Application.
53. You will now see TheDarkWraithUserOptions > .py File (Picture 17)
54. Double click with your Mouse on the .py File to open it. (See Picture 17)
55. (OFEV) has opened. (See Picture 18)
56. Enable the mods in JSGME.
57. If your game is installed from Steam you cannot enable Decks Awash as it also needs to be enabled in TDW's Generic File Patcher.
58. If playing with Real Navigation some changes made True may still remain Disabled.
Courtesy acknowledgement to TheDarkWraith
TIP
If you shade this Tutorial and then copy and paste it to aNotepad you can then edit it.
THEBERBSTER
03-07-14, 11:56 AM
Last updated 22nd April 2018
TDW’s NewUi_ 7_5_0_TheDarkWraith_ version 18 Installing It Correctly
This mod more than any other seems to cause a lot of installing problems.
I am referring to where one or more Folders hide behind the Folder that is in view.
Download Link TheDarkWraith's New UI for SH5 v7.5.0 test version 18 (http://www.subsim.com/radioroom/showpost.php?p=2234880&postcount=11363)
Picture 1 > TDW’s NewUi_ 7_5_0_TheDarkWraith_ version 18 (Current/Latest) is a collection of 15 Mods.
https://s13.postimg.org/g4zrx5btz/image.jpghttps://s17.postimg.cc/x0idaewr3/image.jpg
Picture 2> To install this mod correctly create a New Folder.
Download the Zipped Mod File into the New Folder.
Or copy and paste the mod to the New folder if you have already down loaded it.
https://s16.postimg.org/dt58dz45x/image.jpghttps://s17.postimg.cc/pkj3onjcf/image.jpg
Picture 3 > When you unzip the file you will see this.
Click on the Copy Tab to select it
https://s22.postimg.org/yej4qgxs1/image.jpghttps://s17.postimg.cc/9z1s4hhm7/image.jpg
Picture 4 > Press OK to confirm you want to Copy it.
Now Exit > X.
https://s15.postimg.org/haa9yud0r/image.jpghttps://s17.postimg.cc/3y437ipvz/image.jpg
Picture 5 > You now have 2 items in your New Folder.
https://i.postimg.cc/zvHb3fyB/5.jpg
Picture 6 > Open the Folder and you will see 3 File Folders.
Dials Folder 1 (Also contains 3 Dial’s Folders and a text ‘Readme’)
Mods Folder 2 (Contains the 15 mods)
Texts Folder 3 (In various languages shows you how the NewUI is set up)
https://i.postimg.cc/1zWrqf3c/6.jpg
Picture 7 > Open the Mods Folder and you will see the 15 mods.
You can copy and paste any additional mods behind the Main Base Mod (No3).
If you intend to use Real Navigation make sure this is not over written by any other enabled mod.
https://i.postimg.cc/fRCxGJmn/7.jpg
Picture 8 > Copy and Paste Mod number 3 to your JSGME Mods Folder.
https://i.postimg.cc/PxpYvycT/8.jpg
Picture 9 > Go to your JSGME Mods Folder and open the NewUi Mod.
You should now see this.
You can now Enable the Mod in JSGME.
https://i.postimg.cc/XvXytxnd/9.jpg
Always check Mod’s for additional information in the Text Documents.
Important You Now Need To Make The Following Change.
In order to receive debug messages from the ship's journal feature of the mod you need to ensure the following Developing is set out below in your:
Documents
SH5
Data
Cfg
Main
DEVELOPING Change this to
Modding=Yes > remove ;
;MenuEditor=Yes
;DebugScripts=Yes
Important You Now Need To Make The Following Changes.
When using TDW’s NewUI 7-5-0 a change needs to be made in TDW’s Generic File Patcher.
Patch 4 showing > Real nav menu.txt entries needs to be enabled (blue)
Patch 4 showing > New Game Destroyed Marks (required for TDW UIs mod v7-5-0 and greater) (new_destroyed_marks) needs to be enabled (blue)
THEBERBSTER
03-07-14, 12:02 PM
Last updated 14th April 2017
If you are going to install one of TDW's NewUI 7-4-2 or 7-5-0 interface mods to your game you need to make a change to one of your files.
In order to receive debug messages from the ship's journal feature of the mod you need to ensure the following “Developing” is set out below in your Ubisoft\Silent Hunter 5\data\Cfg\main
Ubisoft
Silent Hunter 5
Data
cfg
Main
"Developing" Change this to
Modding=Yes remove this > ;
;MenuEditor=Yes
;DebugScripts=Yes
Courtesy acknowledgement to TheDarkWraith
THEBERBSTER
03-07-14, 12:05 PM
Last update 5th April 2016
This Tutorial will show you how to Export your Mod List to a Subsim Post or any other chosen destination.
1. Open JSGME.
2. Go to Tasks. (Picture 1)
3. Go to Export Activated Mod List to. (Picture 1)
4. Select Clipboard. (Picture 1)
Picture 1
https://i.postimg.cc/5tWZRKBk/1.jpg
5. Open the Subsim Post where you want to show your Mod List. (Picture 2)
6. Right Click with the Mouse and Select Paste. (Picture 2)
Picture 2
https://i.postimg.cc/k41YqTSC/2.jpg
7. The Mod List is now showing having been Pasted. (Picture 3)
8. Preview or Press Save
Picture 3
https://i.postimg.cc/JnnK6j22/3.jpg
9. The Mod List is now showing having been Posted. (Picture 4)
Picture 4
https://i.postimg.cc/t4NL8tBq/4.jpg
THEBERBSTER
03-07-14, 12:13 PM
Last updated 16th June 2017
No “Binoculars” were used in these tests.
Icons are to be read from the right to left for numbering purposes.
1st Test using “Dieter Epp” Officer on the bridge
1. Give the order to officer on the bridge to > “M.T.D.G. (This will bring the Gun Crew on to the Deck)
2. Watch Officer > Icon 1
3. Battle Stations > Icon 5
4. Crew on Deck > Icon 10
5. M.T.D.G. > Icon 4 (This will already be yellowed)
6. Deck Gun > Icon 8
7. F.A.W. > Icon 9
8. Hold Fire > Icon 8
9. Battle Stations > Icon 5 (Will reposition the Deck Gun properly)
10. Give the order to officer on the bridge to > Secure The Deck Gun.
Note 1: The “Battle Station” icon is essential before and after.
Note 2: Before the Gun automatically fires there is a slight time delay
which can be explained as “Time to receive the order to fire”.
Note 3: Do not use F7 Battle Stations. Battle Stations must be from the “Watch Officer”
2nd Test only using the icons from the “Watch Officer”
1. Watch Officer > Icon 1
2. Battle Stations > Icon 5
3. Crew On Deck > Icon 10
4. M.T,D.G. > Icon 4
5. Deck Gun > Icon 8
6. F.A.W. > Icon 9
7. Hold Fire > Icon 8
8. Battle Stations > Icon 5 (This will secure the Deck Gun in the proper position)
Notes 1 – 2 – 3 all apply to test 2
Note 4: There is no way to remove the “Deck Gun Crew” from the “Deck Gun”
If the officer on the bridge is given the order to “M.T.D.G. and then the order “S.T.D.G. The “Deck Gun” will not be positioned correctly.
The “Deck Gun Crew” will normally fire at the nearest target. When this is destroyed they will automatically reposition the “Deck Gun” and start firing at the next nearest target. The “binoculars can be locked on to select the target of your choice using the above instructions. It is not necessary for the “Binoculars to be looking at the target once firing has commenced.
Courtesy acknowledgement to TheDarkWraith
Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
03-07-14, 12:29 PM
Last updated 31st December 2014
Instructions > How To Fire The Deck Gun Manually.
“Main Menu” select “Options”
Selecting “Game Play Settings” will change the way the “Deck Gun” operates.
No Deck Gun Projectile Path
When this Box is Ticked.
1. No Green Gun Sight.
2. No Shell will be seen on the TAI Map
No Deck Gun Projectile Path
Box Not Ticked
1. Green Gun Sight will be the first Gun Sight showing.
2. Your TAI Map will show where your Shells are falling.
It is essential that the “Battle Station” order is given by the Watch Officer Icon 1.
If this is not done then the “Deck Gun Crew” will not place the “Deck Gun” in the correct position after leaving it.
(Before) You give the orders then either “Walk” or “Teleport” to the “Deck Gun”.
1. Watch Officer > Icon 1
2. Battle Stations > Icon 5
3. Crew On Deck > Icon 10
4. M.T.D.G. > Icon 4
(Or After) You now either “Walk” or “Teleport” to the “Deck Gun”
Then give the above orders.
When you get to the “Deck Gun” you will see a “Green Gun Sight”. (Depending on your “Game Play Settings).
To “Traverse” the gun and “Elevate” it is all done by moving your mouse.
There is an annoying glitch that causes you to lose your “Deck Gun Crew”. This happens when the U-boat is pitching up and down. You will notice this when you cannot move the “Deck gun” from side to side.
To call the “Deck Gun Crew” back you need to do the following every time this happens.
1. Crew On Deck > Icon 10
2. M.T.D.G. > Icon 4
Leave your “Icons” showing so that you can see them.
Any “Yellowed Icon” is active.
The second way to fire the “Deck Gun.
Click on the “Gun Sight” in the top left corner.
This opens the “Standard Gun Sight”.
Click on the “Gun Sight” again in the top left corner.
This opens up the “High Power Gun Sight”
Moving your mouse will move the “Deck Gun” from left to right (Traversing)
Using your mouse wheel will raise and lower the “Deck Gun” (Trajectory)
There are 3 types of “Ammunition” available.
1. A.P. > Armour Piercing.
2. H.E. > High Explosive.
3. A.A. > Anti Aircraft
The amount of “Ammunition” available is shown under each shell.
To select the shell type just click on it with your mouse.
1. Place the “Deck Gun Sight Crosshairs” on the target.
2. Adjust the “Elevation”
3. Press the “Space Bar” to “Fire”
You will see in the “Message Box” “Gun Loading”
If you look at the “Shell” you will see it filling up.
You can keep pressing the “Space Bar” down and still move your mouse.
The next “Shell” will then “Fire” immediately when the “Deck Gun” has loaded.
You will need to learn when to “Fire” so as to take in to account the rise and fall of the u-boat.
I would suggest that you test your “Gun Practicing” by going to “Historical Missions” and selecting “Bullet Spark Test” and select “Start”.
This will give you 2 Merchants to practice your shooting on.
When you have finished “Firing” altogether click on the “Red X” in the “Top Right Corner”
You can either “Walk” or “Teleport” back to the “Bridge”
To finish
1. Watch Officer > Icon 1
2. Battle Stations > Icon 5 (Yellowed)
Using the “Officer on the Bridge” “Dieter Epp” will mess with the “Deck Gun” being placed correctly when you give him the order “Secure The Deck Gun”
Courtesy acknowledgement to TheDarkWraith
Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
03-07-14, 01:24 PM
Last updated 23rd August 2018
How To Change Your Game Play Settings In The Bunker
This can be done at any time when you are in the bunker.
This cannot be done if you are in the middle of a patrol.
1. Load the Autosave Enter Base game save which will load to the Bunker.
2. Select your mission from the Officer.
3. Press the > Esc key to the Main Menu.
4. Go to > Options.
5. In Game Play Settings tick or un-tick the boxes for the settings you want to see in your game.
6. Apply to save the changes
7. Press the > Esc key.
8. Go to > Save Game.
9. Make a Manual Save by typing in the space at the bottom of the screen.
10. Press > Save
11. Go to > Main Menu.
12. Go to > Load Game.
13. Load the Manual Save you made which will load to the bunker
14. Start your mission
Do not upgrade your boat if your game is modded, wait until your are in Kiel.
THEBERBSTER
03-07-14, 01:29 PM
Last updated 25th January 2018
Steam needs "Evaporating" get the Dvd if you can or otherwise consider a download version which will be cheaper.
With a dvd you actually own it and it is easier to re-install.
Before loading the Dvd. Make sure that you leave no trace of Steam on your system.
Use a registry cleaner like "Ccleaner" and restart your system afterwards.
Go to your start button and use search and check again for any left over SH5.
If you find anything delete it and run the registry cleaner again.
If you already have a Uplay account play it safe and set up a new one for your new Silent Hunter 5 installation. This will come up at the end of the installation.
If you want to play the game with the 'German Voices' then choose the 'Custom' install.
After the install go to the following folders.
In the path Ubisoft\Silent Hunter 5\Data\Support\GameUpdater
There is a "GU" exe application that will update your game to v1.2
Tip
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.
Pazzesco
03-07-14, 04:43 PM
Useful tutorials, thanks berbster
tonschk
03-08-14, 04:21 AM
Amazing work :yeah:, thank you THEBERBSTER :rock:
Great work Kaleun THEBERBSTER :rock: Just one idea. In order to get your walkthroughs better maintained, what do you think to creat e.g. word document and put it to download section? It's just an idea, newertheless, thank you for your effort. I wish to have such information before.. For me it was a tough and long way to mod SH5 until :)
THEBERBSTER
03-11-14, 12:04 PM
Yes it is a good idea, I have had a look but cannot see how you would do it. It would also really need a new heading "Tutorials" so they would be found easily.
I am just working on a new tutorial that I will be posting soon on the "4 Bearing Method". Quite involved already spent over 10 hours on it.
The best I can offer at the moment is an email Word attachment. Just let me know your email address and what you are interested in and I will happily send it to you. This goes for anybody else who would prefer a word document.
If you have "Word" of course all you need to do is "shade the text" then "copy and paste" to a blank Word document, take out any coloured background and change the font etc to your liking.
just send me a PM with your email address.
Best wishes Peter
TheDarkWraith
03-11-14, 12:21 PM
Yes it is a good idea, I have had a look but cannot see how you would do it. It would also really need a new heading "Tutorials" so they would be found easily.
I am just working on a new tutorial that I will be posting soon on the "4 Bearing Method". Quite involved already spent over 10 hours on it.
The best I can offer at the moment is an email Word attachment. Just let me know your email address and what you are interested in and I will happily send it to you. This goes for anybody else who would prefer a word document.
If you have "Word" of course all you need to do is "shade the text" then "copy and paste" to a blank Word document, take out any coloured background and change the font etc to your liking.
just send me a PM with your email address.
Best wishes Peter
Have you thought about making in-game tutorials? The script engine I made for SH5 (Automation) has many commands devoted just for making tutorials. In-game tutorials offer a greater learning experience because the user is actually using the game AND the controls necessary to do whatever the tutorial is teaching them. You get visual as well as physical interaction by the player. There are text files located in \data\Automation and data\Tutorials that explain all the current Automation commands available.
If you have ideas for new commands just let me know and I'll see what I can do :up:
arnahud2
03-11-14, 12:57 PM
Thank you TheBerbster for your very, very useful tutorials. One word : :up:
THEBERBSTER
03-11-14, 06:46 PM
Hi TDW
Yes it is a great idea :up: BUT I do not think I have the technical ability to do it. :timeout:
I am just a 68 year old o.a.p. :wah:
I am just trying to help people in the best way that I can. :)
THEBERBSTER
03-12-14, 11:23 AM
Last updated 5th May 2018
4 Bearing Method by ‘Kuikueg’ and Videos by ‘Stoianm,’
Step By Step Tutorial
This method can be used with ‘Real Navigation’ or with ‘Map Contacts.’
This is a very useful ‘Attack Plan’ if you are in ‘Fog’ and will not be able to see a ‘Visual Contact.’
‘Stoianm’ has produced his ‘Tutorial Videos in 4 parts.’
In his ‘Tutorial’ Stoianm is using ‘Real Navigation’ and the ‘Hydrophone.’
There is nothing to say if you want to use the ‘Periscope’ at any time then that is up to you.
The ‘Kuikueg Method’ does not use the ‘True Bearing Method’ and also uses the ‘Protractor’ as the main tool rather than the ‘Compass.’
Important Note.
Please note that if you are using the ‘Stock Keyboard with W - A – S – D’ then you will not be able to use the ‘Z Key’ as this is used for ‘Rig For Silent Running.’ You will need to use the ‘Sonar Station’ or use ‘Follow Nearest Contact.’
Stormys_DBSM_ SH5_ V1.3 mod has the ‘Z Key’ function.
Stormys_DBSM_ SH5_ V1.3_Hotfix_3 (essential mod).
Link to Stormys mods.
http://www.subsim.com/radioroom/showthread.php?t=164552&highlight=stormys+dbsm (http://www.subsim.com/radioroom/showthread.php?t=164552&highlight=stormys+dbsm)
As ‘Stormy’ uses ‘German Language’ in his mod you will also need to download this mod if you do not want to make manual changes in your ‘Silent Hunter Files.’
German U-Boat Crew Language Pack
Link to mod.
http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23 (http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23)
If you want to change your ‘Keyboard Layout’ you might be interested in this mod.
SH_Keymapper
Link to mod.
http://www.subsim.com/radioroom/showthread.php?t=168297 (http://www.subsim.com/radioroom/showthread.php?t=168297)
Link to YouTube Video 1 (Time 14 minutes)
http://www.youtube.com/watch?v=dD3aMoZxaLI (http://www.youtube.com/watch?v=dD3aMoZxaLI)
My part in this Tutorial can be used with the ‘YouTube Videos’ and also as a ‘Stand Alone Tutorial.’
This might seem complicated but trust me it is not.
Just look at the video’s and it will all fall in to place.
All ‘Calculations’ and ‘Data’ are taken from the videos.
1. Set the ‘Speed’ to > 0 Knots.
2. Set the ‘Depth’ to > 19 metres.
3. Order the ‘Navigator’ to calculate our new position.
4. This needs to be done as ‘Stoianm’ is playing ‘Real Navigation’ at 100% and only our last plotted position is showing on the ‘Navigation Map’ and needs to be updated.
5. Go to the ‘Hydrophone Station’and search for a ‘Contact.’
6. ‘Contact’ found.
7. Send the Crew to ‘Battle Stations.’
8. Show the ‘Stopwatch.’
9. Press the ‘Z Key’ and start the ‘Stopwatch.’
10. ‘Contacts Bearing’ is showing ‘258 degrees.’
11. Pressing the ‘Z key’ anytime will show the ‘Contacts Bearing’ in the ‘Message Box.’
12. The ‘Navigator’ has calculated our position as ‘30 degrees.’
13. Take the ‘Ruler’ and draw out ‘30 degrees.’
14. Our ‘First Calculation’ will be 360 – 258 = 102 degrees on our ‘Left Side.’
15. Take the ‘Protractor’ ‘Zoom Out’ and draw ‘102 degrees.’
16. Now take the ‘Ruler’ and draw a line ‘On Top’ of the ‘Protractor Line’ near to the top of the ‘Protractor Line’ and down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to make an accurate mark.
17. Now take the ‘Compass’ and place this ‘On Top’ of the ‘Ruler Line’ and down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to get make an accurate mark.
18. ‘Bearing 1’ is now showing.
19. This process happens only on the ‘1st and the 3rd Bearings.’
20. You now have to decide how much time you are going to allow between the bearings.
21. This will depend on a number of factors.
22. The further the ‘Contact’ is away and closing will allow a longer time and a more accurate end result.
23. Ideally ‘30 Minutes’ is good. This gives enough time for the ‘Contact’ to move a distance for you to get at least 5 or 6 degrees of movement between bearings.
24. Whatever time you decide that time must be the same time for all of the ‘Bearing Calculations.’
25. Use ‘Time Compression’ to move the ‘Stopwatch’ time close to the ‘30 Minute Mark.’
26. When the ‘Stopwatch Hand’ goes to ‘30 Minutes’ immediately press the ‘Z Key.’
27. We now have our information to set up our ‘2nd Bearing’ ‘263 degrees.’
28. Our ‘2nd Calculation’ will be 360 – 263 = 97 degrees on our ‘Left Side.’
29. Take the ‘Protractor’ from ‘Line 1’ and move it until you see ‘97 degrees.’
30. Now take the ‘Ruler’ and draw a line ‘On Top Of the Protractor Line’ near the to the top and then down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to get an accurate mark.
31. ‘Bearing 2’ is now showing.
32. Use ‘Time Compression’ to move the ‘Stopwatch’ time close to the ‘30 Minute’ mark.
End of Video 1
Link to YouTube Video 2 (14 minutes)
http://www.youtube.com/watch?v=oza03yC1WJw (http://www.youtube.com/watch?v=oza03yC1WJw)
33. When the ‘Stopwatch Hand’ goes to the ‘30 Minute Mark’ press the ‘Z Key.’
34. We now have our information to set up our ‘3rd Bearing’ ‘281 degrees.’
35. Our ‘3rd Calculation’ will be 360 – 281 = 79 degrees on our ‘Left Side.’
36. Take the ‘Protractor’ from ‘Line 2’ and move it until you see ‘79 degrees.’
37. Now take the ‘Ruler’ and draw a line ‘On Top’ of the ‘Protractor Line’ near to the top and then down to the ‘U-Boat Mark.’ ‘Zoom Out’ so as to get an accurate mark.
38. Now take the ‘Compass’ and place this ‘On Top’ of the ‘Ruler Line’ and then down to the ‘U-Boat Mark’ ‘Zoom Out’ so as to get an accurate mark.
39. ‘Bearing 3’ is now showing.
40. Move the ‘Protractor’ from the ‘3rd Bearing Line’ and move it out to the right. It does not matter where yet.
41. You will now notice that we have ‘2 Compass Circles’ passing through the ‘U-Boat Mark.’
42. With the ‘Marker’ put an ‘X’ about half way along our ‘2nd Bearing Line.’ ‘Zoom Out’ so your ‘X’ is accurately placed on the line.
43. This will be known as ‘Mark 1 on the 2nd Bearing Line.’
44. We now take a ‘Parallel Line’ by taking the ‘Compass’ and moving our ‘Compass Circle’ from ‘Line 1’ and placing it on the ‘Line 2’ ‘Mark 1’ ‘Zoom Out’ so as to get an accurate alignment.
45. We now take another ‘Parallel Line’ by taking the ‘Compass’ and moving our ‘Compass Circle’ from ‘Line 3’ and also placing it on the ‘Line 2’ ‘Mark 1’ ‘Zoom Out’ so as to get an accurate alignment.
46. What you now see is that one of the ‘Parallel Lines Crosses the 1st Bearing Line.’ and the other ‘Parallel Line Crosses the 3rd Bearing Line.’
47. Take the ‘Marker’ and ‘Mark an X’ where the lines cross each other on the ‘1st Bearing Line.’ ‘Zoom Out’ so as to get an accurate alignment.
48. This will be known as ‘Mark 2.’
49. Take the ‘Marker’ again and ‘Mark an X’ where the lines cross each other on the ‘3rd Bearing Line.’ ‘Zoom Out’ so as to get an accurate alignment.
50. This will be known as ‘Mark 3.’
51. We can now erase the ‘2 Compass Circles and the X Mark 1 on Line 2.’
52. We can see the ‘X Mark 2 on Line 1’ and the ‘X Mark 3 on Line 3.’
53. Take the ‘Ruler’ and draw a line from the ‘X on Line 1 to the X on Line 3.’
54. We can see by Zooming out that the ‘Contacts Heading is 98 degrees.’
55. Continue out to the right with your ‘Ruler at 98 degrees’ for around 30km.
56. Recheck your alignment with the ‘X Mark on Line 3’ and adjust the ‘Contacts Line’ closer to cross the ‘X Mark’ if necessary.
57. This is the ‘Contacts Heading.’
58. We are now showing a ‘New Line Crossing Line 2.’
59. Take the ‘Marker’ and ‘Mark an X’ where the lines cross each other on the ‘2nd Bearing Line.’ ‘Zoom Out’ so as to get an accurate alignment.
60. This will be known as ‘Mark 4.’
61. To take the ‘4th Bearing’ we need to move the ‘U-Boat.’
62. We know the direction that the ‘Contact is Heading’ but we do not know how far ‘Up or Down.’
63. Take the ‘Ruler’ and move your original ‘30 degrees position to 90 degrees’ out to the right side.
64. Order the ‘Course Change to 90 degrees.’
65. Order ‘Flank Speed.’
66. Order ‘Surface the Boat.’
67. Keep an eye on your ‘Stopwatch’ as you need to be ‘Dived and Stopped’ in position when the ‘Stopwatch’ reaches your last ‘30 minutes.’
68. Take the ‘Compass’ and place it on the ‘Mark 4 on Line 2.’
69. Draw the ‘Compass Out’ as far as the ‘X Mark on Line 1’ and the ‘X Mark on Line 3.’
70. If your previous measurements have been accurate you should see your ‘Compass Circle’ passing through both of the ‘X Marks.’
71. Now move the ‘Compass’ from ‘Line 2 to Line 3.’
72. You will now notice that on the ‘Contacts Heading Line (CHL)’ the ‘Compass Circle’ is crossing the ‘CHL.’
73. Take the ‘Marker’ and ‘Mark an X’ where they cross.
74. This will be ‘Mark 5.’
75. Take the ‘Protractor’ that you previously moved to the right and place it so that it crosses the ‘Mark 5’ on the ‘CHL.’
76. This is the ‘4th Bearing.’
77. Take the ‘Eraser’ and remove the ‘Compass Circle.’
78. We do not need to overlay the ‘Ruler’ on the ‘4th Bearing Line’ as shown on the video.
79. We now need to make another ‘Parallel Line.’
80. Take the ‘Compass’ and put in on the ‘End of the CHL.’
81. Draw it out and place the other end on the ‘Mark 2’ on the ‘1st Bearing Line.’
82. Keep your eye on the ‘Stopwatch’ remembering that you need to allow ‘10 Minutes’ to ‘Dive and be at 0 Knots’ so you can take the ‘Last Bearing.’
83. Now is maybe a good time to set up your ‘Torpedoes.’
84. With the ‘Torpedoes’ now set up use some ‘Time Compression’ to take us to the ‘Dive’ time.
End of Video 2
Link to YouTube Video 3 (14 minutes)
http://www.youtube.com/watch?v=ToNNiUQwMss (http://www.youtube.com/watch?v=ToNNiUQwMss)
85. Order ‘All Stop after 20 Minutes.’
86. Order a ‘Dive to 17 Metres’ if you are only going to attack using the ‘Hydrophone’
87. Order a ‘Dive to Periscope Depth’ if you intend to view.
88. If you are now at ‘0 Knots’ we need to order our ‘Navigator’ to give us our new position.
89. The ‘Navigator’ tells us our ‘Heading is 91 degrees.’
90. When the ‘Stopwatch’ shows ‘30 Minutes’ press the ‘Z Key’ to get the latest ‘Contacts Bearing.’
91. This is now showing in the ‘Message Box’ as being ‘208 degrees.’
92. Our ‘5th Calculation’ will be 360 – 208 = 152 degrees on our ‘Left Side.’
93. You no longer need the ‘Stopwatch.’
94. Take the ‘Ruler’ and draw out our ‘91 degrees Course.’
95. Take the ‘Protractor’ and draw out ‘152 degrees’ making sure that the ‘Protractor Line’ passes through ‘Line 4.’
96. Take the ‘Marker’ and put an ‘X’ where the lines cross. ‘Zoom Out’ so as to get an accurate alignment.
97. This will be known as ‘Mark 6’ on ‘Line 4.’
98. ‘Erase’ all lines on the ‘U-Boat.’
99. On the ‘CHL’ you have the ‘Compass Parallel Line.’
100. Move this to ‘Mark 6’ on ‘Line 4.’
101. You will now see a ‘New Line Crossing’ on ‘Line 3.’
102. Take the ‘Marker’ and put an ‘X’ where the lines cross. ‘Zoom Out’ so as to get an accurate alignment.
103. This will be known as ‘Mark 7’ on ‘Line 3.’
104. ‘Erase the Old CHL.’
105. Take the ‘Compass’ and from ‘Mark 7 to Mark 6’ measure the distance.
106. We know it took ‘30 Minutes’ to travel the distance between these marks.
107. The ‘Compass’ shows that our ‘Target’ travelled ‘8,550 Metres’.
108. We now need to go to the ‘Speed Chart’ and in the ‘30 Minute Column’ we see that the speed is between ‘9 and 10 Knots’ for the distance travelled.
109. Take the ‘Compass’ that is on the ‘Mark 7’ and put it on the ‘Mark 6 on Line 4.’
110. We now have a ‘Parallel Line’ passing in front of our U-Boat.
111. Take the ‘Protractor’ and draw out a ‘90 degree’ angle from the ‘U-Boat’ to the ‘New CHL.’
112. With the ‘Protractor’ on the ‘CHL’ we see that we are ‘9 degrees’ out from the ‘90 degrees’ we are looking for.
113. You can use the ‘U-Boats Compass’ and order ‘Ahead Slow.’ I personally would use the ‘Rudder’ and watch the degrees changing.
114. With ‘1 degree’ to go order ‘Rudder Amidships’
115. It is important to get the ‘90 degree Angle Correct’ as we will be firing blind just using the ‘Hydrophone’ and the ‘Z Key.’
116. Order ‘All Stop.’
117. Use the ‘Hydrophone’ or use the ‘Z Key’ to check where our ‘Target’ is.
118. Go to the ‘TDC’ as it is time to ‘Enter Our Data.’
119. “Press the ‘Red Button’ to show ‘Green.’
120. Enter the ‘Speed 9.5 Knots’ in to the ‘TDC.’
121. Take the ‘Compass’ and measure the distance from the ‘U-Boat to the CHL.’
122. Enter ‘2,700 Metres’ in to the ‘TDC.’
End of Video 3
Link to YouTube Video 4 (9 minutes 29 seconds)
http://www.youtube.com/watch?v=d6BnS9CiqoQ (http://www.youtube.com/watch?v=d6BnS9CiqoQ)
123. Because we are firing at ‘90 degrees’ the ‘Range’ entered in to the ‘TDC’ is not critical.
124. Set the ‘AOB to 90 degrees Starboard.’
125. Press the ‘TDC Button’ to show ‘Red’ again.
126. Now we need to check the ‘Gyroangles.’
127. We want ‘Both Gyroangles Arrows’ pointing vertically ‘0 degrees.’
128. We move the ‘Periscope’ until we get the ‘Gyroangles’ we are looking for.
129. We now have the final piece of the ‘Firing Solution’ ‘347 degrees.’
130. This is what we will be looking for in the ‘Message Box.’
131. Go to the ‘Sonarman.’
132. Select ‘Follow Nearest Contact.’
133. He will give us a continuous update of the ‘Target’s Bearing.’
134. Be careful if you decide to use some ‘Time Compression’ as the ‘Target’ will close very quickly.
135. Use the ‘Z Key’ if possible which will be more accurate than the bearing the ‘Sonarman’ is giving.
136. We have ‘Torpedoes’ 1 - 3 – 4 set up for firing.
137. We are going to ‘Fire’ our ‘1st Torpedo’ when we see ‘346 degrees.’
138. Our ‘2nd Torpedo on 347 degrees.’
139. Our ‘3rd Torpedo on 348 degrees.’
140. In between the ‘Sonarman’s Bearings’ we keep pressing the ‘Z Key’ and watch the ‘Message Box.’
141. We are getting to the crucial stage now.
142. Keep pressing the ‘Z Key.’
143. ‘Fire 1.’
144. ‘Fire 3.’
145. ‘Fire 4.’
146. Up to this point you may well have been using the ‘Periscope.’
147. For those that have not then it is time to go to the ‘Sonar Station’ and listen to the sound of our ‘Torpedoes’ as they track towards the ‘Target.’
148. Set the ‘Sonar to 0 degrees.’
149. We hear ‘3 Torpedo Impacts’ without ever seeing the ‘Target.’
End Of Tutorial
Bearing Line Mark Numbers For Quick Reference
Mark 1 <> Place on the 2nd Bearing Line
Mark 2 <> Place on the 1st Bearing Line
Mark 3 <> Place on the 3rd Bearing Line
Mark 4 <> Place on the 2nd Bearing Line
Mark 5 <> Place on the Contacts Heading Line (CHL)
Mark 6 <> Place on the 4th Bearing Line
Mark 7 <> Place on the 3rd Bearing Line
Trevally also does a “4 Bearing Method Tutorial”. This is available as a mod
Trevally Tutorial – All v0.2 (for OHII v1.3)
Link to his Mod
http://www.subsim.com/radioroom//downloads.php?do=file&id=3329 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3329)
This version uses the “True Bearing Method” using the “Compass” instead of the “Protractor”.
The “Tutorial” is part “Practical” and part “Actual”.
This all takes place in “Historical Missions” after you have selected “Tutorial” in the “Main Menu” this will take you to the “4 Bearings Tutorial” in “Historical Missions”.
Note > Further useful information.
The 4 Bearing Method v1 by Kuikueq (http://ricojansen.nl/downloads/four_bearings_method_v1,Kuikueg.pdf) > Pictorial
The 4 Bearing Method v2 by Kuikueq (http://ricojansen.nl/downloads/the_four_bearings_method_v2,Kuikueg.pdf) > Pictorial
Courtesy acknowledgements
To Kuikueg for his 4 Bearing Version
To Stoianm for his informative Videos
To JAFO- for the missing links.
Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
03-12-14, 06:17 PM
Due to broken OSI application which is slipped by Ubisoft to legitimate SH5 owners, many (if not all) SH5 players will experience problem which is manifested as game's inability to update gamesave Camaign.cfg file, the file which is really important for player's progress and campaign transfers.
The problem itself is best known and can be observed as infamous SH5 "tonnage bar bug"...
I have removed this distracting element from the game but even without arcade tonnage bar, the problem has another ugly side effect which is reflected in game's inability to update macro objective/campaign status. This means that upon reaching individual campaign ending date, campaign transfer will not be initiated and player will be doomed to continue without any side missions, objectives and with shipping/units settings characteristic only for early war...
However, there is workaround for this issue which will allow the player to continue campaign and which is IMO even more realistic that stock instant "jump" from patrol to bunker when final ending date of individual campaign is reached.
Before we start you should know that all SH5 gamesaves are stored in "My documents/SH5/data/cfg/SaveGames" folder and they are named something like "0000000d" or "00000001a" ect... In order to track down your game saves better, you should sort your game save folders by date modified and especially pay attention to time of the game save creation because this is the best indicator which will help you to match your silly named game save folders to those shown in in the game save/load menu.
OK, so you have reached first campaign (Coastal Waters) ending date (1st June 1940), campaign transfer failed to initialize and you have lost all objectives/mission visible in upper left corner of your navigation map. This is what you should do...
SH5 campaign progress workaround
1. Replacing files
- Make your best speed to your home port, end patrol there and make a manual game save when you enter the bunker. Note the time of the game save creation, we will call this one "Last CW save"...
- Then, restart your game and start new campaign in which you wish to continue your career using "silentotto" cheat (in this case Happy Times). Again, make a manual game save when you enter the bunker, we will call this one "HT save"...Exit the game...
- Now, go to your SH5 SaveGames folder and locate your "HT save". In it, you will find folder named "Campaign-2015-xx-xx_xxxx" with 4 files in it:
Campaign.cfg
CampaignMission.mis
CampaignProgress.cfg
CampaignMission.tsr
- Copy/paste these files from your "HT save" to an equivalent location in your "Last CW save" and overwrite all files.
Now, all necessary campaign files are replaced and we are almost done. The only thing left to do is to edit our flotilla settings located in CareerTrack.upc file. Note that flotilla settings are not necessary for CW to HT transfer because both campaigns features the same 2nd Flottila...
2. Flotilla settings
- Open with notepad CareerTrack.upc file located in your "Last CW save" and you will find there these lines responsible for flotilla settings:
Code:
[CareerTrack 1]
ID=IDCareerTrack1
[CareerTrack 1.CareerStatusHeader]
ID=ID
UserPlayerNameDisplayable=Cpt.Kurtz
CareerOptionsDate=1939-08-31 13:00:00
[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1939-09-29 17:36:57
UniqueID=3957285610582654
Title=NULL
Text=NULL
EntryStatus=0
PlayerRankAchieved=Captain-Rank-10
PlayerCurrentLastPromotionDateTime=1939-08-31 13:00:00
CurrentFlotilla=2ndFlotilla
CurrentFlotillaBase=F2Wilhelmshaven
CurrentSDepartureDescription=979352,6.42534e+006,1 80.777
CurrentUPCFlotillaUserPlayerUnitType=F2VIIA
CurrentDifficulty=Realistic
...
...
- Now depending on which campaign you wish to enter, you should edit your flotilla settings to match following:
for Mare Nostrum 15/03/41 - 01/12/41
Code:
CurrentFlotilla=23rdFlotilla CurrentFlotillaBase=F8Kiel CurrentUPCFlotillaUserPlayerUnitType=F8VIIC
for Western Approaches 20/03/41 - 01/12/41
Code:
CurrentFlotilla=6thFlotilla CurrentFlotillaBase=F4Kiel CurrentUPCFlotillaUserPlayerUnitType=F4VIIC
for Battle of the Mediterranean 15/12/41 - 01/09/42
Code:
CurrentFlotilla=29thFlotilla CurrentFlotillaBase=F9Kiel CurrentUPCFlotillaUserPlayerUnitType=F9VIIC
for Arctic Convoys 19/12/41 - 19/09/42
Code:
CurrentFlotilla=11thFlotilla CurrentFlotillaBase=F7Bergen CurrentUPCFlotillaUserPlayerUnitType=F7VIIC
for Operation Drumbeat 12/12/41 - 01/09/42
Code:
CurrentFlotilla=2ndFlotilla CurrentFlotillaBase=F2Lorient CurrentUPCFlotillaUserPlayerUnitType=F2VIIC
for Distant Waters 15/09/42 - 15/02/43
Code:
CurrentFlotilla=3rdFlotilla CurrentFlotillaBase=F3Toulon CurrentUPCFlotillaUserPlayerUnitType=F3VIIC
for The Black Pit 20/09/42 - 15/02/43
Code:
CurrentFlotilla=9thFlotilla CurrentFlotillaBase=F6Brest CurrentUPCFlotillaUserPlayerUnitType=F6VIIC
for Turning Point 01/03/43 - 15/06/44
Code:
CurrentFlotilla=9thFlotilla CurrentFlotillaBase=F6Kiel CurrentUPCFlotillaUserPlayerUnitType=F6VIIC41F
for Monsun Gruppe 01/03/43 - 15/06/44
Code:
CurrentFlotilla=7thFlotilla CurrentFlotillaBase=F6LaPallice CurrentUPCFlotillaUserPlayerUnitType=F6VIIC41
for The Final Years 01/07/44 - 09/05/45
Code:
CurrentFlotilla=9thFlotilla CurrentFlotillaBase=F6Wilhelmshaven CurrentUPCFlotillaUserPlayerUnitType=F6VIIC41
Save your changes and now you are ready to continue your career. Start the game, load your modified "Last CW save" , request your secondary mission and patrol grid and happy hunting!
Best regards...
Vecko
Courtesy acknowledgemt to vdr1981 (Vecko)
THEBERBSTER
03-12-14, 07:25 PM
TDW's 9 Patches In The Generic File Patcher (GFP)
If you are missing any patches when installing the GFP for any reason you can use this tutorial to copy any of these patches into your own GFP.
The easiest way to do this is to download the zip file directly to where the patches are seen.
Download Link Here (http://www.mediafire.com/file/xanjrtqthxbqcwu/TDW%2527s_9_Patches_In_The_Generic_File_Patcher_%2 528GFP%2529.zip/file)
The first thing to do is open your GFP.
Picture 1 > GFP Menu
https://i.postimg.cc/yNJ38zgS/1-GFP-menu.jpg
Picture 2 > Open the Patches folder.
https://i.postimg.cc/YSg2P2L8/2-Patches-folder.jpg
Picture 3 > Open the SH5 folder
https://i.postimg.cc/cJq0fqk3/3-SH5-folder.jpg
Picture 4 > Shows an empty backup folder and 9 patches as they should be seen.
https://i.postimg.cc/zX99cCwZ/4-patches.jpg
Picture 5 > Zip file showing with the patches
Download the Zip file into this folder.
https://i.postimg.cc/BQZ46kw5/5-download-zip-file.jpg
Picture 6 > Shows the opened Zip file.
The 9 patches showing are in the correct order.
https://i.postimg.cc/FsKXmc7D/6-Open-the-zip-file.jpg
Picture 7 > Highlight the patch you are missing.
This example is showing my game with no missing patches.
Go to the Copy TAB and press it.
https://i.postimg.cc/J40vSL2F/7-highlight-copy-tab.jpg
Picture 8 > OK to confirm.
The patch will copy and increase the number of patches showing.
https://i.postimg.cc/mZX6Yngy/8-OK.jpg
Picture 9 > Exit the zip file unless you are missing more than one path if so repeat the process.
Cut and paste the Zip file to somewhere safe if you want to keep it.
https://i.postimg.cc/pLGD7w3s/9-Exit.jpg
Start the GFP Application exe from the menu (Picture 1).
Picture 10 > You may need to check this unless you are automatically prompted to do so.
https://i.postimg.cc/qqhYhcyT/10.jpg
Courtesy acknowledgement to TheDarkWraith
THEBERBSTER
03-13-14, 10:47 AM
Last updated 23rd April 2018
This mod more than any other seems to cause a lot of installing problems.
I am referring to where one or more Folders hide behind the Folder that is in view.
Download Link > TheDarkWraith's New UI for SH5 v7.4.2 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1582)
Picture 1 > TDW’s NewUi_ 7_4_2_TheDarkWraith is a collection of 13 Mods.
https://s22.postimg.org/dudb8t1o1/image.jpghttps://s17.postimg.cc/q02n68ee7/image.jpg
Picture 2> To install this mod correctly create a New Folder.
Download the Zipped Mod File into the New Folder.
Or copy and paste the mod to the New folder if you have already down loaded it.
https://s3.postimg.org/77d3dzoxf/image.jpghttps://s17.postimg.cc/h51svrn1r/image.jpg
Picture 3 > When you unzip the file you will see this.
Click on the Copy Tab to select it
https://s18.postimg.org/43706a5rd/image.jpghttps://s17.postimg.cc/c6eah9e3z/image.jpg
Picture 4 > Press OK to confirm you want to Copy it.
Exit > X.
https://s17.postimg.org/q4tm5fe73/image.jpghttps://s17.postimg.cc/t6x6pzgvj/image.jpg
Picture 5 > You now have 2 items in your New Folder.
https://s11.postimg.org/v3gj2dk83/image.jpghttps://s17.postimg.cc/jmdk33z9b/image.jpg
Picture 6 > Open the Folder and you will see 3 File Folders.
Dials Folder 1 (Also contains 3 Dial’s Folders and a text ‘Readme’)
Mods Folder 2 (Contains the 13 mods)
Texts Folder 3 (In various languages shows you how the NewUI is set up)
https://s22.postimg.org/3so6ymkkx/image.jpghttps://s17.postimg.cc/niqvz4f3z/image.jpg
Picture 7 > Open the Mods Folder and you will see the 13 mods.
You can copy and paste any additional mods behind the Main Base Mod (No3).
If you intend to use Real Navigation make sure this is not over written by any other enabled mod.
https://s21.postimg.org/wxw9khvd3/image.jpghttps://s17.postimg.cc/iwurqsofz/image.jpg
Picture 8 > Copy and Paste Mod number 3 to your JSGME Mods Folder.
https://s17.postimg.org/mrbq81z9b/image.jpghttps://s17.postimg.cc/536f1rqpr/image.jpg
Picture 9 > Go to your JSGME Mods Folder and open the NewUi Mod.
You should now see this.
You can now Enable the Mod in JSGME.
https://s17.postimg.org/hfy2gwi0v/image.jpghttps://s17.postimg.cc/8mscrm3q7/image.jpg
Snapshot gps file for TDW’s New Ui 7-4-2 Mod (http://www.mediafire.com/file/9pt34eitdrnlg56/Snapshot%20gps%20file%20for%20TDW%27s%20NewUI%207-4-2.zip)
Snapshot gps file for 7-4-2 Mod
Download the Zip file
Extract or Copy to the Generic Patcher Snapshot folder.
Select Restore.
Always check Mod’s for additional information in the Text Documents.
Important You Now Need To Make The Following Change
In order to receive debug messages from the ship's journal feature of the mod you need to ensure the following Developing is set out below in your:
Documents
SH5
Data
Cfg
Main
DEVELOPING Change this to
Modding=Yes > remove ;
;MenuEditor=Yes
;DebugScripts=Yes
THEBERBSTER
03-13-14, 12:40 PM
Last updated 5th October 2017
No Fuel - Run Out - No re-supply - Here is how to get some.
1. Save your game and note the time that you saved it.
2. Exit to your ‘Desktop’.
3. You need to find your ‘Document Folder’
4. The path may look something like this:
5. C:\Libraries\Documents\SH5\data\cfg\SaveGames
6. Look for your last ‘Saved Game’ by looking at the ‘Time and Dates’ of the ‘File Saves.’
7. Open the ‘Folder’
8. Now look for the ‘cfg File’ ‘GameplaySettings.’
9. Double click on it to open it, or open with the ‘Notepad’
10. Change the line that shows ’Limited Fuel’
11. You will now see the following:
[Current]
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true <<<<<<<<<<< Change ‘true’ to ‘false’
RealisticRepairTime=true
ManualTargetingSystem=true
NoMapUpdate=true
RealisticSensors=true
DudTorpedoes=true
RealisticReload=true
NoEventCamera=true
NoExternalView=false
NoStabilizeView=true
MPShowPlayerNames=false
MPShowTorpedoes=false
NoShipHealthBar=true
NoGunProjectilePath=true
12. Go to ‘File or Exit.’
13. ‘Save’
14 Now repeat the same proces for this 'Saved Game File 0000000'
15. When you now load your last ‘Saved Game’ you will have ‘Unlimited Fuel’
16. When you next reach a ‘Port’ or the ‘Bunker’ just reverse the process.
Tip
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
03-13-14, 06:29 PM
Last updated 29th May 2015
Crew Commands And Icon Positions For TDW’s NewUI
Icons are read from Left to Right.
Shortcuts showing are based on the 'Stock Keyboard' W –A – S - D
Crew Icon >1< Chief Engineer.
Icon >1<> Propulsion.
1. Standard Propulsion.
2. Recharge Batteries.
3. Rig For Silent Running (Z Key or F8).
4. Secure From Silent Running (Press Z Key again or F8).
5. Raise Snorkel.
6. Lower Snorkel .
Icon >2<> Manoeuvers (Only When Submerged.)
1. Knuckle Port.
Hard to Port on the Rudder.
Heading change of 90 degrees then a reduction in speed to Ahead Slow.
2. Double Knuckle Port.
Same as Knuckle Port but has 2 x 90 degrees Heading Changes.
3. Knuckle Starboard.
Hard to Starboard on the Rudder.
Heading change of 90 degrees then a reduction in speed to Ahead Slow.
4. Double Knuckle Starboard.
Same as Knuckle Starboard but has 2 x 90 degrees Heading Changes.
5. Deploy Decoys.
Icon >3<> Reports.
Sub Systems.
Opens the Sub System Screen.
Icon >4<> Clock (O Key).
Icon >5<> Activate Damage Control Team.
Icon >6<> Teleport.
Crew Icon >2< Navigator.
1. Plot Course.
2. Return To Course.
3. Toggle Mini-Map Nomograph On/Off Map.
4. Toggle Sextant On/Off.
Icon>5<> Reports.
1. Maximum Range At Current Speed.
2. Time To Course End.
3. Range To Course End.
4. Weather .
5. Report Fix (Lat & Long) Via Celestial.
6. Report Fix (Lat & Long) Via Dead Reckoning.
7. Show Last Fix On Maps.
Icon >6<> Depth Under Keel.
Icon >7<> Heading To View.
Icon >8<> View To Heading.
Icon >9<> Clock (O Key).
Icon >10<>Teleport.
Crew Icon >3< Gunner.
Icon >1 <> Torpedo Attack.
1. Ships Identification.
2. Solution.
3. Fire Torpedo.
4. Tube Status.
5. Take Photo.
Icon >2 <> Choose Torpedo Target.
1. Nearest Ship.
2. Nearest Warship.
3. Nearest Merchant.
4. Recommended Target.
Icon >3 <> Weapons Management (H Key).
Opens the Sub System Screen.
Icon >4 <> Follow Selected Target.
Locks the Periscope on the Target and follows it’s movement.
Icon >5 <> Determine Targets Speed.
Set the Targets AOB & Distance in TDC before enabling and before every use.
Icon >6 <> Depth Under Keel.
Icon >7 <> Deploy Decoys.
Icon >8 <> Clock (O Key).
Icon >9 <> Teleport.
Crew Icon >4< Sound Guy
Icon 1 <> Report.
1. Repeat Last Report.
2. Report On Nearest Contact
3. Report On Nearest Warship Contact.
Icon >2 <> Hydrophone.
1. Normal Sweep.
2. Follow Nearest Sound Contact.
3. Follow Nearest Sound Warship Contact.
4. Send Bearing To TDC.
5. Send Range To TDC.
6. Hydrophone Follow Nearest Contact.
Locks the Hydrophone on Nearest Contact and Follows its movements.
Icon >3<> Hydrophone Follow Nearest Contact.
Locks the Hydrophone on Nearest Contact and Follows its movements.
Icon >4<> Sonar.
1. Estimate Range To Target.
2. Precise Range To Target.
Icon >5<> Clock (O Key).
Icon >6<> Teleport.
Crew >Icon >5< Radio Guy.
Icon >1<> Report.
1. Report Contacts.
2. Send Contact Report.
3. Send Patrol Report.
4. Send Weather Report.
5. Report Nearest Radio Contact.
Icon >2<> Captains Log.
Icon >3<> Radar.
1. One Sweep.
2. Continuous Sweep.
3. Constant Bearing.
4. Radar Short Range.
5. Radar Medium Range.
6. Not Available.
Icon >4<> Gramophone.
Icon >5<> Radio.
Icon >6<> Clock (O Key).
Icon >7<> Teleport.
Crew>Icon >6< Watch Officer.
Icon >1< Choose Deck Gun.
1. Nearest Ship.
2. Nearest Warship.
3. Nearest Merchant.
4. Recommended Target.
Icon >2<> Crew On Deck.
1. Man The Deck Gun (F5).
2. Man The Flak Gun (F6).
3. Man The Deck & Flak Guns.
4. Watch Crew.
Icon >3<> Weapons Management.
Opens the Sub System Screen.
Icon >4<> Deck Gun (F5 Key).
1. Fire At Will.
2. Hold Fire.
3. Fire At Short Range.
4. Fire At Medium Range.
5. Fire At Long Range.
6. Aim For Command Deck.
7. Aim For Weapons.
8. Aim For Waterline.
9. Aim For Hull.
Icon >5<> Flak Gun (F6 Key).
1. Fire At Will.
2. Hold Fire.
3. Fire At Short Range.
4. Fire At Medium Range.
5. Fire At Long Range.
6. Target Fighters.
7. Target Bombers.
8. Target Any Aircraft.
9. Engage Closing Targets.
10. Engage Any Targets.
Icon >6<> Nearest Visual Contact.
Icon >7<> Battle Stations (F7 Key).
Icon >8<> Heading To View.
Icon >9<> View To Heading.
Icon >10<> Follow Selected Target.
Locks the Periscope on the Target and Follows it’s movement Horizontally.
Can be used on Ships and Planes.
Icon >11<> Teleport.
Courtesy acknowledgement to TheDarkWraith
Tip
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
03-15-14, 01:38 PM
Last updated 5th October 2017
How To Use The “JSGME Mod Validator”
1. Go to your Silent Hunter 5 Main Folder.’
2. Open the data Folder.
3. Open the Application Folder.
4. Open the JSGME ModValidator Folder.
5. Open the JSGMEModValidator Application.
6. Select SH5.
7. Select Ok.
8. Specify Path.
9. No.
10. The Validator will now start to work and you will see all the Enabled Mods.
11. It will show if the mods have been installed correctly.
12. It will show Determining Each Mods Conflicts Conflicting Files.
13. This is shown by using the codes D – A – W – S
THEBERBSTER
03-15-14, 01:47 PM
Last updated 5th October 2017
How To Use The Silent Hunter Validator
1. Go to your ‘Mods Folder.’
2. The ‘SH Validator’ is inside ‘TDW,s NewUI Base Mod.’
3. Open the ‘Base Mod’ (i.e.7_4_2)
4. Open the ‘Data Folder.’
5. Open the ‘Application Folder.’
6. Open the ‘SH5 Validator Folder.’ >7th Folder
7. Open the ‘SHValidator’ ‘Application.’
8. Select ‘SH5.’
9. ‘Ok’ it.
10. If you want to find the path yourself then click on ‘Yes.’
11. Go to your ‘Main’ ‘Silent Hunter 5 Folder’ (but do not open it.)
12. ‘Ok’ it.
The following will be ‘Validated.’
Countries
Classes
Campaigns
Saved Campaigns
Roster
Def
When the “Validation” has completed if it has found any “Errors” you can review “The Log For Errors”
“Errors” are denoted by leading “*********”
You will then be offered to “Generate a Log File”.
“Ok” to generate one.
This will allow you to give the “Log” a “File Name” of your choice and also where you want to put it.
“Save” it
You will get a “Confirmation” “Save Created Successfully”
“Ok” it
This is held as a “Text File” that you can then view the status of all the files that were logged.
Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
03-17-14, 07:53 AM
Last updated 20th January 2017
How To Install Gramophone Tracks Correctly
1. Music Mods should not be installed in JSGME but are directly installed in the > Gramophone Folder.
2. Make a > New Folder < and download the Music Mod Zipped File to this New Folder.
3. Open the > Zip File and you will see a Folder containing the Music Tracks.
4. Click on the > Copy Tab above and accept > OK.
5. The Music Folder has now gone to your New Folder and is parallel to your Zip File.
6. Now open the Music Folder.
7. You should now be seeing all the Music Tracks that was in the Music Folder.
8. Now is a good time to decide whether you want to keep all of the Music Tracks or just some of them.
9. Pressing on any Music Track will start the music.
10. Delete any Music Tracks that you do not want to keep.
11. When you are done it is now time to move the Music Tracks.
12. The Music Folder usually contains one of two types of Music Files, although sometimes they maybe a mixture of both,‘Mp3’ and ‘ogg’ files.
13. Now Highlight the First Track by using the > Shift Key.
14. Keep holding down the > Shift Key and go to the > Last Music Track.
15. All of the Music Tracks should now be Highlighted.
16. Now > Right Click your Mouse and select > Copy.
17. Go to the > Ubisoft Folder.
18. Go to > Silent Hunter 5 Folder.
19. Go to the > data Folder.
20. Go to the > Sound Folder.
21. Open the > Gramophone Folder.
22. Now > Right Click your Mouse and select > Paste.
That’s it, all your Music Tracks are now in the right place.
If you want to mix your music up before you start your game then download the Gramophone Shuffler mod and put in JSGME.
Download Link to mod.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1578 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1578)
The Document Instructions will tell you how to set it up.
Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
03-20-14, 07:41 AM
Last updated 5th October 2017
How To Stop Your Torpedoes From Driving You Round The Bend
You have correctly enabled all the ‘Torpedo Patches’ in ‘TDW’s Generic File Patcher’ but you still see the ‘Torpedoes’ are not going straight.
The fix is here > Download Link:
FX_Update_0_0_22_ByTheDarkWraith (http://www.subsim.com/radioroom/showthread.php?t=174511)
Playing with Mods
You need the 1st and the 3rd Folders that you will find inside another Folder called Mods.
FX Update 0_0_22 ByTheDarkWraith
Picture 1
https://i.postimg.cc/gkf5t62g/1.jpg
FX Update 0_0_22 Torpedoes (Modified for Torpedo Failure Patches)
Picture 2
https://i.postimg.cc/HWfDRNS0/2.jpg
Playing the Stock/Vanilla Game Without Mods.
You need the 1st and the 5th Folder that you will find inside another Folder called Mods.
FX Update 0_0_22 ByTheDarkWraith
Picture 3
https://i.postimg.cc/gkf5t62g/1.jpg
FX Update 0_0_22_Stock_Torpedoes (Modified for Torpedo Failure Patches)
Picture 4
https://i.postimg.cc/T1HwvJ4L/4.jpg
Johnson0311
03-21-14, 12:40 AM
So frustrated. I've spent hours following your well laid out instructions. I load the game and it immediately freezes and sends me to the desktop. :/\\!!
THEBERBSTER
03-21-14, 05:21 AM
Hi Johnson
Tell me exactly what the problem is and I will help you.
Peter
ReallyDedPoet
03-21-14, 06:57 AM
Great work here THEBERBSTER :yep::up:
THEBERBSTER
03-21-14, 07:27 AM
Last updated 15th March 2019
Beginners Guide To Manual Targeting Fast 90 Degree Attack Setup
A Fast 90ᴼ Attack or similar terminology you may have heard of but not really understood what this actually means.
The easiest way to explain this is taking up an attack position which will give a high percentage result where you only need 3 essentials.
The Targets Speed.
Torpedo Speed.
Correct Gyro Angles of 0ᴼ of your U-Boat course to the Targets course.
You do not need to identify or lock the Target unless you wish to get information from the Recognition Manual.
Drawing a line from the Target past your U-boat gives you his Course.
You take up a position using the Protractor so you are at an angle of 90ᴼ at about 800 to 1000 meters to his Course Line.
With the Periscope at 0ᴼ you have an AOB of 90ᴼ.
You cannot shoot at that angle because by the time your Torpedo arrives the Target will have passed and you will always miss.
Click the TDC Button to go to Manual Input.
Put the Periscope at 0ᴼ.
I will assume you know how to get the Target’s speed.
Enter the Targets Speed in the TDC.
Move the AOB Dial to 90ᴼ at the Periscopes 0ᴼ Bearing.
Check whether you are entering the correct direction Port or Starboard.
Your ideal firing position should be around 800 to a 1000 meters away.
A Range must be entered in the TDC even though it is not a factor in setting up the attack, it just means something has to be entered to complete setting up the TDC.
Click on the Button to close Manual TDC.
You will notice that the AOB Dial you set at 90ᴼ will adjust as you move the Periscope automatically.
Set the Torpedo Speed ideally to fast.
Reset the Periscope Bearing so the 2 Gyro Angle Dials are both pointing at 0ᴼ.
Depending on the Torpedo Speed entered will determine the number of degrees the periscope needs to be moved to align the TDC Gyro Angles to 0ᴼ.
You Fire the Torpedoes when the Target passes across the Periscopes Vertical Cross Hair.
You need to set a depth for the Torpedoes.
You can do this by sizing how big the target is or by using the Recognition Manuals information.
Remember, the Tube Doors must be open and ready or the Attack will fail when the Fire Button is pressed.
That's it done.
Great thread. Well done THEBERBSTER :yeah:
THEBERBSTER
03-22-14, 08:30 AM
Last updated 31st December 2014
This Tutorial has been written to work with ‘Stoianm’s 3 part video’s ‘How to Intercept a Convoy Received By Radio from BDU in SH5.’
This Tutorial is played ‘With’ ‘Real Navigation’. This means the U-Boat’s current position will not be known until the Navigator plots a new one.
If you are playing ‘With’ ‘No Map Contacts’ then you may also find this ‘Tutorial’ useful.
My Documented part of this ‘Tutorial’ will assist you in your own ‘Game Play’ to tell you when to make the right movements and calculations.
Video Part 1 of 3 (10 minutes)
https://www.youtube.com/watch?v=iRuVGPKrj7A (https://www.youtube.com/watch?v=iRuVGPKrj7A)
BDU Information Received
A BDU Radio message was received at 14.28 hours (11 minutes ago)
Convoy Speed > 10 Knots
Convoy Course > 306 degrees.
U-Boat Information from the Navigator
U-Boat’s Compass Heading > 276 degrees
Range to Convoy > 86 Km
Bearing > -114 degrees (Port Side)
True Bearing > 161 degrees.
Periscope Bearing > 246 degrees.
It is important that we start plotting as soon as possible. This can be done with the ‘Game Paused.’
1. Take the ‘Ruler’ and draw the U-Boat’s ‘Heading’ of 276 degrees.
2. Take the ‘Protractor’ and draw the ‘Bearings’ 114 degrees out to the left side.
3. Take the ‘Compass’ and place it on the U-Boat and draw out the ‘Range 86 Km’ alongside the ‘Bearing Line.’
4. Take the ‘Marker’ and mark an ‘X’ on the ‘Bearing Line’ where the ‘Compass Circle’ crosses it.
5. To know where to intercept the ‘Target’ we use what is known as the ‘Multiplication Factor Formula.’
6. This is the distance from the ‘U-Boat’ and the ‘Targets distance 86 Km.’ It is divided by 86/100 = 0.86 x 3.33 = 2.86 MF (Multiplication Factor.)
7. Take the ‘Ruler’ and from the ‘X’ mark on the ‘Bearing Line’ draw out the ‘Targets Course’ of 306 degrees.
8. We know the ‘Convoys speed is 10 Knots.’
9. The calculation is going to be 2.86 MF x 10 Knots = 28.6 Km.
10. Take the ‘Marker’ and mark an ‘X’ 28.6 Km along the ‘Convoy Course Line.’
Video Part 2 of 3 (10 minutes)
https://www.youtube.com/watch?v=Jt-i3iOdY4E (https://www.youtube.com/watch?v=Jt-i3iOdY4E)
11. We now need to get the U-Boat’s calculaton.
12. MF 2.86 x Our Speed 15 Knots at ‘Ahead Flank Speed’ = 42.9 Km.
13. From the 28.6 Km mark on the ‘Convoy Course Line’ take the ‘Compass’ and draw out 42.9 Km.
14. ‘Erase’ previous ‘Compass Circle.’
15. Where the ‘Compass Circle’ crosses the ‘U-Boat Bearing Line’ take the ‘Marker’ and place an ‘X.’
16. Now we need to take the ‘Protractor’ to make an angle from the ‘X’ mark on the ‘Convoy’s Course Line’ to the ‘X’ mark we have just made on the ‘Bearing Line.’
17. This shows us that the angle is ’23 degrees.’
18. We need to use this angle of 23 degrees so that we can get an intercept point on the ‘Convoy’s Course Line.’
19. Take the ‘Protractor’ and draw out 23 degrees from the U-Boat so it goes through the ‘Convoy’s Course Line.’
20. Take the ‘Marker’ and mark an ‘X’ where the lines intercept.
21. Take the ‘Eraser’ and remove all except ‘Convoy’s Course Line’ and the two ‘X’ marks.
22. The next thing we need to know is how long will it take to reach the ‘Target.’
23. Taking the ‘Compass’ and measuring the distance between the two ‘X’ marks shows that it is ‘39.3 Km.’
24. Looking at the ‘Speed Charts’ shows that the time to travel this distance is around 2 hours and 10 minutes.
25. Looking at the U-Boat clock is showing 14.28 hours.
26. 14.28 + 2.10 = 16.38 rounded to 16.40 hours.
27. To find our heading we take the ‘Ruler’ from the U-Boat down to the intercept ‘X’ mark.
28. (Alternative Option) You could of course at this point head straight down to the ‘Convoy’s Course Line’ from where you are and set up a 90 degree firing position and just wait the extra time for the ‘Convoy’ to reach you.
29. (Resuming Our Plan Of Action) This shows we need to change course to ‘185 degrees.’
30. Order ‘Ahead Flank.’
Video Part 3 of 3 (10 minutes)
https://www.youtube.com/watch?v=jezfTrUtaKE (https://www.youtube.com/watch?v=jezfTrUtaKE)
31. Change the ‘Message Box’ icon to ‘1TC.’
32. This is the 1st icon on the right next to the digital clock.
33. You can now use some ‘Time Compression’ but need to keep an eye on the clock.
34. At 16.00 Hours the ‘Navigator’ will automatically give a new positional fix.
35. At 16.20 hours we will order the ‘Navigator’ to fix our position.
36. We will ‘Stop’ at 16.30 hours.
37. The ‘Message Box’ is showing ‘Task Force Sighted.’
38. Go to the ’Watch Officer Icon 1’ (from right to left).
39. Go to ‘Icon 6’ ‘Nearest Visual Contact.’
40. He has now given us a bearing of ‘266 degrees’ and a range of ‘2600 meters.’
41. Order the ‘Navigator’ to give a new position fix.
42. Is it time to ‘Submerge.’
43. Your decision ‘Captain.’
44. Good Hunting.
If the speed is not shown in the ‘Message Box’ but shows ‘Slow – Medium or Fast’ always take the fastest relative speed. It is better to be early rather than late.
Courtesy acknowledgement to Stoianm
Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
03-22-14, 04:33 PM
Last updated 10th September 2017
This John P Cromwell 45ᴼ method adapted from imperial to metric for SH5 is very useful when used against convoys, especially if you are one of those gamers who like to get inside a convoy between the lanes.
Unlike the 90ᴼ shoot where you are in front of the first convoy lane and you want to get to a target in a different lane it is quite easy to hit the wrong target.
Another advantage with this method especially if you are using the G7e type torpedo is evading the escorts who will expect the attack coming from 90ᵒ and are likely to search for you in the wrong place which can buy you some valuable time.
The formula used is the same whether the target’s speed is 5 or 25 knots.
The 2 angles always remain constant as you will see as you use it.
Getting the Target’s speed using the 3 minutes and 15 seconds method.
1. Mark an X on the targets bow.
2. Run the 3 minutes and 15 second speed method.
3. Mark an X on the targets bow again.
4. Measure the distance to both X marks i.e. 600 metres = 6 knots.
5. Draw a line through both the X Marks to make a course (TCL) past the U-boat.
6. Place a 45ᴼ angle on the top of the TCL at a convenient place.
7. Move the U-boat on to 45ᴼ line if possible or parallel to it.
8. Use the Formula below for the attack.
This is the Formula used by making a separate diagram on the navigation map. This is for reference purposes only as this has already been done for you.
1. Draw the targets covered distance i.e. 600 metres.
2. Using the protractor place the 45ᴼ angle so it rests on top of the end of the 600 metres nearest to your boat.
3. Take the Ruler and draw a line for the nearest torpedo range that you are going to use 1,700 metres.
4. The calculation is Torpedo speed Slow 28 knots x Targets speed 6 knots = 1,680 metres.
5. Place the ruler on top of the 45ᴼ protractor angle and draw out 1,700 metres.
6. Take the ruler again from the other end of the 600 metres line and draw out so it reaches the 1,700 metres line.
7. Carefully make sure that each end of the line on the end the 600 metre line and the other end on top of the 1,700 metres lines is correctly placed.
8. With the protractor make an angle on top of the 2 lines = 12ᴼ (Starboard).
9. This 12ᴼ angle is used for setting the AOB.
10. Move the periscope until it shows 0ᴼ = 45ᴼ
11. The firing point is 360ᴼ – 12ᴼ = 348ᴼ on the periscope bearing with the 2 Gyro dials vertical.
12. The AOB always starts at 45ᴼ whether Port or Starboard.
13. The AOB calculation is 45ᴼ - 12ᴼ = 33ᴼ AOB Starboard in this scenario.
Entering the data in the TDC.
1. In this scenario the target is coming from the left to right (Starboard)
2. The targets speed we know is 6 knots.
3. The torpedo speed is Slow = 28 knots for both G7a and G7e type torpedoes.
4. Enter the data in to the TDC with the periscope bearing on 0ᴼ.
5. Enter the AOB as 45ᴼ on the 0ᴼ periscope bearing.
6. With the TDC closed move the 0ᴼ bearing until you see both the 2 Gyro angle dials vertical.
7. The bearing showing is the firing point.
8. As soon as the periscope is moved the TDC will recalculate the new data automatically.
9. A range to the Target needs to entered in the TDC but has no effect in the solution.
Torpedo speeds (Multiply the torpedo speed by targets speed)
G7a 44 knots = Fast.
G7a 40 knots = Medium
G7a and G7e 28 knots = Slow
45ᴼ Attack Angle Attack > Targets speed based on 3 minutes and 15 seconds.
Formula
G7a and G7e Torpedo Speed Slow 28 Knots > AOB 45ᴼ-12ᴼ=33ᴼ Port or Starboard
Periscope Bearing Starboard >360ᴼ-12ᴼ=348ᴼ
Periscope Bearing Port >0ᴼ+12ᴼ
G7a Torpedo Speed Medium 40 Knots > AOB 45ᴼ-9ᴼ=36ᴼ Port or Starboard
Periscope Bearing Starboard > 360ᴼ-9ᴼ=351ᴼ
Periscope Bearing Port > 0ᴼ+9ᴼ
G7a Torpedo Speed Fast 44 Knots > AOB 45ᴼ-8ᴼ=37ᴼ Port or Starboard
Periscope Bearing Starboard > 360ᴼ-8ᴼ=352ᴼ
Periscope Bearing Port > 0ᴼ+8ᴼ
The easiest way to set your AOB is when the periscope bearing is showing 0ᴼ and you can easily enter 45ᴼ in the AOB dial.
Port <-- is the target traveling from Right to Left.
Starboard - -> the target is traveling from Left to Right.
It is important that the periscope bearing needs to be adjusted until both of the gyro dials needles are vertical to give you the 45ᴼ shoot. (J.P.C. is an Imperial method converted here for Metric use.)
If you would like to see this method in action then there is a tutorial here although unfortunately the quality is not particularly good but you will at least see how things evolve.
https://www.youtube.com/watch?v=YYmQoe_LYEM
Picture 1 > Setting out the convoy lanes.
https://i.postimg.cc/Cx6xZ7hc/1-Setting-out-the-convoy-lanes.jpg
Picture 2 > Setting the angle with the protractor.
The distance to the second convoy lane is 2,400 metres and is within the range for using G7e torpedoes.
This 45ᴼ angle will put you closer to the first convoy lane, so you need to be aware if there is an escort close enough it may pick you up.
This is why I would advise using this method inside a convoy as this will maximise your potential.
https://i.postimg.cc/mk653PPW/2-Setting-the-angle-with-the-protractor.jpg
Picture 3 > The periscope bearing is on 0ᴼ
The AOB will be entered as -45ᴼ
The convoy is moving from right to left = Port
https://i.postimg.cc/nzSkg6pv/3-The-periscope-bearing-is-on-0-degreea-the-AOB-will-be-45-degre.jpg
Picture 4 > The speed 9 knots and range 2,400 metres have been entered in the TDC
The periscope and TDC bearing is showing 17ᴼ as it is being tracked.
Taking the target off being tracked and moving the periscope to the 12ᴼ firing position you can then fire each torpedo where you want it to hit the target as it crosses the periscopes cross hair.
The G7e solution is 28 knots x targets speed 9 knots = formula 252 (2,520 metres)
This has already been worked out as 12ᴼ is when the torpedoes are fired.
https://i.postimg.cc/hGPZY8VR/4-The-speed-9-knots-and-range-2-400-metres-have-been-entered-in.jpg
Picture 5 > G7e torpedo 1 impacting on the target.
https://i.postimg.cc/XqwgqX9g/5-G7e-torpedo-1-impacting-on-the-target.jpg
Picture 6 > G7e torpedo 2 impacting on the target.
https://i.postimg.cc/XqwgqX9g/5-G7e-torpedo-1-impacting-on-the-target.jpg
Courtesy acknowledgement to RockinRobbins
THEBERBSTER
03-24-14, 10:41 AM
Last updated 20th April 2015 .
DO NOT USE THIS TUTORIAL IF YOU ARE USING Vdr's The Wolves Of Steel Mega Mod
I Have Seen A New Patcher What Do I Need To Do?
Follow the instructions Taking A Snapshot.
Post #62 TDW’s Generic File Patcher > Taking A Snapshot > Disabling Patches > Restoring A Snapshot (http://www.subsim.com/radioroom/showpost.php?p=2201055&postcount=62)
Install the New Patcher carrying out the installation instructions.
Post # 2 Installing TDW's Generic File Patcher (http://www.subsim.com/radioroom/showpost.php?p=2182954&postcount=2)
Select Restore Snapshot From Tutorial Post #62.
This is the Snapshot that is in your Old Patcher Snapshot Folder.
When the Patches have Restored on the New Patcher.
Take a New Snapshot.
Do I need to keep my Old Patcher?
Only if you are sentimental.
Other Generic File Patcher Posts
Post # 2 Installing TDW's Generic File Patcher (http://www.subsim.com/radioroom/showpost.php?p=2182954&postcount=2)
Post #3 How To Make Changes In TDW's Generic File Patcher And Run Administrator (http://www.subsim.com/radioroom/showpost.php?p=2182957&postcount=3)
Post #41 TDW's Generic File Patcher Changing The Map Colours (http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41)
Post #56 TDW’s Generic File Patcher Illustrated Settings You Can Use in Yours (http://www.subsim.com/radioroom/showpost.php?p=2193776&postcount=56)
Post #62 TDW’s Generic File Patcher > Taking A Snapshot > Disabling Patches > Restoring A Snapshot (http://www.subsim.com/radioroom/showpost.php?p=2201055&postcount=62)
Courtesy acknowledgement to TheDarkWraith
THEBERBSTER
03-25-14, 08:32 AM
Last updated 14th May 2015
To be able to use Decks Awash in your game you need to have installed TDW’s Generic File Patcher (GFP)(Tutorial Post #2)
You also need to have installed TDW’s Options File Editor Viewer (OFEV)(Tutorial Post #6)
Picture 1 shows the GFP patch that needs to be enabled.
Picture 1
https://i.postimg.cc/6pp48zZP/Picture-1.jpg
In the OFEV go to the Patches Tab (Picture 2)
Is Patch Decks Awash installed shows False (Picture 2)
Picture 2
https://i.postimg.cc/wBdKW4kf/Picture-2.jpg
Clicking on False opens the Edit Option (Picture 3)
Picture 3
https://i.postimg.cc/T3MHGLWh/Picture-3-false.jpg
Click on the True Button (Picture 4)
Picture 4
https://i.postimg.cc/jShVFQkR/Picture-4-true.jpg
Now press Accept to confirm the change (Picture 5)
Picture 5
https://i.postimg.cc/tCh8sNbF/Picture-5-accept.jpg
This takes you back to the Patches Tab where you can see the previous False is now showing True (Picture 6)
Picture 6
https://i.postimg.cc/1RDvBRdQ/Picture-6-confirmed.jpg
Picture 7 shows the Patch expanded showing the Decks Awash details.
Changing the default depth 7.00 is likely to stop the Diesel Engines and start running the Electric Engines on the Surface. (Picture 7)
Picture 7
https://i.postimg.cc/Z5QPZXQH/Picture-7-expanded.jpg
To keep the change made.
Go to > File
Select > Save
Exit
Courtesy acknowledgement to TheDarkWraith
TIP
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
03-25-14, 05:47 PM
Last updated 28th June 2018
How To Change The Map And Tool Colors in TDW’s Generic File Patcher (GFP)
Open the GFP application by clicking on the Mickey Mouse Icon.
Picture 1 > Click on File.
https://i.postimg.cc/3r6Dk21r/1.jpg
Picture 2 > Click on Open.
https://i.postimg.cc/Nfm7YNtv/2.jpg
Picture 3 > Shows the first of 9 patcher prompts, Click on Yes to accept each one.
https://i.postimg.cc/vHFfPWVq/3.jpg
Picture 4 > Patcher 4 is highlighted.
Click the + showing in the box to open the patch.
https://i.postimg.cc/gJLLsJkb/4.jpg
Picture 5 > The Map Colour Patch is highlighted.
https://i.postimg.cc/s2qvMrP6/5.jpg
Picture 6 > Click the + in the square box.
https://i.postimg.cc/FsN1dGc4/6.jpg
Picture 7 > Shows the 16 patches.
https://i.postimg.cc/fWjRNXPg/7.jpg
Picture 8 > In this tutorial I am going to make a change to the colour in Change 1 by clicking the + in the square box or by double clicking on Change 1.
https://i.postimg.cc/FKLhnJcp/8.jpg
Picture 9 > Double click on Is Color: True.
https://i.postimg.cc/zG9rWXMg/9.jpg
Picture 10 > Click on the your selected Colour. (Tutorial shows Black)
https://i.postimg.cc/DwbV23Zy/10.jpg
Picture 11 > Click Ok.
https://i.postimg.cc/vmdKb1k3/11.jpg
Picture 12 > Double click on Enabled: False.
https://i.postimg.cc/T1Z90FXC/12.jpg
Picture 13 > You will now get the Verification Box.
Click on Yes to accept the change.
https://i.postimg.cc/pLv7thgk/13.jpg
Picture 14 > Shows the previous Enabled: False has changed to Enabled: True.
https://i.postimg.cc/h473z1np/14.jpg
Picture 15 > When finished making any further GFP changes just click on the Red X to Close/Exit.
https://i.postimg.cc/pV8qXVQS/15.jpg
It is quite normal the next time you go back to the GFP to see the Map Colour is showing the Red Disabled symbol again.
This does not affect your already saved selections.
Courtesy acknowledgement to TheDarkWraith
TIP
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.
andacio
03-26-14, 04:30 AM
Thanks ,mate ! This thread is verry helpful!
Mikemike47
03-26-14, 07:59 PM
I have been watching this thread grow with all the tutorials. It took a lot of time to do. Great thread, TheBerbster. :up:
THEBERBSTER
03-27-14, 06:38 AM
Thanks for the comments MikeMike really appreciated.
Yes, it is a lot of hard work but I am sure no less than the modders have put into OHII and other great mods.
I just feel that the noob's and less experienced are struggling to get answers to questions and I thought it is about time someone did something about it.
This is the sort of thing I mean.
I asked this question.
I have the German Language Pack Enabled do I need to use
Speech fixes and additions (German version)
or
Speech fixes and additions (English version)
The reply was 'I do'nt' speak German.'
Why could he not just have said yes or no?
That answer does not help me at all.
I had to do a re-install so I used 'Custom' and this did away with the mod but. I still do not have the answer to my question.
I am also looking for other helpful things as I find them like in my Post #39
Again it is all in one place as I build it up.
it seems that the guys that have been around for sometime do not know about the 'Validators' or 'How to move your mods etc.
There is something here for everyone.
Best wishes Peter
THEBERBSTER
03-27-14, 09:15 AM
Last updated 21st August 2018
Can I Skip The Silent Hunter 5 Tutorial?
Most of it yes you can.
If you are new to Silent Hunter 5 and start a new Career you will normally have to do the Tutorial (Not TWoS).
Exit the Tutorial when you hear the cinematic music by using the ESC key.
Back on the Desktop you need to make a change to your Career History cfg file.
Your ‘Career History’ is not kept in your ‘Silent Hunter 5 Files’ but is to be found in the following path:
C:\Documents\SH5\data\cfg\Career History
HasCompletedTutorial = false
You need to change > false to true.
Go to > File
Select > Save
Exit
Ok, now take a look at this.
Post #52 Career History CFG File Why You Need To Make A Copy Of It > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2193315&postcount=52)
Would it be possible for you to either post a list of all the patches / options you have enabled in the TDW Generic Patcher, or upload your own gps so that I can see what settings you have enabled to go with your mod list.
Looking at the patcher options I just don't know what has to be enabled and what is optional.
Many thanks :)
THEBERBSTER
03-27-14, 04:52 PM
Draggable Compass Tutorial From TheDarkWraith’s Multiple UI mod By Sonarman.
I know most of the old hands will have no trouble figuring out what to do with the new drag-able
compass but here is a quick run down on it's functionality for the newer guys here.
The drag-able compass is found on the right hand side of the navigation map screen.
It has 3 key functions.
1 To determine a target’s course.
2 To determine an interception course for your U-Boat.
3 To determine an Angle on the Bow for your fire control solution.
It's method of operation is detailed below…
You can rotate the outer ring/ inner cross of the compass with the following keys…
Keys Q & C rotate outer ring/cross in 1 degree increments left/right.
Shift + Q/E rotate outer ring/cross in 5 degree increments left/right.
To find a target’s course
Drag the nav map compass on to the top of the target.
Check that the inner compass reads 0 at the top if not hit the compass (circular) button.
It’s located on the top of the nav tool menu, adjacent to the map.
Using the keys outlined above, turn the cross inside the compass to match the "tail" (the tail is actually the target’s wake - the foamy trail left by the propeller of the ship).
You can then read off the target’s course by viewing where the cross is pointing to on the inner ring of the compass.
In the picture illustrated here it is 310 degrees.
https://i.postimg.cc/c1R7V8BY/Dragable-Compass.jpg
Acknowledgement to Sonarman
THEBERBSTER
03-29-14, 12:56 PM
Last updated 3rd November 2015
Silent Hunter 5 has 2 automated saves.
Autosave Enter Base (AEB)
Autosave In Game (AIG)
The AEB save is created when you first start a new career and when you end a patrol.
The AIG save is an automated save that is created every 25 minutes in the game.
Neither of these saves should be used to start or continue a mission/patrol.
When you end a patrol you are placed in the bunker ready to start another mission or patrol.
At this point you should use the Esc key and then Save Game to enter a manual save reference of your choice.
When the AEB save is loaded to enter the Bunker a Manual save should be made by using the Esc key and then Save Game to enter a manual save reference of your choice.
This manual save is then used to start your mission.
The AIG saves will continue to be made while your game is running by overwriting each other.
When you decide to make a manual save these AIG saves will disappear having been overwritten by your Manual save.
These Manual save practices help to keep your game stable unlike the automated ones that can become corrupted and should not be trusted.
If you are covering a long distance it is a good idea to break the journey by making a Manual save and then using Resume.
If you are in the Baltic and heading for Kiel then make a Manual save 200km from Kiel and then exit the game back to the desktop.
By doing this you will reduce the chance of a CTD due to the amount of data that had been collected before the Manual save and now of course as you near Kiel you will pick up a lot of traffic that is going to reduce your frame rate to a much lower level.
Do not make a save prior to attacking.
Manual saves should not be made within 60km of any coast line, attacker, or destroyed marks.
Manual saves should not be made when submerged unless it is unavoidable.
The periscope should be raised to view before making the Manual save.
THEBERBSTER
03-29-14, 04:31 PM
Last updated 8th October 2017
Lost Your Bearings? > This Might Just Put You Right
There are ‘3 Bearing Types.’
1. True
2. Hydro
3. Scope
4. A ‘True Bearing’ (Inner Compass) always faces ‘N’ (North) ‘0’ or ‘360’ degrees
5. This type of Bearing is used for ‘Map Work’ and ‘Setting Headings’
6. The ‘Hydro’ and ‘Scope Bearing’ (Outer Compass) will ‘Start’ at ‘0’ and ‘End’ at ‘360’ degrees at the ‘U-Boats Bow.’
7. Any Bearing information that you receive from your ‘Crew’ will be this type.
8. The ‘Radio Man’ will give both ‘True’ and ‘Scope Bearings.’
9. The ‘Navigator’ will give ‘True Bearings’
10. The ‘U-Boats Bow’ (Inner Compass) is showing ‘90 degrees’ ‘East’ and ‘0 degrees’ ‘N’ ‘True North.’
11. If we are heading ‘90 degrees ‘East’ ‘True’ (Inner Compass) and receive information from the ‘Sonar Man’ saying there is a ‘Contact’ at ‘350 degrees’ (Outer Compass) we must convert this to a ‘True Bearing’ before it can be plotted on our ‘Navigation Map.’
12. The Scope and Hydro Bearing (Outer Compass) is showing ‘0’ degrees ‘East’ at the ‘U-Boats Bow.’
13. To ‘Convert’ to a ‘True Bearing’ we must add the ‘U-Boats Bearing’ ’90 degrees’ plus the ‘350 degrees Contacts Bearing.’
14. If the ‘Total’ passes ‘360 degrees’ we start again from ‘0’
15. The ‘Calculation’ is ‘350 + 90 = 440 – 360 = 80 degrees.’
16. The (Outer Compass) will show ‘350 degrees.’
17. The (Inner Compass) will show ’80 degrees’ ‘True Bearing.’
Source Trevally’s 4 Bearing Tutorial
Courtesy acknowledgement to Travelly
Tip
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.
bandit484
04-01-14, 03:09 PM
Why do you say never give the Torpedo Man any bonus points?:hmmm:
THEBERBSTER
04-01-14, 06:05 PM
Hi bandit
If you have a look at the points that the Torpedo Man can be awarded he is able to make changes as to how the Torpedoes will then react in the game.
This means that when you set up a firing position you cannot take into account these changes that the Torpedo Man has made.
In other words it creates a firing corruption and you suddenly wonder why your Torpedoes are starting to miss even though all your calculations are correct.
Peter
THEBERBSTER
04-02-14, 04:29 PM
Last updated 21st August 2018
This has been removed from the TWOS installation and is no longer necessary.
When a New Career is started for the first time you are automatically taken to the Stock Tutorial so The Career History File can be created.
It is not necessary to complete the Stock Tutorial as this can be changed manually unless you wish to gain some experience of using SH5 maybe for the first time.
If the Tutorial is completed then the Career History File will then automatically show 'true' and has been completed.
If the Tutorial is exited the Career History file will be created but the Tutorial will show as 'false' not completed.
Simply changing 'false to 'true' and then saving the file completes the setup.
If an uninstall has been done without the Saved Games SH5 folder being kept then the Silent Hunter 5 Tutorial would normally have to be done again.
Saving the Career History CFG File by Copying and Pasting it to a safe place will help you at any future time should you need to reinstall Silent Hunter 5.
The Career History File is removed along with all the other files when a full uninstall is selected.
Once Silent Hunter 5 has been reinstalled it is just a case of Copying and Pasting the Career History CFG File back to its original position.
The Career History File can be found in the following path:
C:\Documents\SH5\data\cfg\CareerHistory CFG File
File path to Career History CFG File's position.
https://s15.postimg.cc/de97tqumz/Career_History_CFG_File.jpg
bandit484
04-03-14, 03:20 PM
Hi bandit
If you have a look at the points that the Torpedo Man can be awarded he is able to make changes as to how the Torpedoes will then react in the game.
This means that when you set up a firing position you cannot take into account these changes that the Torpedo Man has made.
In other words it creates a firing corruption and you suddenly wonder why your Torpedoes are starting to miss even though all your calculations are correct.
Peter
Ok, thanks THEBERBSTER I didn't know that. Does it also effect you if you use automatic TDC ?:hmmm:
THEBERBSTER
04-03-14, 05:20 PM
Yes, Leave him well alone.
Any Bonus points will corrupt your firing solution.
You will be wondering why you keep missing the target.
If the 'Deck Gun' is fired by the 'Crew' then it is beneficial to give them the points as they will become more accurate and load quicker.
If you always fire the gun then the points are wasted so giving at least some of them to your Sonar Man will have benefits.
Peter
THE_MASK
04-03-14, 06:10 PM
Yes, Leave him well alone.
Any Bonus points will corrupt your firing solution.
You will be wondering why you keep missing the target.
If the 'Deck Gun' is fired by the 'Crew' then it is beneficial to give them the points as they will become more accurate and load quicker.
If you always fire the gun then the points are wasted so giving at least some of them to your Sonar Man will have benefits.
Peterhttp://i61.tinypic.com/fuvqya.jpg
THEBERBSTER
04-04-14, 05:15 AM
Last updated 5th March 2017
Do Not Use These Settings For Either sobers Mega Mod Or The Wolves Of Steel.
1. Patches to Enable in TDW’s Generic File Patcher (GFP) v1.0.68.0
2. Advanced and Experimental Patches should not be Enabled without taking advice.
3. This is a basic set up that you can copy and use to set up your own (GFP).
4. If you are using TDW’s NewUi 7-4-2 then there are no additional changes needed to be made.
5. If you are using TDW’s NewUi 7-5-0 then changes need to be made where shown.
6. Opening the Generic File Patcher and seeing all of the 9 Patchers. (Picture 1)
Picture 1
https://i.postimg.cc/jSBJt5N3/Picture-1.jpg
7. Seeing the 1st CameraManager Patcher. (Picture 2)
Picture 2
https://i.postimg.cc/9fhs6XDy/Picture-2.jpg
8. Seeing the 2nd EnvSim Patcher. (Picture 3)
Picture 3
https://i.postimg.cc/vZWNtR0T/Picture-3.jpg
9. Seeing the 3rd kernel Patcher. (Picture 4)
Picture 4
https://i.postimg.cc/DysTHMCk/Picture-4.jpg
10. Seeing the 4th SH5.exe Patcher. (Pictures 5 Parts 1 & 2
If you are using TDW NewUI 7-5-0 then enable the Real nav menu.txt entries.
Want to know how to change the Map Colors then use the Tutorial below?
Post #41 Change The Map Colours In TDW's Generic File Patcher (http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41)
Picture 5
https://i.postimg.cc/c46gVY2G/Picture-5.jpg
Picture 5 part 2 Second part of this long patch.
https://i.postimg.cc/q79HvfMG/Picture-5-1.jpg
Seeing the 5th SHCollisions Patcher. (Picture 6)
Picture 6
https://i.postimg.cc/4NM5MX8w/Picture-6.jpg
Seeing the 6th SHSim Patcher. (Pictures 7 Parts 1 & 2
This picture shows the 20 Torpedo Patches Enabled.
Picture 7
https://i.postimg.cc/B6qk6qfH/Picture-7-part-1-showing-Torpedo-patches.jpg
Picture 7 part 2 Second part of this long patch.
https://i.postimg.cc/k5Ch1n4z/Picture-7-part-2-Copy-edited.jpg
Seeing the 7th SHSound Patcher. (Picture 8)
Picture 8
https://i.postimg.cc/nrXdjrRj/Picture-8.jpg
Seeing the 8th SHNClient Patcher. (Picture 9)
Picture 9
https://i.postimg.cc/T2Z8jvVM/Picture-9.jpg
Seeing the 9th SimData Patcher. (Picture 10)
Picture 10
https://i.postimg.cc/v8xkZ2pP/Picture-10.jpg
Download Link and information for TDW's GFP
SH5.exe patches to fix bugs and add functionality (http://www.subsim.com/radioroom/showpost.php?p=1621039&postcount=1)
Other GFP Tutorial Links.
Courtesy acknowledgement to TheDarkwraith
THEBERBSTER
04-05-14, 11:00 AM
Last updated 21st January 2018
4 Bearing True Method Tutorial > Step By Step Instructions
It is recommended that you use this ‘Documented Tutorial’ in conjunction with the ‘First Part’ of the mod ‘Trevally Tutorial – All v0.2 (for OHII v1.3)’
This can be found by selecting ‘Tutorials’ and then ‘4 Bearings’ from the ‘Main SH5 menu.’
Select ‘Historical Missions’ >‘4 Bearing Tutorial.’
Select ‘Start’ and the Tutorial’ will then load.
This ‘Tutorial Document’ has been edited so you can use it in your game play.
It is assumed that you know how to use the map tools.
Replace the ‘Data’ you see here with your own.
1. This Tutorial is based on the first part of Trevally’s Tutorial where the 15 minute ‘Bearing Times’ have been used.
2. U-Boat speed >‘0’ Knots.
3. U-Boat > ‘Compass Bearing’ > 90 degrees.
4. U-Boat > ‘Depth’ > 25 Meters.
5. ‘Hydrophone Contact Bearing’ > 270 degrees.
6. Start > ‘Stopwatch.’
7. Time starting at ‘0 minutes for True Bearing 2.’
8. ‘Stopwatch Time’ >‘Each Bearing’ > 15 minutes.
9. ‘Plot’ > Bearing 1.
10. Convert > ‘True Bearing’ ’90 + 270 = 360 or 0’
11. Draw Bearing 1 from > ‘Navigation Fix.’
12. North > 0 degrees’
13. ‘Zoom out for accuracy.’
14. You can ‘Plot’ with ‘Game Pause’ on.
15. ‘Un-Pause Game’ to make any adjustments.
16. Draw out > ‘50km.’
17. Start ‘Stopwatch’ time > Each Bearing.
18. Trevally’ is using ‘15 minutes’ for this first example.
19. TIP >‘Compass’ place on top of the ‘Bearing 1 Line’ towards the top and draw it out towards the ‘Navigation Fix.’ ‘Zoom out for accuracy.’
20. ‘15 minutes’ later.
21. ‘Contacts > True Bearing 2’ > 56 degrees.
22. ‘Stopwatch’ started 2nd time for ‘Bearing 3.’
23. Total time ‘15 minutes.’ (True Bearing 2 > 56 degrees)
24. ‘Plot Bearing 2
25. ‘Navigation Fix’ > 56 degrees.
26. Draw out > 50km.
27. ‘Zoom out for accuracy.’
28. Take note the way ‘Contact’ is heading.
29. Bearing 2’ is ‘East of ‘Bearing 1’
30. ‘Zoom out for accuracy’
31. ‘Target’ moving > West to East.
32. ’15 minutes’ later > Bearing 3.
33. ‘Stopwatch’ started 3rd time for the ‘Predicted Bearing 4.’
34. Total time ‘30 minutes.’ (True Bearing 3 > 61 degrees)
35. As soon as we get ‘Bearing 3’ we must ‘Move the U-boat’ before we can take the ‘4th True Bearing.’
36. ‘Surface’ > U-Boat.
37. ‘Ahead Standard.’
38. Plot course ‘Towards’ and to the ‘Side’ of the last ‘Contacts Position.’
39. Bearing 61 degrees’ from > Navigation Fix.
40. Draw out ‘50km.’
41. ‘Zoom out for accuracy.’
42. To get > Contacts Heading.
43. Pick a point over half way up on the ‘Bearing 2 Line’ > ‘Mark’ with an ‘X.’
44. ‘Compass’ > on top of the ‘Bearing 3 Line’ towards the end and draw it out towards > ‘Navigation Fix.’
45. ‘Zoom out for accuracy.’
46. Take both ‘Compasses’ and place ‘Parallel Across’ the ‘X Mark’ you made on the ‘Bearing 2 Line.’
47. ‘Zoom out for accuracy.’
48. Draw a line ‘30 km’ long from where the ‘Bearings Cross’ each other.
49. Bearing Line 1 to > Bearing Line 3.
50. TIP > Sometimes it is easier to ‘Mark’ the two crossing points and then draw your line through them with the ‘Ruler.’ <
51. ‘Erase’ the > '2 Compass Circles.’
52. ‘‘Contacts Heading Line’ (CHL) > 151 degrees.
53. ‘Predict’ now > ‘Bearing 4.’
54. If the ‘Target is maintaining > Constant Speed.
55. ‘Measure’ the ‘Distance’ > ‘Compass’ between ‘Bearing 2’ > ‘Bearing 3.’
56. ‘Compass’ on > ‘X Mark’ > Bearing 2 Line.
57. ‘Compass Radius’ shows the ‘Distance’ between ‘Bearing 1’ > ‘Bearing 3’ remains constant if plotted correctly.
58. ‘Compass’ drag to where the ‘Bearing Line’ and > CHL Cross.
59. ‘Spacing’ showing on ‘Bearing 1’ and ‘Bearing 3’ must be the same.
60. The ‘Edge’ will show where to ‘Plot’ the ‘Predicted > Bearing 4.
61. Predicted Bearing 4’ > Draw so it matches the shape of the ‘Bearing 1 Line’ is to the ‘Compass Circle.’
62. ‘Predicted Bearing 4’ > Plotted.
63. ‘15 minutes’ have passed.
64. During that time we have:
65. Moved our ‘U-Boat
66. Dived
67. ‘Speed’ > 0
68. ‘Hydrophone’ > New Bearing 4.
69. ‘True Bearing > 350 degrees.’
70. Navigation Fix.
71. Stop the ‘Stopwatch no longer needed.
72. Total time 45 minutes.’(True Bearing 4 > 350 degrees)
73. Plot > Real ‘Bearing 4’.
74. Draw out ‘350 degrees’ from > Navigation Fix’ so it crosses the > Predicted Bearing 4 Line.
75. ‘Compass’ > make ‘Parallel Line’ > on 151 degrees ‘CHL’
76. ‘Compass from ‘CHL’ and place it ‘Parallel’ until it also ‘Crosses both the ‘True Bearing 4 Line’ and ‘Predicted Bearing 4 Line.’
77. This is the Line coming out from the U-Boat.
78. We now know where the ‘Target’ is.
79. ‘Compass’ > ‘Measure’ > Bearing 1 Line’ > ‘True Bearing 4 Line.’
80. ‘Target’ > ‘9,000 meters > 45 minutes.’
81. We can now find ‘Target Heading – Target Range – AOB – Speed.’
82. Go to the ‘Knots in Meters Per Minute Chart.’
83. ‘9000 meters’ > Targets Speed 6.5 Knots.
84. Although in this particular scenario ‘15 Minutes between bearings has been used you can use any time gap as long as they are the ‘Same between all Bearings.’
85. Personally I do not like to use less than 20 minutes as you need to be able to have the accuracy from the bearings you plot.
86. If the bearings are too close to each other then you will not be able to achieve this.
87. Always allow enough time for > Map Work.
88. The further away and ‘Slower the Target’ is you will need to allow ‘Longer Times’ between each ‘Bearings.’
89. Set up ‘Firing Position’ >90 degrees.
90. If playing with ‘Real Navigation’ > ‘Navigator’ > new position fix.
91. ‘Protractor’ on > ’90 degree Line’ to > New ‘CHL.’
92. Draw a line > U-Boat > ‘CHL’
93. This is > ’62 degrees’
94. ‘Firing Point’ now need to move > 4,200 meters.
95. ‘Surface the Boat.’
96. Order > ‘Ahead Slow.’
97. ‘Compass’ <> ‘Rudder’ > 62 degrees.
98. ‘Speed per Minutes Chart’ > 4,200 Meters.
99. Check set up on ‘Firing Line’ > 90 degrees.
100. Prepare your attack.
101. Good Hunting Captain.
Courtesy acknowledgement to Trevally
Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
04-15-14, 07:44 AM
Last updated 13th April 2016
http://i1299.photobucket.com/albums/ag64/19thbg/RUSTED%20GLORY%20SH5_zpsxjkmes9b.png
------------------------
RUSTED GLORY SH5 >>>
------------------------
>>> THIS MOD IS JSGME READY. PLACE / EXTRACT INTO YOUR MODS
FOLDER AND ENABLE WITH JSGME WHILE IN BUNKER.
>>> IF YOU LOAD THIS MOD WHILE ON PATROL, YOU MAY NEED TO
BUNKER SAVE AND RESTART THE GAME BEFORE YOU SEE THE
CHANGES.
>>> THIS MOD IS COMPATIBLE AND RECOMMENDED TO BE USED WITH
STEELVIKINGS INTERIOR MOD V1.2 AND XENOMERV'S DARK_INTERIOR _V1.
ENABLE RUSTED GLORY LAST IF USING ANY OF THOSE MODS AND BE SURE
TO ENABLE IN THIS ORDER:
STEELVIKINGS INTERIOR MOD V1.2
STEELVIKINGS INTERIOR MOD PATCH V1.2.2
DARK_INTERIOR_V1
RUSTED GLORY SH5
>>> ENABLE THIS MOD LAST ON YOUR LIST. ALLOW ANY CONFLICT.
THERE WILL BE NO HARD CODE CHANGES WITH SAID CONFLICTS.
-----------------------------------------
THIS MOD CHANGES THE FOLLOWING >>>
-----------------------------------------
>>> RUSTED EXTERIOR FOR TYPE VIIA, VIIB, VIIC AND VIIC/41. THIS
MOD WORKS WITH ((( ONLY THE COMMISSIONING PAINT SCHEME.)))
I HAVE INCLUDED THE ADDITIONAL CONNING TOWER FOR THE VIIC/41
U-FLAK MOD RELEASED BY vdr1981 ON 2-23-2016.
>>> RUSTED INTERIOR FOR TYPE VIIA, VIIB, VIIC AND VIIC/41. THIS
INCLUDES RUSTED BULKHEADS, PANELS, PIPES, EQUIPMENT, HATCHES,
ENGINES, LADDERS, PERISCOPE & MOST ANY PLACE NATURAL
OXIDATION CAN OCCUR.
>>> RUSTED U-BOAT BUNKERS
>>> DIMMED THE LIGHTS WITHIN THE SUB INTERIOR CREATING A
DARKER SETTING. THE HUE HAS ALSO BEEN ADJUSTED TO A MORE
REALISTIC LIGHTING YOU WOULD EXPECT FROM BULBS IN THE 1940'S
>>> THE CAPTAIN & NAVIGATION DESK PHOTOS HAVE BEEN CHANGED
>>> THE TORPEDO HEAD COLOR HAS BEEN CHANGED TO RED
>>> THERE IS A SUBSIM EASTER EGG TO BE FOUND AS A TIP OF THE HAT
TO ONE OF THE BEST COMMUNITIES ON THE WEB. WITHOUT SUBSIM
AND ITS MEMBERS, THIS MOD WOULD HAVE NEVER BEEN POSSIBLE.
--------------------------------
FINAL NOTES & AGREEMENT >>>
--------------------------------
RUSTED GLORY SH5, IS A SUBSIM.COM COMMUNITY MOD.
PLEASE READ THE DOCUMENTATION FOR IMPORTANT INFORMATION.
ITS TIME TO GET IN YOUR RUSTY SUB AND SINK 'EM ALL!
Dwnload Subsim
http://www.subsim.com/radioroom/downloads.php?do=file&id=4928
Download Media Fire
http://www.mediafire.com/download/swnuqvuab6rh727/RUSTED_GLORY_SH5.rar
:subsim: __________________
http://www.subsim.com/radioroom/image.php?u=297748&type=sigpic&dateline=1451233183
Kaleun Frank Taylor
Present Command: U-19 @ Lorient Bunker SH5
Type VIIB U-Boat "Evil Ashy"
THEBERBSTER
04-15-14, 02:51 PM
Last updated 31st December 2014
Convoy Hunt For Ships In The Same Row - Tutorial Video's - With Real Navigation And 100% Realism In SH5 > Step By Step Instructions.
This ‘Tutorial’ by ‘Stoianm’ shows you how to attack ‘3 Targets in a ‘Row’ simultaneously.
‘My Tutorial’ can be used in conjunction with ‘Stoianm’s 4 video’s’ that make up his ‘Tutorial’ or as a standalone replacing ‘Stoianm’s Data’ with your own.
If you are using ‘Map Contacts’ then you will need to disregard parts of this tutorial but you will still need to know how to take the different bearings.
(Leave the ‘TAI Map’ ‘Minimised instead of ‘Closing’ it.
Link to video 1 (10 minutes)
http://www.youtube.com/watch?v=BcB8P5Iu7As (http://www.youtube.com/watch?v=BcB8P5Iu7As)
1. ‘Speed’ > 0.
2. ‘Navigator’ ‘Position Fix’ > 52 degrees.
3. U-Boat > ‘Periscope Depth.’
4. Search for > Convoy.
5. ‘Contact Bearing’ > 301 degrees.
6. Go to > ‘Battle Stations.’
7. With ‘Periscope Up.’
8. ‘Lock on Target’ with the ‘Space Bar.’
9. Go to the > ‘Gunner Icon.’
10. ‘Follow Selected Target.’
11. ‘Ships Identification.’
12. ‘Toggle > Charts Icon.’
13. ‘Ship Recognition Manual.’
14. ‘Send Mast Height to > TDC.’
15. Toggle > ‘Charts Icon.’
16. ‘Stopwatch.’
17. Wait for the ‘Bearing’ in the ‘TDC’ to change from 311 to 312 degrees.
18. ‘Pause Game.’
19. Open > ‘TAI Map.’
20. Select the > ‘Ruler’ and draw the U-boats ‘Heading’ > 52 degrees.
21. ‘Zoom out for Accuracy.’
22. Bearing Calculation > 360 – 312 = 48 degrees on the left.
23. Select the > ‘Protractor’ and draw out the > 48 degrees.
24. Close the > ‘TAI Map.’
25. Move the > ‘Periscope Line’ on to the > ‘Targets Waterline.’
26. Click the > ‘Mouse’ to > lock the ‘Periscope.’
27. Go to > ‘Range.’
28. Go to > ‘Stadimeter.’
29. ‘Stadimeter > shows the ‘Range’ > 5050 meters.
30. ‘Open the > ‘TAI Map.’
31. Select the > ‘Compass’ and draw out the > 5050 meters.
32. ‘Zoom out for Accuracy.’
33. Select the > ‘Marker’ and ‘Mark’ an ‘X’ where the lines intercept.
34. Start the > ‘Stopwatch.’
35. The > ‘Stopwatch’ will be stopped after > 5minutes.
36. ‘Un-Pause Game.’
37. Do not > ‘Erase’ any > Marks’ we will use these again.
38. ‘5 Minutes’ have now gone’
39. ‘Pause Game.’
40. ‘TDC Bearing’ after ‘5 Minutes’ is showing >322 degrees.
41. Bearing Calculation > 360 – 322 = 38 degrees on the left.
42. Open the > ‘TAI Map.’
43. Take the > ‘Protractor’ and reposition to > 38 degrees.
44. ‘Zoom out for Accuracy.’
45. Close the > ‘TAI Map.’
46. Go to > ‘Range.’
47. Move > ‘Periscope Line’ on to the > ‘Targets Waterline.’
48. Click the >‘Mouse’ to > lock the ‘Periscope.’
49. Select > ‘Range.’
50. The > ‘Stadimeter’ shows the > ‘Range’ > 4450 meters.
51. Open the > ‘TAI Map.’
52. Select the > ‘Compass.’
53. Reposition the > ‘Compass’ to show > 4450 meters.
54. ‘Zoom for Accuracy.’
Link to video 2 (10 Minutes)
http://www.youtube.com/watch?v=SBxF1I1HEoQ (http://www.youtube.com/watch?v=SBxF1I1HEoQ)
55. Select the > ‘Marker’ and > ‘Mark’ an ‘X’ where the lines intercept.
56. Select the > ‘Eraser’ and just leave the > ‘2 X Marks.’
57. Select the > ‘Ruler.’
58. From the > ‘1st X’ draw through the > ‘2nd ‘X’ and past the > ‘U-Boat.’
59. ‘Zoom out for Accuracy.’
60. Select the > ‘Compass and measure the distance between the > ‘2 Marks’ shows > 1000 meters.
61. Toggle the > ‘Charts Icon.’
62. Select the > ‘Speed in Minutes’ chart.
63. Look at the > ‘5 Minute’ column.
64. The > ‘Convoy Speed’ is showing > 6 Knots.
65. Toggle the > ‘Charts Icon.’
66. Select the > ‘Protractor.’
67. Draw > 90 degrees out from the > ‘U-Boat’ to the > ‘Targets Course Line.’
68. ‘Zoom out for Accuracy.’
69. ‘Un-Pause Game.’
70. Adjust if necessary > ‘Protractor.’
71. ‘Minimise’ the > ‘TAI Map.’
72. Order > ‘Silent Running.’
73. Select the > ‘Ruler’ and take a > ‘Bearing’ on the > U-Boats’ ‘Course Line.’ > 45 degrees.
74. Order > ‘Ahead Slow.’
75. Adjust the > ‘Compass or ‘Rudder’ until the > ‘Course’ is adjusted to > 44 degrees.
76. ‘AOB’ > 90 degrees.
77. ‘Scope Bearing’ > 0 degrees.
78. Order > ‘All Stop.’
79. While the > U-Boat is slowing down is good opportunity to set up the > ‘Torpedoes.’
80. ‘Stoianm’ is going to fire > ‘3 Torpedoes’ at > 3 Different Targets.
81. If the ‘Targets’ ‘Scope Bearing’ is at > 355 degrees > 360 – 355 = 5 degrees.
82. ‘AOB’ > 90 – 5 = 85 degrees.
83. The selection in a case like this is > 1 Slow - 2 Med - 3 Fast.
84. ‘AOB’ is automatically adjusted on the next 2 targets because of the ‘AOB’ on ‘Target 1.’
85. Set the > ‘Torpedo Depths to 3 Meters.’
86. It is important to set the 3 attacks spaced properly so as to get simultaneous hits.
87. Set to > ‘Impact Detonation.’
88. Minimise the > ‘TAI Map.’
89. Set the > ‘Periscope’ to > 0 degrees.
90. Set the > ‘AOB’ to > 90 degrees.
91. Set the > ‘Speed to 6 Knots.’
Link to Video 3 (10 Minutes)
http://www.youtube.com/watch?v=YdRgTydMuI0 (http://www.youtube.com/watch?v=YdRgTydMuI0)
Target 1
92. Select the > ‘3 Targets.’
93. ‘Pause Game.’
94. ‘Lock on > Target 1’ with the > ‘Space Bar.’
95. Go to the > ‘Gunner Icon’
96. ‘Follow Selected Target.’
97. ‘Ships Identification.’
98. ‘Toggle > Chart Icon.’
99. ‘Ships Recognition Manual.’
100. ‘Un-Pause Game.’
101. ‘Send the > Mast Height to the TDC.’
102. ‘Toggle > Chart Icon.’
103. ‘Pause Game.’
104. Move > ‘Periscope Line’ on to the > ‘Targets Waterline.’
105. Click the > ‘Mouse’ to lock the > ‘Periscope.’
106. Go to > ‘Range.’
107. The > ‘Stadimeter’ shows the > ‘Range’ > 2900 meters.
108. Move the > ‘Periscope’ to show > 4 degrees.
109. AOB is > 90 + 4 = 94 degrees
110. ‘Un-Pause Game.’
111. Fire 1 > Slow.
112. Unselect > ‘Follow Target.’
Target 2
113. Select > ‘Torpedo 2.’
114. Select > ‘Target 2’ with the > ‘Periscope.’
115. Lock on > Target’ with the > ‘Space Bar.’
116. ‘Pause Game.’
117. Go to the > ‘Gunner Icon’
118. ‘Follow Selected Target.’
119. ‘Ships Identification.’
120. Toggle > Chart Icon.’
121. ‘Ships Recognition Manual.’
122. ‘Un-Pause Game.’
123. ‘Send the > Mast Height to the TDC.’
124. ‘Toggle > Chart Icon.’
125. ‘Pause Game.’
126. Move > ‘Periscope Line’ on to the > ‘Targets Waterline.’
127. Click the > ‘Mouse’ to lock the > ‘Periscope.’
128. Go to > ‘Range.’
129. The > ‘Stadimeter’ shows the >‘Range’ > 3100 meters.
130. Bearing Showing > ‘356 degrees.’
131. Move the > ‘Periscope’ to show > 356 degrees.
132. AOB is > 90 - 4 = 86 degrees
Link to Video 4 (8 Minutes)
http://www.youtube.com/watch?v=AKaAz95hitM (http://www.youtube.com/watch?v=AKaAz95hitM)
133. ‘Un-Pause Game.’
134. Fire 2 > Medium.
135. Unselect > ‘Follow Target.’
Target 3
136. Select > ‘Torpedo 3.’
137. Select > ‘Target 3’ with the > ‘Periscope.’
138. Lock on > Target’ with the > ‘Space Bar.’
139. Go to the > ‘Gunner Icon’
140. ‘Follow Selected Target.’
141. ‘Pause Game.’
142. ‘Ships Identification.’
143. Toggle > Chart Icon.’
144. ‘Ships Recognition Manual.’
145. ‘Un-Pause Game.’
146. ‘Send the > Mast Height to TDC.’
147. ‘Toggle > Chart Icon.’
148. ‘Pause Game.’
149. Move > ‘Periscope Line’ on to the > ‘Targets Waterline.’
150. Click the > ‘Mouse’ to lock the > ‘Periscope.’
151. Go to > ‘Range.’
152. The > ‘Stadimeter’ shows the > ‘Range’ > 2900 meters.
153. Bearing Showing > ‘351 degrees.’
154. Move the > ‘Periscope’ to show > 351 degrees.
155. 360 – 351 = 9 degrees
156. ‘AOB’ is > 90 - 9 = 81 degrees
157. ‘Un-Pause Game.’
158. Fire 3 > Fast.
159. Unselect > ‘Follow Target.’
160. Ok ‘Captain’ now > ‘Go Silent Run Deep.’
161. ‘3 Torpedoes’ > 3 Hits.
162. Good Luck Peter.
Courtesy acknowledgement to Stoianm
Tip
Because of the length of this Tutorial I would recommend taking the following action.
Right click and shade the text.
Copy
Paste to your PC Notepad or Word etc
Save it.
Take a ‘Copy’ of your ‘Original’
Keep the ‘Original’ and ‘Edit’ the ‘Copy.’
THEBERBSTER
04-18-14, 12:04 PM
Last updated 31st December 2014
Convoy Hunt For Ships In The Same Column – 3 Tutorial Video's - With Real Navigation And 100% Realism In SH5
This ‘Tutorial’ by ‘Stoianm’ shows you how to attack ‘4 Targets in a ‘Column’ simultaneously.
‘My Tutorial’ can be used in conjunction with ‘Stoianm’s 3 video’s’ that make up his ‘Tutorial’ or as a stand-alone replacing ‘Stoianm’s Data’ with your own.
If you are using ‘Map Contacts’ then you will need to disregard parts of this tutorial but you will still need to know how to take the different bearings.
Link to video 1 (10 minutes)
http://www.youtube.com/watch?v=jsP1cVjZ9ko (http://www.youtube.com/watch?v=jsP1cVjZ9ko)
1. ‘Speed’ > 0.
2. ‘Sonar Man’ Search for > Convoy.
3. ‘Contact Bearing’ > 329 degrees.
4. U-Boat > ‘Periscope Depth.’
5. ‘Navigator’ ‘Position Fix’ > 0 degrees.
6. Go to > ‘Battle Stations.’
7. With ‘Periscope Up.’
8. ‘Lock on Target’ with the ‘Space Bar.’
9. Go to the > ‘Gunner Icon.’
10. ‘Follow Selected Target.’
11. ‘Ships Identification.’
12. ‘Toggle > Charts Icon.’
13. ‘Ship Recognition Manual.’
14. ‘Send Mast Height to > TDC.’
15. Toggle > ‘Charts Icon.’
16. ‘Stopwatch.’
17. ‘Pause Game.’
18. Open > ‘TAI Map.’
19. Select the > ‘Ruler’ and draw the U-boats ‘Heading’ > 0 degrees.
20. ‘Zoom out for Accuracy.’
21. Bearing Calculation > 360 – 350 = 10 degrees on the left.
22. Select the > ‘Protractor’ and draw out > 10 degrees to the left.
23. Close the > ‘TAI Map.’
24. Move the > ‘Periscope Line’ on to the > ‘Targets Waterline.’
25. Click the > ‘Mouse’ to > lock the ‘Periscope.’
26. Go to > ‘Range.’
27. Go to >‘Stadimeter.’
28. ‘Stadimeter > shows the ‘Range’ > 5600 meters.
29. ‘Open the > ‘TAI Map.’
30. Select the > ‘Compass’ and draw out the > 5600 meters.
31. ‘Zoom out for Accuracy.’
32. Select the > ‘Marker’ and ‘Mark’ an ‘X’ where the lines intercept.
33. Start the > ‘Stopwatch.’
34. The > ‘Stopwatch’ will be stopped after > 5minutes.
35. ‘Un-Pause Game.’
36. Do not > ‘Erase’ any > Marks’ we will use these again.
37. ‘Stopwatch’ time shows ‘5 Minutes’ have gone’
38. ‘Pause Game.’
39. ‘TDC Bearing’ after ‘5 Minutes’ is showing >358 degrees.
40. Bearing Calculation > 360 – 358 = 2 degrees on the left.
41. Open the > ‘TAI Map.’
42. Take the > ‘Protractor’ and reposition to > 2 degrees.
43. ‘Zoom out for Accuracy.’
44. Close the > ‘TAI Map.’
45. Go to > ‘Range.’
46. Move > ‘Periscope Line’ on to the > ‘Targets Waterline.’
47. Click the >‘Mouse’ to > lock the ‘Periscope.’
48. Select > ‘Range.’
49. The > ‘Stadimeter’ shows the > ‘Range’ > 4726 meters.
50. Open the > ‘TAI Map.’
51. Select the > ‘Compass.’
52. Reposition the > ‘Compass’ to show > 4700 meters.
53. ‘Zoom for Accuracy
54. Select the > ‘Marker’ and > ‘Mark’ an ‘X’ where the lines intercept.
55. Select the > ‘Eraser’ and just leave the > ‘2 X Marks.’
56. Select the > ‘Ruler.’
57. From the > ‘1st X’ draw through the > ‘2nd ‘X’ and past the > ‘U-Boat.’
58. ‘Zoom out for Accuracy.’
Link to video 2 (10 Minutes)
http://www.youtube.com/watch?v=3F8qe__C2gg (http://www.youtube.com/watch?v=3F8qe__C2gg)
59. Select the > ‘Ruler’ and measure the distance between the > ‘2 Marks’ shows > 1150 meters.
60. Toggle the > ‘Charts Icon.’
61. Select the > ‘Speed in Minutes’ chart.
62. Look at the > ‘5 Minute’ column.
63. The > ‘Convoy Speed’ is showing > 7 Knots.
64. Toggle the > ‘Charts Icon.’
65. ‘Un-Pause Game.’
66. Lower the ‘Periscope.’
67. ‘Pause Game.’
68. Select the > ‘Protractor.’
69. Draw > 90 degrees out from the > ‘U-Boat’ to the > ‘Targets Course Line.’
70. ‘Zoom out for Accuracy.’
71. ‘Un-Pause Game.’
72. Adjust if necessary > ‘Protractor.’
73. ‘Minimise’ the > ‘TAI Map.’
74. Order > ‘Silent Running.’
75. Select the > ‘Ruler’ and take a > ‘Bearing’ on the > U-Boats’ ‘Course Line.’ > 41 degrees. (Shows 46 on compass not 41)
76. Order > ‘Ahead Slow.’
77. Adjust the > ‘Compass or ‘Rudder’ until the > ‘Course’ is adjusted to > 41 degrees.
78. ‘AOB’ > 90 degrees.
79. ‘Scope Bearing’ > 0 degrees.
80. While the > U-Boat is slowing down is good opportunity to set up the > ‘Torpedoes.’
81. ‘Stoianm’ is going to fire > ‘3 Torpedoes’ at > 3 Different Targets.
82. Set the > ‘Torpedo Depths All to 3 Meters.’
83. Set the > ‘Torpedo Speeds All to Fast.’
84. Set the > ‘Torpedoes All set to ‘Impact Detonation.’
85. Order > ‘All Stop’ when the ‘Compass’ shows ’41 degrees.’
86. When ‘Speed’ > ‘0’
87. Open the ‘TAI Map.’
88. ‘Navigator’ ‘Position Fix’
89. Adjust if necessary > ‘Protractor’ to maintain ‘90 degrees.’
90. Raise the ‘Attack Scope.’
Link to video 3 (10 Minutes)
http://www.youtube.com/watch?v=4C5cDAmwMvk (http://www.youtube.com/watch?v=4C5cDAmwMvk)
91. Take the ‘Compass’ and measure out the ‘Distance’ > 2900 meters.
92. Press the ‘Red Button’ to change to ‘Manual.’
93. Enter the ‘Range’ > 2900 meters.
94. Enter the ‘Speed’ > 7 Knots.
95. Enter the ‘AOB’ > 90 degrees ‘Starboard.’
96. Press the ‘Green Button’ to change back to ‘Auto.’
97. Set both ‘Gyro-Angles’ to ‘0 degrees.’
98. The ‘Scope Bearing’ will change to take this into account.
99. The ‘1st Torpedo’ will be fired when the ‘Target’ enters the ‘Cross Hair’
100. Select the ‘Targets.’
101. Remember each time the ‘Periscope’ is moved to make sure that you set it back so both the ‘Gyro-Angles’ are at ‘0 degrees.’
102. Fire each ‘Torpedo’ as each ‘Target’ enters the ‘Cross Hair.’
103. After firing your last ‘Torpedo’ ‘Run Silent Run Deep.’
104. Good Hunting Peter.
Courtesy acknowledgement to Stoianm
Tip
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
04-18-14, 12:10 PM
Last updated 26th January 2016
These percentages do not apply if using The Wolves Of Steel mega mod.
Game Play Settings are selected from the Main Menu and then by selecting Options.
Game Play Option Levels:
Low > 2%
Medium > 38%
High > 77%
Realistic > 100%
Custom > % dependant on what is added or removed.
The default setting showing in Game Play Settings is always determined by the setting originally selected when a New Campaign is chosen.
Selections can be changed by either ticking, or un-ticking a box, this changes the default setting to become a Custom Game Play Setting.
Limited Batteries > Medium > High
When selected, the batteries that power your submarines electric engines are limited, this, in turn, limits the amount of time you can stay submerged before the batteries must be recharged.
Limited Compressed Air > High
When selected, your submarine uses an amount of compressed air to surface by blowing air in the ballast tanks.
If you exhaust your supply, you will have difficulties in bringing the submarine to the surface.
Compressed air is regenerated by your compressor when the submarine is running on the surface, so it is vital to keep that piece of equipment in good condition.
Limited O2 > Medium > High
When the submarine is submerged, the crew uses oxygen and generates CO2 (carbon dioxide).
Over time, the air will become un-breathable, affecting the performance of the crew and possibly even leading to their death.
When this option is selected, you must surface your submarine periodically to resupply your submarine with fresh air.
Limited Fuel > High > Realistic
When selected, your submarine has limited fuel, and therefore limited range.
You must return to base before your fuel supply is exhausted.
There are no refuelling submarines in the (stock) game.
You will get a warning during the patrol when you have used 50% of your fuel.
Realistic Repair Time > Medium > High > Realistic
When selected, damage repairs will take longer.
Manual Targeting System > High > Realistic
When selected, you must enter the appropriate information in to the TDC when firing torpedoes. You cannot simply point the TBT or periscope at a target and fire.
No Map Contact Update > Realistic
When selected, hydrophone and visual contacts will not appear on the navigation map.
Radio contacts, however will periodically appear on the map.
No Deck Gun Projectile Path > High > Realistic
The yellow line from the deck gun to the target is no longer shown.
Realistic Sensors > Medium > High > Realistic
When selected, the effectiveness of your hydrophone and radar is reduced.
Dud Torpedoes > Medium > High > Realistic
When selected, your torpedoes will periodically malfunction.
Malfunctioning torpedoes will either detonate too early, or not detonate at all.
Realistic Reload > High > Realistic
When selected, it will take a considerable amount of time to reload the torpedo tubes.
No Event Camera > Low > Medium > High > Realistic
When selected, the event camera is disabled.
You will not see your torpedo tracking to the target or when the target sinks beneath the waves.
No External View > Realistic
When selected, the external camera is disabled.
No Stabilize View > Realistic
When selected, your targeting optics (i.e the TBT and attack periscope) will be realistically affected by the submarines movement on the waves.
This will make targeting more difficult in rough seas.
No Ship Damage Meters > High > Realistic
No explanation available.
Multiplayer Settings
Displays Submarine Owner
Displays Torpedoes Owner
Measurement Units
Metric
Imperial
THEBERBSTER
04-25-14, 11:31 AM
Last updated 16th April 2015
These Tutorial’s will show you how to do the following.
Tutorial 1. How to Take A Snapshot.
Tutorial 2. How to Disable the Generic File Patches.
Tutorial 3. How to Restore a Snapshot.
The Snapshot Folder comes in the Generic File Patcher (GFP) Download.
The Snapshot Folder is used to store taken Snapshots usually when changes have been made to the GFP and the decision is to have a new Snapshot record stored.
It is not essential to use this Snapshot Folder in its current position.
A Folder of any name and placed wherever you want to keep can be made.
Tutorial 1 Take Snapshot
1. Open the GFP so you can see all 9 Patchers.
2. There is no need to open any of the 9 Patchers with this Tutorial.
3. Go to the File Tab and Click on it. (Picture 1)
4. Select Take snapshot (Picture 1)
Picture 1
https://i.postimg.cc/5t5mKGkt/Picture-1-T.jpg
5. Find the Snapshot Folder if it does not automatically show it.
6. File Name is where you enter a description of your Saved Snapshot. (Picture 2)
7. Enter a File Name (Picture 2)
Picture 2
https://i.postimg.cc/W3hwp31d/Picture-2-T.jpg
8. For this Tutorial I have used the File Name 16.04.2015 7.5.0. + RN (Picture 3)
9. I have used extra information that reminds me that I am using NewUI 7-5-0 version and Real Navigation. (Picture 3)
10. Enter the File Name and Press Save. (Picture 3)
Picture 3
https://i.postimg.cc/Bnng7Mf5/Picture-3-T.jpg
11. The Saved gps File is confirmed. (Picture 4)
12. Press Ok to complete. (Picture 4)
Picture 4
https://i.postimg.cc/Z5NRmhmJ/Picture-4-T.jpg
13. Tutorial Completed.
Tutorial 2 Disabling Generic File Patches
1. Open the GFP so you can see all 9 Patchers.
2. There is no need to open any of the 9 Patchers with this Tutorial.
3. Go to the File Tab and click on it. (Picture 1)
4. Select Disable all patches (Picture 1)
Picture 1
https://i.postimg.cc/MHmQwMQ2/Picture-1-D.jpg
5. The GFP is shown in the process of Disabling Patches (Picture 2)
Picture 2
https://i.postimg.cc/sXpBPQKQ/Picture-2-D.jpg
6. When all the Patches have Disabled you will see this confirmation. (Picture 3)
7. Press OK to complete. (Picture 3)
Picture 3
https://i.postimg.cc/Y9w0S2kp/Picture-3-D.jpg
8. Tutorial Completed
Tutorial 3 Restoring a Snapshot
1. Open the GFP so you can see all 9 Patchers.
2. There is no need to open any of the 9 Patchers with this Tutorial.
3. Go to the File Tab and click on it. (Picture 1)
4. Select Restore snapshot (Picture 1)
Picture 1
https://i.postimg.cc/1zYxWJCb/Picture-1-R.jpg
5. Find the Snapshot Folder if it does not automatically show it.
6. Double Click with the Mouse on the Snapshot you want to Restore. (Picture 2)
7. Or Press Open (Picture 2)
Picture 2
https://i.postimg.cc/8CY3dssS/Picture-2-R.jpg
8. The GFP is shown in the process of Restoring all of the Patches (Picture 3)
Picture 3
https://i.postimg.cc/WpgKrNvB/Picture-3-R.jpg
9. When all the Patches have Restored you will see this confirmation. (Picture 4)
10. Press OK to complete. (Picture 4)
Picture 4
https://i.postimg.cc/BbBMzvZt/Picture-4-R.jpg
11. Tutorial Completed.
Other Generic File Patcher Posts
Post # 2 Installing TDW's Generic File Patcher (http://www.subsim.com/radioroom/showpost.php?p=2182954&postcount=2)
Post #3 How To Make Changes In TDW's Generic File Patcher And Run Administrator (http://www.subsim.com/radioroom/showpost.php?p=2182957&postcount=3)
Post #39 TDW Generic File Patcher Replacing My Old One With A New One! (http://www.subsim.com/radioroom/showpost.php?p=2189719&postcount=39)
Post #41 TDW's Generic File Patcher Changing The Map Colours (http://www.subsim.com/radioroom/showpost.php?p=2190351&postcount=41)
Post #56 TDW’s Generic File Patcher Illustrated Settings You Can Use in Yours (http://www.subsim.com/radioroom/showpost.php?p=2193776&postcount=56)
Courtesy acknowledgement to TheDarkWraith
THEBERBSTER
04-27-14, 10:10 AM
Last updated 17th May 2014 9.32pm
7A has a rear torpedo tube on the above water line and a Net Cutter on the front.
7B has a Net Cutter on the front, but no rear tube above the waterline.
7C has no Net Cutter or above water torpedo tube.
7C/41 has a built in radar and a radar housing built into the conning tower, no net cutter or above water torpedo tube.
Courtesy acknowledgement to V13dweller
THEBERBSTER
04-27-14, 10:37 AM
Last updated 21st April 2017
Campaign dates 31/08/39 - 09/05/45
Flotillas and dates
Objective dates dd/mm/yy
Coastal Waters 31/08/39 - 01/06/40
Flotilla 2nd
Bases - Memel (31-08-1939 to 01-09-1939) Kiel (02-09-1939 to 31-09-1939) Wilhelmshaven (01-10-1939 to 31-06-1940)
Stock boat issue - VIIA
Baltic Operations
31/08/39 - 05/09/39
Eastern British Coastal Waters
04/09/39 - 01/12/39
Breaking The Fortress
10/09/39 - 15/10/39
North Western Approaches
21/09/39 - 01/04/40
South Western Approaches
01/01/40 - 01/06/40
Operation Wesserubung
20/03/40 - 11/04/40
Happy Times 15/06/40 - 01/03/41
Flotilla 2nd
Bases - Wilhelmshaven (01-10-1939 to 31-06-1940) Lorient (01-07-1940 to 31-08-1944)
Stock boat issue - VIIB
Atlantic Air Gap
15/06/40 - 31/01/41
Western Approaches
01/10/40 - 01/02/41
Strategic Supplies
01/11/40 - 01/03/41
Mare Nostrum 15/03/41 - 01/12/41
Flotilla 23rd
Transfer from 2nd flotilla Kiel 15-03-1941 with new boat.
Bases - La Spezia (15-03-1941 to 31-05-1941) Salamis/Piraeus (01-06-1941 to 01-12-1941)
Stock boat issue - VIIC
Breakthrough Gibraltar
01/03/41 - 01/09/41
Deliveries for Malta
01/03/41 - 01/09/41
Siege of Tobruk
01/04/41 - 01/12/41
Middle East Supplies
01/06/41 - 01/12/41
10th Flotilla
01/09/41 - 30/11/41
East Mediterranean Convoys
01/09/41 - 01/12/41
Western Approaches 20/03/41 - 01/12/41
Flotilla 6th
Transfer from 2nd flotilla Kiel 20-03-1941 with new boat.
Bases - St Nazaire (05-04-1941 to 31-08-1944)
Stock boat issue - VIIC
British Supplies
20/03/41 - 01/12/41
Gibraltar Supply Route
20/03/41 - 01/12/41
Winston's Special
20/03/41 - 01/12/41
CENTRAL ATLANTIC SUPPLIES (was South Atlantic Supplies)
01/04/41 - 30/11/41
South Atlantic Convoys
01/04/41 - 01/12/41
Battle of the Mediterranean 15/12/41 - 01/09/42
Flotilla 29th
Bases - La Spezia (15-12-1941 to 01-05-1942) Toulon (01-05-1942 to 31-12-1942)
Stock boat issue - VIIC
Siege of Malta
15/12/41 - 01/08/42
Fortress Gibraltar
15/12/41 - 01/09/42
Rommel's Supplies
15/12/41 - 01/09/42
Raid on Malta
01/01/42 - 01/06/42
Eastern Fleet
01/01/42 - 01/09/42
Operation Pedestal
07/06/42 - 20/08/42
Operation Drumbeat 12/12/41 - 01/09/42
Flotilla 2nd
Bases - Lorient (12-12-1941 to 31-08-1944)
Stock boat issue - VIIC
U-Boat Blitz
12/12/41 - 01/02/42
Second Happy Time
12/12/41 - 01/08/42
Tanker Alley
01/03/42 - 01/09/42
Arctic Convoys 19/12/41 - 19/09/42
Flotilla 11th
Bases - Bergen (19-12-1941 to 19-09-1942)
Stock boat issue - VIIC
PQ/QP Convoys
19/12/41 - 16/06/42
Soviet Waters
19/12/41 - 01/07/42
Arctic Blockade
01/01/42 - 19/09/42
Arctic Convoys
01/02/42 - 01/09/42
JW/RA Convoys
01/05/42 - 19/09/42
Distant Waters 15/09/42 - 15/02/43
Flotilla 3rd
Transfer from 29th flotilla Toulon 15-09-1942
Bases - La Pallice (16-09-1941 to 31-08-1944)
Stock boat issue - VIIC
South America Supplies
15/09/42 - 31/12/42
Caribbean Oil
15/09/42 - 31/12/42
CapeTown Supplies
01/10/42 - 15/02/43
War in Distant Waters
01/11/42 - 15/02/43
The Black Pit 20/09/42 - 15/02/43
Flotilla 9th
Bases - Brest (20-09-1942 to 20-02-1943)
Stock boat issue - VIIC
The Triumph of the Wolfpack
20/09/42 - 17/12/42
The Gap Closers
01/10/42 - 15/02/43
The Torch
20/10/42 - 15/02/43
Brittish Supplies
01/12/42 - 15/02/43
Turning Point 01/03/43 - 15/06/44
Flotilla 9th
Transfer from Kiel 15-03-1943 with new boat.
Bases - La Pallice (16-09-1943 to 30-05-1944) Wilhelmshaven (31-05-1944 to 30-09-1944)
Stock boat issue - VIIC41
TW Spring 43
01/03/43 - 31/05/43
TW Summer 43
01/06/43 - 31/08/43
TW Autumn 43
01/09/43 - 30/11/43
TW Winter 43
01/12/43 - 39/02/44
TW Spring 44
01/03/44 - 15/06/44
Invasion Iminent
01/05/44 - 07/06/44
Monsun Gruppe 01/03/43 - 15/06/44
Flotilla 7th
Transfer from La Pallice 02-03-1943
Bases - Penang (03-03-1943 to 01-08-1943) Singapur (02-08-1943 to 01-05-1944)
Transfer to La Pallice 02-05-1944
Stock boat issue - VIIC41
Passage into The Rising Sun *
01/03/43 - 23/07/43
The Monsun Boats **
20/04/43 - 01/11/43
(requires * pass/fail to activate)
The Riches of India ***
01/07/43 - 20/04/44
(requires ** pass/fail to activate)
Australia Isolation ***
01/10/43 - 20/04/44
(requires ** pass/fail to activate)
Evacuation
01/03/44 - 15/06/44
(requires *** pass/fail to activate)
The Final Years 01/07/44 - 09/05/45
Flotilla 9th
Bases - Wilhelmshaven (01-07-1944 to 30-09-1944) Bergen (01-10-1944 to 09-05-1945)
Transfer to Loch Ryan (Scotland - Operation Deadlight) 09-05-1945
Stock boat issue - VIIC41
Tonnage War 44
01/07/44 - 31/12/44
The North Sea
01/09/44 - 09/05/45
Tonnage War 45
01/01/45 - 09/05/45
Urgent Message
05/05/45 - 09/05/45
Courtesy acknowledgement to Trevally
I know it's a dumb question, but how do you access the tutorials shown in your post? (I'm talking about the "step by step tutorials & how to do it" post).
THEBERBSTER
04-28-14, 06:58 PM
Hi Steve
No question is to dumb here its how we learn, ok!
Go to the ‘Tutorial’ you want.
Right click with your ‘Mouse’ to ‘Shade it.’
Copy and Paste it to a ‘Notepad’ or ‘Word Document’ on your own PC.
icthird623
04-29-14, 06:38 AM
Incredibly clear Thank you Berbster
THEBERBSTER
04-29-14, 05:51 PM
Thank you for your comment it is appreciated.
Good Hunting Peter
THEBERBSTER
04-30-14, 10:16 AM
Play Silent Hunter 5 in Offline Mode!
Playing with Ubisoft Connect Offline will let you use your own game saves itaken from C:\Documents\SH5\data\cfg SaveGames instead of the Cloud synchronized ones which maybe corrupted.
You may see a message asking where to take the saved games from.
Important
Your game should not be installed in the Program Files (x86) restricted directory.
If this is so then I would suggest that you uninstall and re-install again, use a registry cleaner before re-booting your system.
Picture 1 > Initializing Ubisoft Connect
https://i.postimg.cc/wMKTJGZL/1-LOGGING-IN.jpg
Picture 2 > Click on the Horizontal Lines
https://i.postimg.cc/LsMTC9Pb/2-HORIZONTAL-LINES.jpg
Picture3 > Menu showing
https://i.postimg.cc/63P4PcSp/3-MENU.jpg
Picture 4 > Click on the Go Offline Key showing
https://i.postimg.cc/634CtFCv/4-OFFLINE-BUTTON.jpg
Picture 5 > Initializing the Setting
https://i.postimg.cc/C12J4jsj/5-INITIALIZING-THE-SETTING.jpg
Picture 6 > Shows the Game is now in Offline Mode
https://i.postimg.cc/B6CPSsXt/6-SHOWS-OFFLINE.jpg
THEBERBSTER
04-30-14, 10:39 AM
Last updated 22nd May 2018
How To Use The Free Registry Cleaner Ccleaner
If you are installing for the first time or re-installing because of a problem it is essential that you use a Registry Cleaner as part of this process.
Ccleaner is free and is basically two cleaning tools one is a very good tool for uncluttering your PC and the other for keeping your registry in good shape.
I use the cleaner every day before I shut my PC down.
The Registry Cleaner can be used as and when required.
Recommended download link for Ccleaner.
http://www.filehippo.com/download_ccleaner/
This is a very simple installation.
Very easy to use.
Download Select > Run.
Now follow the Wizards instructions.
How to use the System Cleaner.
Close any internet activity you have open.
Ccleaner will prompt you to close or, it can force a closure for you.
Use this Cleaner first unstaliing, installing, and re-installing your game.
Open Ccleaner from its desktop icon.
Picture 1 > Click on Analyze.
https://s26.postimg.cc/4dh1mwknd/1_Analysys.jpg
Picture 2 > Shows the Analysis has completed its task.
https://s26.postimg.cc/ar64q8huh/2_analysis_ccompleted.jpg
Picture 3 > Now Run the Cleaner.
https://s26.postimg.cc/gfcfh59c9/3_Run_cleaner.jpg
Picture 4 > Press continue to start the cleaning.
https://s26.postimg.cc/rexmsr7h5/4_Continue.jpg
Picture 5 > Cleaning has completed its task.
Exit Ccleaner unless you are going to use the Registry Tool.
https://s26.postimg.cc/xsmpw0zih/5_Cleaning_completed.jpg
How to use the Registry Cleaner.
Picture 6 > Click on the Registry Icon.
https://s26.postimg.cc/ggmdaodrt/1_Registry_icon.jpg
Picture 7 > Registry cleaner is now open.
https://s26.postimg.cc/dzam3g461/2_Registry_selected.jpg
Picture 8 > Press Scan for Issues.
https://s26.postimg.cc/poelrf2uh/3_Scan_for_issues.jpg
Picture 9 > Press Fix selected Issues.
https://s26.postimg.cc/eoteftk55/4_Fix_selected_issues.jpg
Picture 10 > You now have the option to backup the Registry if you wish. I always select No.
https://s26.postimg.cc/5tsk5b32h/5_Option_to_back_up_the_registry.jpg
Picture 11 > Press Fix Issues.
https://s26.postimg.cc/uaapzttjd/6_Fix_issues.jpg
Picture 12 > Shows the Registry Tool has fixed any issues found.
https://s26.postimg.cc/q15zxo5pl/7_Issues_fixed.jpg
Picture 13 > Close the Registry Cleaner.
https://s26.postimg.cc/m4so1osft/8_Close.jpg
Picture 14 > You can now Exit the application.
https://s26.postimg.cc/3p874am15/9_Exit.jpg
It is important that you now reboot your system before you install or re-install your game.
You will be notified when Updates are available.
Updates will take you to the Piriform website as they want you to buy the Supported Version.
https://s7.postimg.cc/6y3vlgu8b/Ccleaner_update.jpg
Just Google Filehippo or save the http in this tutorial.
Exit Ccleaner before you install the updated version.
Download the new updated free version.
THEBERBSTER
05-03-14, 07:35 AM
Last updated 9th January 2018
You have completed the Mission early and you do not have a New Mission to go to.
1. How to Request an available Mission.
In the Bunker.
Go to the Flotilla Leader.
What are my Mission Orders?
Request the Mission.
Exit.
Use the Esc key.
Save Game.
Make a Manual Game Save.
Use the Esc key.
Go to the Main Menu.
Load Save your new one.
Go to the Quatermaster and select any Upgrades available and Torpedoes.
Go to the Flotilla Leader again.
Let’s start the new patrol.
Your New Patrol will load and you can sail.
2. No Mission available 1st time.
In the Bunker.
Go to the Flotilla Leader.
What are my Mission Orders?
No Mission available.
Use the Esc key.
Go to the Main Menu.
Save Game.
Make a Manual Game Save.
Use the Esc key.
Go to the Main Menu.
Load Save your new one.
Go to the Quatermaster and select any Upgrades available and Torpedoes.
Go to the Flotilla Leader again.
Let’s start the New Patrol.
When the game loads to the Bridge go to the Navigation Map and look at the date and see if you have a New Mission.
If you have follow the instructions from 1.
If you have not follow the instructions 3.
3. No Mission available repeating.
The Navigation Map again shows No New Missions.
Go back to the Bridge.
You can see the Anchor icon showing End Patrol.
Press the Anchor icon.
You are now back in the Bunker.
Go to the Flotilla Leader
What are my Mission Orders?
Follow the instructions for 1, 2 or 3 as required until you see a New Mission on the Navigation Map.
Each time you End the Patrol and start a New Mission your Map date will advance.
Your previous Patrol records are kept and can be viewed in the Captain’s Log (Hat) at any time.
Your Tonnage Bar and Campaign icons will still show your previous activity as you left it if you have this activated.
It is advisable to End the Patrol each time you have to return to your base to re-supply.
Refitting without ending the Patrol causes the data files to become larger and can lead to problems developing each time you refit so only use once in any one patrol.
Capt. Morgan
05-05-14, 11:58 PM
...HOW TO INSTALL TDW’s GENERIC FILE PATCHER CORRECTLY...
1. Cameramanager.act ...
122. Closes the ‘Patcher.’
Only 122 steps, so easy. SH5 rocks:har:
THEBERBSTER
05-06-14, 04:33 AM
Yes Capt. that's what step by step is all about.
You can see why it can be a struggle if you do not how, especially for a newbie or someone coming into SH5.
Peter
THEBERBSTER
05-07-14, 07:14 AM
Last updated 19th March 2019
Change your SH5.exe To Run As An Administrator
Look for the SH5 .exe Application icon Picture 1 in the Main SH5 Game folder.
Highlight the SH5.exe icon without starting the game.
Right click with your mouse on it and select Properties.
Click on the Compatibility Tab.
Go to the Privilege Level.
Click in the box > Run this program as an Administrator.
Click on Apply.
Click on Ok.
Picture 1 > SH5 .exe Application Icon
https://i.postimg.cc/1Xjmhy3c/1.jpg
Picture 2 > Right click on the SH5iexe icon again and select Pin to Taskbar.
https://i.postimg.cc/pT0xzPzb/2.jpg
Capt. Morgan
05-07-14, 04:04 PM
...You can see why it can be a struggle if you do not how, especially for a newbie or someone coming into SH5...
Absolutely. And I imagine it's no less of a struggle to keep on top of all the mods needed to make this game work - and then to explain them to us:salute:
THEBERBSTER
05-07-14, 07:22 PM
Hi Capt.
Yes your right, especially with Sober as he will frequently update more than 1 mod list within a few hours or a day later, so he keeps me on my toes.
Don't forget also the modders put in countless hours that unlike mine you can't see.
Peter
THEBERBSTER
05-09-14, 05:25 AM
Last updated 24th December 2016
Before enabling Any Mods please see the Important Notice at Picture 19 at the following link.
http://www.subsim.com/radioroom/showpost.php?p=2182962&postcount=4
1. In this Tutorial I have chosen sobers’s green crew training v4 SH5 Mod as the Tutorial example.
2. This Mod contains the Folder in Folder situation that causes a number of problems to newcomers to JSGME.
3. The Subsim Forum is constantly being posted with this type of problem where the Mod has been Enabled but does not work.
4. This Tutorial will show you how to spot this problem with any Mod that you download.
5. It is also good practice to have your Mods all in one place so they can be found easily.
6. In this Tutorial we will be using a Folder called SH5 Mods Store.
7. Download the sobers green crew training V4 SH5 Mod to the SH5 Mods Store Folder. (Picture 1)
Picture 1
https://i.postimg.cc/N0q1vcyc/1.jpg
8. Double click on the Zip File with your Mouse to Open it.
9. Click on the Folder Once to Highlight it. (Picture 2)
10. Press the Copy Icon (Picture 2)
Picture 2
https://i.postimg.cc/KvtT7Wqp/2.jpg
11. This Picture shows that the Mod is going to Copy to the SH5 Mods Store Folder. (Picture 3)
12. Press OK to complete the Copy. (Picture 3)
Picture 3
https://i.postimg.cc/QdsTfqv8/3.jpg
13. Close the Zip File. (Picture 4)
Picture 4
https://i.postimg.cc/BnMXMfxp/4.jpg
14. The Mod is now copied to your SH5 Mods Store Folder (Picture 5)
Picture 5
https://i.postimg.cc/yx4dk1H1/5.jpg
15. Open the Mod with your Mouse. (Picture 6)
Picture 6
https://i.postimg.cc/vZHm12pV/6.jpg
16. This Mod contains 2 Folders. (Picture 7)
Picture 7
https://i.postimg.cc/hPCBYD5X/7.jpg
17. The Folder 1 is the Documents Folder that will contain a Text File or other details about the Mod.
18.This can be Copied and Pasted to your SH5 Mods Store Folder for reading the Instructions.
19. Folder 2 has a Folder called Mods.
20. Open the Mods Folder.
21.This shows another Folder called sobers green crew training V4 SH5. (Picture 8)
Picture 8
https://i.postimg.cc/cHMqB034/8.jpg
22. Open the sobers green crew training V4 SH5 Folder (Picture 9)
Picture 9
https://i.postimg.cc/VLNyXykm/9.jpg
23. This shows the data Folder. (Picture 10)
Picture 10
https://i.postimg.cc/sDLLSvL4/10.jpg
24. This means that the sobers green crew training V4 SH5 Folder that we saw in Picture 8 is the Folder that needs to go in the JSGME Mod Folder.
25. The rule is look for the data Folder and it is the Folder behind the data Folder that always needs to go in the JSGME Mod Folder.
26. Use the Arrow in the Left Top Corner to go back to the sobers green crew training V4 SH5 Folder.
27. Open the Mod Folder and select Copy. (Picture 11)
Picture 11
https://i.postimg.cc/8c5yfSBY/11.jpg
28. Go to your JSGME Mod Folder. (Picture 12)
29. Typical Path C:\Ubisoft\Silent Hunter 5\Mods
30. Open the Mod Folder and select Paste (Picture 12)
Picture 12
https://i.postimg.cc/vBm73vgg/12.jpg
31. Go down to the JSGME Icon Application and Open it. (Picture 13)
Picture 13
https://i.postimg.cc/QdkpDzcK/13.jpg
32. You will now see the Mod sobers green crew training V4 SH5 is in the left Disabled side of JSGME. (Picture 14)
Picture 14
https://i.postimg.cc/7PGQgSFt/14.jpg
33. Right click with your Mouse on the Mod and you will see Explore. (Picture 15)
Picture 15
https://i.postimg.cc/kgnchSHm/15.jpg
34. Click on Explore and you should now see the data Folder (Picture 16)
35. This action can also be done directly from the Mod Folder see Picture 12 by opening the Mod Folder and opening the Mod and Deleting from there.
36. At this point if you cannot see the data Folder then the Mod will not work if it is Enabled.
37. If there are any Text Files or Document Folders showing then these should be Deleted by right clicking with your mouse and selecting the Delete function.
Picture 16
https://i.postimg.cc/k48K5MHs/16.jpg
38. If you have followed the Tutorial Instructions correctly then this or any other Mod will Enable correctly.
39. To Enable the Mod click on it Once with your Mouse. (Picture 17)
40. Click the Right Arrow showing in the centre section. (Picture 17)
Picture 17
https://i.postimg.cc/0jykBc7S/17.jpg
41. The sobers green crew training V4 SH5 Mod will either directly Enable or will show you a screen where it is going to overwrite other Enabled Mods. (Picture 18)
Picture 18
https://i.postimg.cc/j22TXCrQ/18.jpg
42. If you are building from an Established Mod List then there will not be problems with the Mods overwriting each other.
43. You will see at the bottom the total number of Mods in JSGME and the number of Mods Enabled.
44. To Exit JSGME Press the Close Button. (Picture 19)
Picture 19
https://i.postimg.cc/MTKJ6XX2/19.jpg
45. You still have the original Zip File of the Mod as a backup as well as the Copied Mod sobers green crew training V4 SH5 all in the SH5 Mods Store Folder.
46. How we got there:
47. (1) Zip File > (2) sobers green crew training V4 SH5 Folder > (3) Documents Folder + (3) Mods Folder > (4) sobers green crew training V4 SH5 Folder > (5) data Folder
48. The usual position for a Folder to be copied to the JSGME Mods Folder would be in position (2) and the data Folder in position (3).
49. As you can see with this particular Mod you have 2 Folders with the same name in positions (2) and (4).
50. This is why you need to pay careful attention with any Mods that you intend to use so you know what to put in the JSGME Mod Folder for the Mod to work.
TIP
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.
Hi THEBERBSTER,
I am new to modding sh5 and I find your thread here are invaluable.
Thank you very much for doing it.
However, I have a question about TDW_GenericPatcher_v_1_0_164_0.
Do you patch it in the beginning before all the mods in JSGME 2.6.0 or at the end after all the JSGME mods?
Here are my steps:
1. TDW_GenericPatcher_v_1_0_164_0
then under JSGME:
2. NewUIs_TDC_7_4_2_TheDarkWraith
3. Open Horizon II v2.5
4. Trevally Tutorial - All v0.2(for OHIIv1.3)
However, when playing the tutorial, I get random CTD quite often.
I have tried Basic Sub Maneuvering, Activate Stations and Automation and I have get CTD about 5 or 6 times.
What do I do wrong?
Please advise.
THEBERBSTER
05-11-14, 04:31 AM
Hi tirta
TDW's GFP is a stand-alone Patcher it has nothing to do with JSGME
Do not put it in JSGME
Do not put in your Mods Folder
This comes from the installation instructions from my Post #2
TDW’s Generic File Patcher’ is a ‘Stand-alone’ Application.
DO NOT put this in “JSGME” or in any SH5 folders.
Right click and delete the Patcher from JSGME
Look at my instructions again
Peter
yes I have read your post no.2.
I have not put TDW_GenericPatcher_v_1_0_164_0 under jgsme,
but on separate folder, but the tutorial still cause me CTDs.
I do not have CTD when using stock game.
What caused CTD? Do you know?
THEBERBSTER
05-12-14, 06:54 PM
Hi tirta
Post your mod list to me
In “JSGME”
Go to “Tasks”
Go to “Export activated mod lists to”
Click on “Clipboard”
Paste to my Post.
Can you explain a little better what you mean by the tutorial is causing a ctd?
Is the Patcher opening and showing you the 9 patch files?
Peter
mainexpress
05-13-14, 02:08 AM
Hi The Berbster i just loaded the latest sobers mod list...and installed the latest patcher...i'm not sure which patches to enable or whether it's really installed correctly i did it step by step per your instructions,plus the options viewer editor...but I'm not sure which options to choose true or false...this game is deep now with lots of different things I'm really not clear about...someone on Youtube needs to post an in depth instruction guide to sobers mega mod on how to install correctly...that way newcomers know what to do...it's hard going through all the subsim posts to find answers.i got in the game and tried to run a historical mission with no luck...because i get a CTD...so i don't know no what to do now:hmmm:
THEBERBSTER
05-13-14, 05:53 AM
Hi mainexpress
As far as the Patcher goes, as long as you can see those’ 9 Files’ then you have installed ok
The next thing is whether you are running ‘Real Navigation’ or not.
There have been a lot of additions to the game like taking control of the ‘Dive Planes, Engine Control, Sextants,’ and the recent addition in 164 of ‘Wind Speeds’ etc.
If you were to use them then they would need patching and in some cases you also need to make changes in the ‘OFEV’ as well.
For example if you want to be able to use ‘Decks Awash’ then you need to make changes in both the ‘GFP’ and the ‘OFEV.’
Do not change any in ‘Experimental or Advanced’
It is ‘File 4’ where you need to start making changes.
Click on ‘Patches.’
Change the ‘FIRST’ and ‘SECOND’ but only the ‘THIRD’ if you are using ‘RN.’
See my Post #41 on how to change the ‘Map Colours.’ This will always revert back to red when you go back in to GFP again so do not worry your choices stay enabled.
Change the next 3
The next 1 and 2 if you want ‘Decks Awash.’
Not IEC or ‘Advanced Users.’
Change the next 6
Change ‘New Game Destroyed Marks’ only if you are using ‘7-5-0.’
Change the next 2
Leave the next 5 although 4 and 5 is your choice to change if you want to.
Change ‘New hydro contact types.’
Do not change ‘Experimental’ and the last 8 although 4 and 5 your choice to change if you want to.
File 5 change all except ‘AI Units.’
File 6 change the following 1 - 3 – 5 – 6 – 7 – 9 -10
I personally do not change the next 7 but you can change these apart from ‘Dive Planes’ if you want to.
File 7 just 1 to change.
File 8 no changes.
File 9 no changes.
See my Post #35 and you will see Sobers mod list order.
As far as the OFEV this should now be a stand-alone and changes are no longer made through the NEWUI base mod.
OFEV is a matter of personal choice mainly rather than essential changes unless you are into the higher aspects of the game and changes need to be made to work with the changes made in the GFP.
If for example you wanted to use ‘Night Filters’ on your ‘Scopes’ then you would select the ‘UI Tab’ and change ‘Night Filters’ from ‘False to True.’
If for example you wanted set a ‘Hotkey’ so that you can travel at ‘7 knots’ to save ‘Fuel’ then you would go to the ‘Fuel Tab’ and change ‘Hotkey’ for ordering most effective fuel speed from M to P.’
Changes that you make in the ‘TAI and Nav Map’ tabs will automatically now show ‘Enabled’ when you select these ’Maps’ when you are on the U-Boat.
I do not know why you are getting a ctd with the ‘Historical Missions.’
I would suggest that you post me your mod list.
There is no need to type your mod list.
In “JSGME”
Go to “Tasks”
Go to “Export activated mod lists to”
Click on “Clipboard”
Right click and Paste to my Post.
I hope I have explained well enough, anything you still do not understand or want an answer to just Post or send me a PM
Peter
mainexpress
05-13-14, 02:05 PM
Hi mainexpress
As far as the Patcher goes, as long as you can see those’ 9 Files’ then you have installed ok
The next thing is whether you are running ‘Real Navigation’ or not.
There have been a lot of additions to the game like taking control of the ‘Dive Planes, Engine Control, Sextants,’ and the recent addition in 164 of ‘Wind Speeds’ etc.
If you were to use them then they would need patching and in some cases you also need to make changes in the ‘OFEV’ as well.
For example if you want to be able to use ‘Decks Awash’ then you need to make changes in both the ‘GFP’ and the ‘OFEV.’
Do not change any in ‘Experimental or Advanced’
It is ‘File 4’ where you need to start making changes.
Click on ‘Patches.’
Change the ‘FIRST’ and ‘SECOND’ but only the ‘THIRD’ if you are using ‘RN.’
See my Post #41 on how to change the ‘Map Colours.’ This will always revert back to red when you go back in to GFP again so do not worry your choices stay enabled.
Change the next 3
The next 1 and 2 if you want ‘Decks Awash.’
Not IEC or ‘Advanced Users.’
Change the next 6
Change ‘New Game Destroyed Marks’ only if you are using ‘7-5-0.’
Change the next 2
Leave the next 5 although 4 and 5 is your choice to change if you want to.
Change ‘New hydro contact types.’
Do not change ‘Experimental’ and the last 8 although 4 and 5 your choice to change if you want to.
File 5 change all except ‘AI Units.’
File 6 change the following 1 - 3 – 5 – 6 – 7 – 9 -10
I personally do not change the next 7 but you can change these apart from ‘Dive Planes’ if you want to.
File 7 just 1 to change.
File 8 no changes.
File 9 no changes.
See my Post #35 and you will see Sobers mod list order.
As far as the OFEV this should now be a stand-alone and changes are no longer made through the NEWUI base mod.
OFEV is a matter of personal choice mainly rather than essential changes unless you are into the higher aspects of the game and changes need to be made to work with the changes made in the GFP.
If for example you wanted to use ‘Night Filters’ on your ‘Scopes’ then you would select the ‘UI Tab’ and change ‘Night Filters’ from ‘False to True.’
If for example you wanted set a ‘Hotkey’ so that you can travel at ‘7 knots’ to save ‘Fuel’ then you would go to the ‘Fuel Tab’ and change ‘Hotkey’ for ordering most effective fuel speed from M to P.’
Changes that you make in the ‘TAI and Nav Map’ tabs will automatically now show ‘Enabled’ when you select these ’Maps’ when you are on the U-Boat.
I do not know why you are getting a ctd with the ‘Historical Missions.’
I would suggest that you post me your mod list.
There is no need to type your mod list.
In “JSGME”
Go to “Tasks”
Go to “Export activated mod lists to”
Click on “Clipboard”
Right click and Paste to my Post.
I hope I have explained well enough, anything you still do not understand or want an answer to just Post or send me a PM
Peterokay when i set up the generic patcher per your instructions...i only got 8 files at the end... the SH5.exe came up as an error box saying it was a different version...and i will go through the GFP & OFEV as you just explained and make those changes once i get my patcher set up right.here's my mod list...I'm wondering if i have to do a re-install and start all over.Generic Mod Enabler - v2.6.0.157
[D:\Program Files (x86)\Ubisoft\Silent Hunter 5\MODS]
sobers game loading tips V8 SH5
NDB,NDH OM#1 - No Dialog Indicator
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers best ever fog V30 SH5
sobers base sky mechanics V1
sobers waves mod V30 SH5
Water reflections intensity varied by available sunlight by TheDarkWraith
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers more trees SH5
sobers storm Clouds v2 SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Speech fixes and additions (english version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Large Optics for TDW UI
Large Optics for NewUIs_TDC_7_5_0_Test 17 Patch
Large Optics for TDW UI 16 by 9
IRAI_0_0_41_ByTheDarkWraith
Real U-Boat Performance - Type VII v1.4
sobers TDWUserOptions for mega mod +Menu SH5 V7
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
sobers Real_Nav_Bouys_Charts SH5 V5
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
Equip_Upgrade_Dates_Chart
R.E.M_by_Xrundel_TheBeast_1.2
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
sobers shipwreck mod V8 SH5
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. v5.7 - Indestructible UZO patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
sobers Lights Cfg V10 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Patrolsearch autoscriptsV04
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod SH5 V2
sobers Realistic contrast V14 SH5
sobers Blackout lights V2 SH5
sobers NO ship bow wave mod SH5
Shadow Improvement ModLR
sobers less resources shadows SH5
Moon_light_mod V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
sobers No bullet trasers SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers CrewAI mod SH5
sobers reduced file sizes SH5 V2
sobers dead is dead V3 NewUIs_TDC_7_5_0 SH5
THEBERBSTER
05-13-14, 02:24 PM
Is this where you installed SH5 [D:\Program Files (x86)\Ubisoft\Silent Hunter 5\MODS] ?
If this is yes?
Then it is incorrect to install in the program x86 folder.
The installation in your case should look like this.
D:\Ubisoft\Silent Hunter 5
This would be the default installation from the dvd unless you tell it otherwise.
The installation then adds to your Program x86 Folder and also in your Documents Folder.
JSGME when installed then adds the 'Mods Folder in the Silent Hunter 5 Folder
So yes, I can see why you might have a problem with the GFP looking for your SH5 exe
Peter
mainexpress
05-13-14, 03:44 PM
Is this where you installed SH5 [D:\Program Files (x86)\Ubisoft\Silent Hunter 5\MODS] ?
If this is yes?
Then it is incorrect to install in the program x86 folder.
The installation in your case should look like this.
D:\Ubisoft\Silent Hunter 5
This would be the default installation from the dvd unless you tell it otherwise.
The installation then adds to your Program x86 Folder and also in your Documents Folder.
JSGME when installed then adds the 'Mods Folder in the Silent Hunter 5 Folder
So yes, I can see why you might have a problem with the GFP looking for your SH5 exe
Peterso essentially your telling me that installing SH5 in the program files(x86) folder is wrong? that i should install the game outside of the program files (x86) folder? that doesn't make sense when i already have other games installed in that folder basically everything that i wanna install goes in that D:\program files (x86) folder...i don't know what to do at this point? and the SH5.exe is the only .exe i have in the main silent hunter 5 folder...so i don't know why the GFP is having trouble finding it?and giving me an error box in the patcher could this be the reason I'm getting CTD?? so what is the next step i should take?:hmmm:
THEBERBSTER
05-13-14, 06:11 PM
Installing in Program x86 folder is totally wrong and that is why you are getting the problems.
The fact that you expect SH5 to work in the same way as your other games is irrelevant.
Sh5 has to be installed in a particular way.
This would normally be in the C: drive
Default installation is C:\Ubisoft\Silent Hunter 5
if you read again what I said >>>> It does also install in the Program x86 Folder as well as the Main Silent Hunter 5 Folder.
When you install SH5 it also installs the Uplay installer.
SH5.exe you are referring to starts Uplay.
These exe should all be showing in your main SH5 folder
JSGME
Goblin Editor
Mission Editor2
You need to do a re-install.
If you want German Voices use the custom install on the dvd.
Is your GFP version 164?
Peter
mainexpress
05-13-14, 07:06 PM
Installing in Program x86 folder is totally wrong and that is why you are getting the problems.
The fact that you expect SH5 to work in the same way as your other games is irrelevant.
Sh5 has to be installed in a particular way.
This would normally be in the C: drive
Default installation is C:\Ubisoft\Silent Hunter 5
if you read again what I said >>>> It does also install in the Program x86 Folder as well as the Main Silent Hunter 5 Folder.
When you install SH5 it also installs the Uplay installer.
SH5.exe you are referring to starts Uplay.
These exe should all be showing in your main SH5 folder
JSGME
Goblin Editor
Mission Editor2
You need to do a re-install.
If you want German Voices use the custom install on the dvd.
Is your GFP version 164?
Peterokay i will do a re-install and install like this D:\Ubisoft\SilentHunter 5 i will save my SH5 folder in my documents for my current campaign i have running so i don't lose my career...i will run a program called regvac to clean my registry before installing...btw what is goblin editor and what does it do?also mission editor 2? and my GFP currently is 164 yes. thanks Pete:)
Hi tirta
Post your mod list to me
In “JSGME”
Go to “Tasks”
Go to “Export activated mod lists to”
Click on “Clipboard”
Paste to my Post.
Can you explain a little better what you mean by the tutorial is causing a ctd?
Is the Patcher opening and showing you the 9 patch files?
Peter
Generic Mod Enabler - v2.6.0.157
[G:\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Stock faces
Reworked Morale and Abilities v.1.1
NewUIs_TDC_7_4_2_ByTheDarkWraith
OPEN HORIZONS II v2.5
Trevally Tutorial - All v0.2(for OHIIv1.3)
yes, the patcher is showing the 9 patch files.
however, for testing now, I do not use it,
I want to see if I still get CTD.
THEBERBSTER
05-16-14, 02:47 PM
Hi tirta
MightyFine Crew Mod 1.2.1 Stock faces
Reworked Morale and Abilities v.1.1
NewUIs_TDC_7_4_2_ByTheDarkWraith
OPEN HORIZONS II v2.5
Are you saying that if you take this mod out then you do not get a ctd?
Trevally Tutorial - All v0.2(for OHIIv1.3)
It is essential that the Torpedo Patches all 20 of them are enabled in the GFP.
You are missing a lot of mods that fix bugs and glitches.
You need to add all of these before your 1st mod.
Equipment_Upgrades_Fix_v1_4_byTheBeast
http://www.subsim.com/radioroom/downloads.php?do=file&id=3126 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3126)
Equipment_Upgrades_Fix_v1_4_Patch_1
http://www.subsim.com/radioroom/showthread.php?t=182194 (http://www.subsim.com/radioroom/showthread.php?t=182194)
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
http://www.subsim.com/radioroom/showthread.php?t=182194 (http://www.subsim.com/radioroom/showthread.php?t=182194)
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
http://www.subsim.com/radioroom/downloads.php?do=file&id=3683 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3683)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
Folder 1 and folder 3 are inside a Folder called Mods.
Select the Base Folder and only 1 Patch Folder
http://www.subsim.com/radioroom/showthread.php?t=174511 (http://www.subsim.com/radioroom/showthread.php?t=174511)
The dvd default installation is C:\Ubisoft\Silent Hunter 5
I had the same problem with getting a ctd with the Tutorial in Historic Missions.
Doing a re-install cured the problem, now ok.
Peter
THEBERBSTER
05-16-14, 03:04 PM
Hi mainexpress
Apologies for not getting back to you sooner.
Check this thread out regarding the Goblin Editor
http://www.subsim.com/radioroom/showthread.php?t=165805&highlight=GOBLIN+EDITOR (http://www.subsim.com/radioroom/showthread.php?t=165805&highlight=GOBLIN+EDITOR)
Check this thread out regarding the Mission Editor
http://www.subsim.com/radioroom/showthread.php?t=164578 (http://www.subsim.com/radioroom/showthread.php?t=164578)
Peter
mainexpress
05-16-14, 03:37 PM
Hi mainexpress
Apologies for not getting back to you sooner.
Check this thread out regarding the Goblin Editor
http://www.subsim.com/radioroom/showthread.php?t=165805&highlight=GOBLIN+EDITOR (http://www.subsim.com/radioroom/showthread.php?t=165805&highlight=GOBLIN+EDITOR)
Check this thread out regarding the Mission Editor
http://www.subsim.com/radioroom/showthread.php?t=164578 (http://www.subsim.com/radioroom/showthread.php?t=164578)
Peterthanks pete i did a reinstall of SH5 got the patcher working and options viewer editor for the new UI's working along with sobers latest mod list...but i'm still new at this learning all the different features of what the mods can do...the game looks so Beautiful now. hats off to all the contributors and modders of subsim they do a fantastic job for a beautiful game.:salute:
THEBERBSTER
05-16-14, 05:59 PM
Hi mainexpress
Great news, really pleased for you.
When you get it running properly it is fantastic.
Just standing on the bridge and taking it all in, wonderful.
Peter
Hi tirta
MightyFine Crew Mod 1.2.1 Stock faces
Reworked Morale and Abilities v.1.1
NewUIs_TDC_7_4_2_ByTheDarkWraith
OPEN HORIZONS II v2.5
Are you saying that if you take this mod out then you do not get a ctd?
Trevally Tutorial - All v0.2(for OHIIv1.3)
It is essential that the Torpedo Patches all 20 of them are enabled in the GFP.
You are missing a lot of mods that fix bugs and glitches.
You need to add all of these before your 1st mod.
Equipment_Upgrades_Fix_v1_4_byTheBeast
http://www.subsim.com/radioroom/downloads.php?do=file&id=3126 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3126)
Equipment_Upgrades_Fix_v1_4_Patch_1
http://www.subsim.com/radioroom/showthread.php?t=182194 (http://www.subsim.com/radioroom/showthread.php?t=182194)
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
http://www.subsim.com/radioroom/showthread.php?t=182194 (http://www.subsim.com/radioroom/showthread.php?t=182194)
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
http://www.subsim.com/radioroom/downloads.php?do=file&id=3683 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3683)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
Folder 1 and folder 3 are inside a Folder called Mods.
Select the Base Folder and only 1 Patch Folder
http://www.subsim.com/radioroom/showthread.php?t=174511 (http://www.subsim.com/radioroom/showthread.php?t=174511)
The dvd default installation is C:\Ubisoft\Silent Hunter 5
I had the same problem with getting a ctd with the Tutorial in Historic Missions.
Doing a re-install cured the problem, now ok.
Peter
I have added all the mods according to your instructions.
And I have enabled the torpedo fix in TDW generic patcher.
Then, I have also tried disabled everything.
And I have also reinstalled sh5.
However, no matter what I do,
I still have CTDs a lot.
For example, the last tutorial I play is: manual tdc 01 90 deg
And I have played it 4 times, but never finish it, always CTDs in the middle.
So what is wrong here?
Defiance
05-17-14, 03:24 PM
Check and see what ms c++ runtimes are installed
You want to avoid Visual C++ 2008 Redistributable 9.0.30729.4974
And double check the folders eg : mod folder 'zoom to the moon' does not contain another folder inside besides 'data' etc
Hmm like this ... zoom to the moon/zoom to the moon/data/guts of the mod
Should be zoom to the moon/data/guts of the mod
(why the heck did i just come up with 'zoom to the moon' sheesh, not even had a drink lol)
Chucking stuff at ya you may of not tried
THEBERBSTER
05-18-14, 05:25 PM
Last updated 13th January 2022
This Mod is unfortunately obsolete but the data shown on the charts is still useable.
Charts Used
https://s17.postimg.cc/bwz9b4stb/RPM_Merchants_Eng_v221_p1_2_-_Copy.jpg
http://s31.postimg.org/eoh3furd7/RPM_Merchants_Eng_v221_p1_2.jpg
https://s17.postimg.cc/ahxomfevj/RPM_Merchants_Eng_v221_p2_2_-_Copy.jpg
http://s31.postimg.org/g2rkdi13f/RPM_Merchants_Eng_v221_p2_2.jpg
https://s17.postimg.cc/oodfho567/RPM_Warships_Eng_v221_-_Copy.jpg
http://s31.postimg.org/eq1lmvmrv/RPM_Warships_Eng_v221.jpg
YouTube Tutorial
https://www.youtube.com/watch?v=ahK4YelByDw
THEBERBSTER
05-18-14, 05:38 PM
Spare
Check and see what ms c++ runtimes are installed
You want to avoid Visual C++ 2008 Redistributable 9.0.30729.4974
I have checked my window and I do not have that version.
However, I still can not play Trevally Tutorial: manual tdc 01 90 deg.
I always have CTD in the middle, never finished it.
This are my latest mods:
Generic Mod Enabler - v2.6.0.157
[G:\Silent Hunter 5\MODS]
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Stock faces
Reworked Morale and Abilities v.1.1
NewUIs_TDC_7_4_2_ByTheDarkWraith
OPEN HORIZONS II v2.5
Trevally Tutorial - All v0.2(for OHIIv1.3)
then I uninstall OPEN HORIZONS II v2.5 and install other version of the tutorial:
Generic Mod Enabler - v2.6.0.157
[G:\Silent Hunter 5\MODS]
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Stock faces
Reworked Morale and Abilities v.1.1
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Tutorials - All v0.2 (for TDW UI)
but no luck, always CTD somewhere, but not at the same place.
Actually yesterday I almost finished the tutorial, however, it seems that the boat change direction and it went right above me, so I have to restart the tutorial, then when I restart I got CTD. Too bad.
Regarding the TDW generic patcher, I have tried disabled everthing, enabled only torpedo fix, enabled almost everything, but no matter what, I still get CTD
The strange thing is when playing with no mods, there is no CTD.
So what is wrong here?
Please advise.
THEBERBSTER
05-19-14, 01:03 PM
Hi tirta
Your mods and their order are ok.
It sounds like you have a corrupted file somewhere.
I had a similar problem, the difference for me was I would ctd just as the tutorial was finishing its loading.
I had to do a re-install and that has cured the problem.
Peter
Hi Peter,
Thanks for the reply.
I have reinstalled the game but with mods I still have CTD.
Do you have some idea where is the corrupted file?
Game file or mods file?
Is it mods file?
Because without any mods, I do not have CTD.
However, all the mods files unrar OK with winrar,
so which one is the corrupt file?
Please advise.
Thanks.
THEBERBSTER
05-20-14, 06:22 AM
I think you answered your own question by saying that the game was ok until you added your mods.
So we are looking at a mod corruption or maybe a mod incorrectly installed?
You know it is not OH II as disabled you still ctd.
It could be this
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
See my Tutorial Post #28 and run this and you will get information on your enabled mods.
You might see the problem after running it.
If you still have your mods enabled in your Mods Folder right click on each one of the mods you have enabled and make sure you can see the 'Data Folder.
Peter
Hi Peter,
Thanks for all the advices.
I have run “JSGME Mod Validator”, but I find there is no error in installation,
all the mods are labeled "installed correctly".
However, your reply make me thinking a lot about the mods.
The first mods that I use is because I want to play Trevally Tutorial.
So I installed:
NewUIs_TDC_7_4_2_ByTheDarkWraith
OPEN HORIZONS II v2.5
Trevally Tutorial - All v0.2(for OHIIv1.3)
with TDW_GenericPatcher_v_1_0_164_0.
These are the first mods that I used, the first time I got a lot of CTD.
Then after reading your reply and searching the forum,
I add these mods:
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Stock faces
Reworked Morale and Abilities v.1.1
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Tutorials - All v0.2 (for TDW UI)
With these mods, I still get a lot of CTD.
Then I add FXU_0_0_22_Ship zon Files after FX Update,
and I also use sober snapshot for setting the TDW generic patcher.
Generic Mod Enabler - v2.6.0.157
[G:\Silent Hunter 5\MODS]
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
MightyFine Crew Mod 1.2.1 Stock w beards
Reworked Morale and Abilities v.1.1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Tutorials - All v0.2 (for TDW UI)
Now there is a difference, i still get CTD, but not that often,
now most of the times, I can play the first mission without CTD,
but then after I finish it, get back to main menu, then play the 2nd mission,
then I get CTD somewhere on the middle of the 2nd mission.
Peter, do you know what is still wrong here?
My window is win7/64 with 4GB ram and nvidia GTX560 Ti.
Do I run out of memory?
THEBERBSTER
05-23-14, 05:39 PM
4Gb of ram is not enough for SH5 as you should be looking at 8Gb.
Some of the SH5 mods can be high on resources.
Your mod list looks ok
Have you turned down the 'Graphics' in 'Game Play Options?'
Check out Sobers snapshot as he plays at a high level so you do not want Sextants, Dive Planes, Real Navigation etc enabled.
Ram is not expensive, so I would look to upgrade this when you are able to do so.
If it gets really bad switch to SH4 until you can afford to upgrade.
Sh4 will cope well with your 4Gb
I play both Sh4 and Sh5.
You have the option to play German or American in SH4
Peter
THEBERBSTER
05-24-14, 12:35 PM
How To Enable The Periscope Scope Filters
TDW's Options File Editor Viewer needs to be installed.
See my tutorial Post #6 how to install it.
To enable the scope filters you need to go to the UI Tab in TDW's Options File Editor Viewer.
Change the Night Filters patch from false to true.
In the periscope station when you press the Hud button tick the enable at the top.
Click on the number showing opposite the colour you want to change.
Use the mouse wheel to change the number.
You will see the optic changing colour.
By using the 4 options you should be able to get a night vision that suites your vision.
https://i.postimg.cc/qRRYr3K5/Hud-Scope-Filter.jpg
Thanks Peter for all the advices.
4mb ram is more than enough for the vanilla sh5,
so what mods which need lots of RAM?
maybe I can avoid it?
And I notice there is newer version of TDW UI: ver 7.5.0
Is this worth upgrading from 7.4.2?
4Gb of ram is not enough for SH5 as you should be looking at 8Gb.
Some of the SH5 mods can be high on resources.
Your mod list looks ok
Have you turned down the 'Graphics' in 'Game Play Options?'
Check out Sobers snapshot as he plays at a high level so you do not want Sextants, Dive Planes, Real Navigation etc enabled.
Ram is not expensive, so I would look to upgrade this when you are able to do so.
If it gets really bad switch to SH4 until you can afford to upgrade.
Sh4 will cope well with your 4Gb
I play both Sh4 and Sh5.
You have the option to play German or American in SH4
Peter
THEBERBSTER
05-29-14, 11:24 AM
Hi tirta
You may get away with 4gb for vanilla, but is generally accepted that SH5 unlike SH4 and SH3 needs 8gb to handle the higher resources and graphics.
Sobers mods are generally seen as high resource mods.
He has though produced this mod Sobers Reduced File Sizes SH5 V2 that may well be beneficial when you using a large number of his mods.
This Sobers mod would be added at the end of your mod list.
You also have DynEnv v2.9 - 1. Main Mod this also comes with DynEnv v2.9 - 2. Main Mod Low Resolution Patch which you would place at the end of any additional Dyn Env mods.
DynEnv v2.9 has around 28 mods in it many are low resolution ones.
Mods that deal with’ Depth Of Field’ (DOF), shadows, and change interiors are also likely to be high on resources.
This mod comes as a high resolution but also has this (LR) low resolution buddy Shadow Improvement ModLR.
I would suggest that you only add mods that you really need.
The ‘Vanilla game is quite boring and underwhelming.
Until you have added two of the three mods below you do not know what you have been missing.
The mods in my Post #74 should always take priority over any additional choices with the exception of OHII and interfaces TDW,s New UI or CSP Magui.
(Your quote) And I notice there is newer version of TDW UI: ver 7.5.0 Is this worth upgrading from 7.4.2?
In your case no. 7-5-0 has not been official released and is currently on version 17.
It has a lot of advanced settings that you will not use. 7-4-2 is well established I use it and it is reliable.
So it sounds like you are thinking of dipping your toes in the water and looking for a few mods.
Make this your number 1 and put at number 1 in your mod list NDB,NDH OM#1 - No Dialog Indicator
http://www.subsim.com/radioroom/showthread.php?t=162677 (http://www.subsim.com/radioroom/showthread.php?t=162677)
Make sure you lower the Graphic setting in ‘Game Play Options.’
Selecting mods from Sober – Fifi or Sjizzle you know that they have been tried and tested and will work, and also, be in the correct order.
So to sum up if you do not need it then do not use it.
If I can be of any further help just post or PM me.
Peter
THEBERBSTER
05-29-14, 11:51 AM
Last Updated 14th September 2015
https://i.postimg.cc/zfmK8ZgZ/1.jpg
THEBERBSTER
06-01-14, 06:02 PM
Last updated 21st January 2018
This Tutorial by Stoianm will show you how to use the U-Jagd to get a Ships Speed.
https://www.youtube.com/watch?v=xI6fqazoX1E (https://www.youtube.com/watch?v=xI6fqazoX1E)
https://i.postimg.cc/DZ4zZ8kx/108-U-Jagd-2-300-x-392.jpg
U-Jagd Clock Face Identification.
Dial 1. = Time in Seconds.
Dial 2 = Ship Lengths up to 100 Metres.
Dial 3 = Ship Lengths up to 150 Metres.
Dial 4 = Ship Lengths up to 200 Metres.
Dial 5 = Ship Lengths up to 75 Metres.
General Instructions On How To Use The U-Jagd.
1. Select the Stopwatch/Clock (Chronometer).
2. Right click with your mouse button on the Clock Face.
3. U-Jagd should now be showing.
4. Move the U-Jagd to a convenient place if necessary.
5. Lock the Target
6. Identify the Target
7. Open the Recognition Manual
8. Send the Mast Height to the TDC
9. Make a note of the Ships Length (Example 140.9 = 141 Metres.)
10. In this example you would use Dial 3 for Ships up to 150 Metres.
11. Position the Attack Scopes Vertical Line forward of the Ships Bow.
12. When the Bow touches the Vertical Line Start the U-Jagd
13. When the Stern passes the Vertical Line Stop the U-Jagd.
14. Read the Speed from the Dial for the Ships Length.
15. Enter in the TDC.
Courtesy acknowledgment to Stoianm
U-Jagd Graph Courtesy of Marco1971
https://i.postimg.cc/zfmK8ZgZ/1.jpg
Thanks Peter for SH4 beginners guide.
I am thinking of installing sh4 again since my sh5 has lots of CTDs.
However, I never try its manual TDC.
On your guide you mention that your method is based on 90 degree AOB.
Is this the same method as the one in trevally tutorial manual tdc 90 deg?
THEBERBSTER
06-02-14, 03:32 PM
Hi tirta
Sorry to hear that you are still having troubles.
Before you give up on SH5.
You say you are using Sobers snapshot.
Go through each patch and see if you need to disable any unnecessary ones.
You do not want any of these enabled.
Dive Planes
Sextants
Engine Controls
Stadimeter reference to Sextant
Wind Speeds
Advanced
Experimental
Would you send me your latest mod list please.
Trevally's AOB 90 Tutorial is SH5
Mine is for SH4 and is all my own work.
Peter
THEBERBSTER
06-04-14, 05:21 AM
FX_Update_0_0_22_ByTheDarkWraith
The patches in this mod are often enabled incorrectly with the wrong patch being enabled.
This Tutorial will show you how not to make that mistake.
Contents of the Zipped File >
FX_Update_0_0_22_ByTheDarkWraith
Un-Zipped > Folder > FX_Update_0_0_22_ByTheDarkWraith (Picture 1)
Picture 1
https://i.postimg.cc/TwTJrMQM/1-Un-zipped-folder.jpg
Clicking on the FX_Update_0_0_22_ByTheDarkWraith Folder again will show the next Folder called > Mods (Picture 2)
Picture 2
https://i.postimg.cc/LX4jJk6m/2-Mods-folder.jpg
Clicking on the Mods Folder will show you 5 Folders:
Folder 1 > Main Mod > FX_Update_0_0_22_ByTheDarkWraith enable this mod in front of the chosen patch. (Picture 3)
Picture 3
https://i.postimg.cc/qq3qqgnk/3-Main-Mod-folder-1.jpg
Clicking on the FX_Update_0_0_22_ByTheDarkWraith Folder will show you a Documentation Folder. (Picture 4)
Picture 4
https://i.postimg.cc/jjMXKqyg/4-Documentation-Folder.jpg
Folder 2 > FX_Update_0_0_22_Stock_Torpedoes – MagDet range 3m (modified for torpedo failure patches) (Picture 5)
Picture 5
https://i.postimg.cc/90ZZ4cqj/5-stock-torpedoes-mag-det-folder-2.jpg
If you are using a version of TDW’s NewUI 7-4-2, 7-5-0 or another UI other than Stock then Folder 3 would be the patch to enable.
Folder 3 > FX_Update_0_0_22_Torpedoes (modified for torpedo failure patches) (Picture 6)
Picture 6
https://i.postimg.cc/gjVLz4fz/6-torpedo-patch-folder-3.jpg
Folder 4 > FX_Update_0_0_22_ Torpedoes – MagDet range 3m (modified for torpedo failure patches) (Picture 7)
Picture 7
https://i.postimg.cc/GhbHPFWD/7-torpedoes-mag-det-folder-4.jpg
If you are not using any UI then Folder 5 would be correct for the Stock UI.
Folder 5 > FX_Update_0_0_22_ Stock_Torpedoes (modified for torpedo failure patches) (Picture 8)
Picture 8
https://i.postimg.cc/pX0XDgYN/8-stock-torpedo-patch-folder-5.jpg
THEBERBSTER
06-06-14, 11:18 AM
Last updated 10th April 2015
1. Don't use 3d clouds.
2. Shadow slider all way to left (so none at all)
3. Terrain objects and particles density move notches left.
4. Don't use light shafts and ships caustic effects (caustics is included in several mods)
5. Get this d3d_antilag101 leave as-is and place the two items in game directory (eg : c:/ubisoft/silenthunter5/2 items from d3d_antilag101 here)
6. The AA slider have more to the left than right if that's possible.
7. And stay away from heavy smoke mods etc.
Courtesy acknowledgement to Defiance
Download Link to D3D9 antilag v1.01 (http://www.subsim.com/radioroom/downloads.php?do=file&id=2871)
If you're using FX_Update by TheDarkWraith, disable it. I just did.
Huge improvement in any combat situation.
Courtesy acknowledgement to Capt Morgan
To view the ‘Frame Rate’ while playing.
Hold down the ‘CTRL Key and F8 Key’
Courtesy acknowledgement to tonschk
THEBERBSTER
06-07-14, 02:20 PM
Last updated 24th April 2018
https://s17.postimg.cc/cb0lami0v/clock_by_shmal.jpg
https://s30.postimg.org/h35auypht/clock_by_shmal.jpg
Whats new:
1. It based on stopwatch from TDW mod, but i noticed some inaccuracy with arrows. They missed scale division!
2. I made arrows more thin! Looks great and easier to take readings!
3. The blue and red colors of arrows while torpedo attack is less saturated. Thats better.
4. I turned the scale a little bit and calibrated it!
5. I took the body texture from Magui mod!
6. I placed German eagle. Sorry! But looks nice i think! ))
Download link:
https://www.mediafire.com/?y5vj10jn303l7kj
Courtesy acknowledgement to Shmal
THEBERBSTER
06-09-14, 05:14 AM
To see your Frame Rate hold down the 'CTRL Key and F8 Key.'
Courtesy acknowledgement to tonschk
THEBERBSTER
06-11-14, 05:42 AM
Essential Silent Hunter 5 Information For Sobers Mega Mod
If you are just starting out or are a seasoned player you will find a huge amount of information and changes that can be made to the game in this thread that will surprise you as there is something here for everyone.
Everything is here that will tell you what you can or need to do with the appropriate download links where necessary.
Download Link
http://www.subsim.com/radioroom/showthread.php?t=192374 (http://www.subsim.com/radioroom/showthread.php?t=192374)
Courtesy acknowledgement to Sober
THEBERBSTER
06-12-14, 05:56 PM
Last updated 25th January 2016
How Can I tell What I Need To Do In A Stock Game Campaign?
You are in a ‘Campaign’ but you do not know what your objectives are, or you may have sunk a number of ships and you do not know how many you need or, maybe it is the total amount of tonnage you need to complete the mission.
You can find all your objectives for a particular 'Campaign' quite easily.
Go to:
Documents
SH5 folder
CFG folder
SaveGames folder (select your last saved game by the date and time and then open it.)
Campaign folder
Campaign CFG
Your campaign name will show on the first line.
The 'Amount' is the objective you need to achieve.
This will may show as tonnage figure, or show the number of ships you need to sink.
The CrtAmount is either the number of ships you have sunk to date, or the total amount of tonnage you have sunk to date.
The 'Campaign' objectives are not used if one of the mega mods is being used.
THEBERBSTER
06-14-14, 02:38 PM
Last updated 15th April 2018
Download Link
EQuaTool – Elite Quality Map Tools For SH5 v. 01.01 by AvM. (http://www.subsim.com/radioroom/downloads.php?do=file&id=2819)
(http://www.subsim.com/radioroom/downloads.php?do=file&id=2819)
EquaTool when unzipped has 15 Folders.
Each Folder can now be seen so as to help you decide that there is a better alternative than the Stock Tools.
Check the information carefully if you decide that you wish to put your own combination of tools together as some are and some are not compatible combinations.
Folder 1 > Documents.
Contains all the information you need to know and the combinations of tools that can be put together.
Tools that are shown as a Set will enable in JSGME when installing from the Folder number.
INCLUDED STYLES AND ADD-ONS
Flat Style
Standard sized, most similar to default set, but with much better looking tools for higher precision.
Kriegsmarine Style Family
All standard sized, they come in various flavours (check the Styles descriptions below).
The hallmark of the Family is the Nazi Eagle on the tools - an exact copy of markings stamped on all tools/equipment officialy owned by Kriegsmarine (there were a few different designs of these stamps, only some were used).
Version without svastikas (much lower quality and not historically accurate) is discontinued, but available in version 01.00 of this mod (check my FileFront site: http://www.filefront.com/user/Abd_von_Mumit).
Kriegsmarine Regular Style
Standard sized, similar to default tools but more precise.
The Eagle is a copy of real markings.
Kriegsmarine Light Style
Standard sized, similar to default tools but more precise.
The Eagle is a copy of real markings.
Kriegsmarine Golden Style
Standard sized, similar to default tools but more precise.
The Golden Eagle is my idea for eye-candy ("a luxury set") and may not be historically accurate (however the Eagle shape IS accurate).
Kriegsmarine Woody Regular Style
Standard sized, similar to default tools but more precise and with wooden handles/grips.
The Eagle is a copy of real markings.
Kriegsmarine Woody Light Style
Standard sized, similar to default tools but more precise and with wooden handles/grips.
The Eagle is a copy of real markings.
Kriegsmarine Woody Golden Style
Standard sized, similar to default tools but more precise and with wooden handles/grips.
The Golden Eagle is my idea for eye-candy ("a luxury set") and may not be historically accurate (however the Eagle shape IS accurate).
Large Style
Non-standard sized. All tools are the same - they are large, VERY accurate and look professional.
In fact they can be used in a truly professional manner, unlike their smaller brothers - check manual written for this tool by Moose Malloy, included in \documentation\manuals\malloy's ruller.rtf (written for SH3, some details may not apply to SH5 - I have not yet verified it for SH5).
Medium Clean Style
Non-standard sized.
A good compromise between standard and large sized tools.
Very legible with thick markings.
Medium Faber-Castell Style
Non-standard sized. Same as "Medium Clean Style", but with additional markings (historically accurate KM Eagle, copy of real "Kriegsmarine" writing and pre-war "Faber-Castell" logo as producer of the tool, for immersion).
Woody Style
Standard sized.
These tools don't provide better accuracy than stock, but... they have wooden handles/grips.
Double Set - Large plus Flat Style
Non-standard sized.
Large Style as "extended" series of tools with Flat Style as "simple" series.
For maximum precision and flexibility when plotting a lot.
Uses coloured Eraser tool coming from "Add-on - Coloured Simple Tools".
Add-on - Large Style Ruler
For any "standard sized"
Style replaces Ruler tool (extended series) with a Large Style Ruler (see Large Style description to see the Ruler).
Install ONLY on top of "standard sized" Styles - if installed on top of any "non-standard sized" Style, will render tools useless.
This add-on may NOT be used independently (needs a "standard sized" Style installed first).
Add-on - Coloured Simple Tools
These are here for eye pleasure - they add more colours when working with a map, the also look more real than stock tools.
Install ONLY on top of "single" Styles - if installed on top of any "double set", will render tools useless.
This add-on may be also used independently (without any Style installed).
https://i.postimg.cc/d1X9Xqyb/1.jpg
https://i.postimg.cc/c47Q77Fy/2.jpg
https://i.postimg.cc/MZ7cg6V1/3.jpg
https://i.postimg.cc/3xVJdV2K/4.jpg
https://i.postimg.cc/cLp0sYNC/5.jpg
https://i.postimg.cc/5tWWcVwF/6.jpg
https://i.postimg.cc/Yqv5h9RW/7.jpg
https://i.postimg.cc/hvkpJS4L/8.jpg
Recommended Tool for Real Navigation. Everything you need in 1 tool.
https://i.postimg.cc/3RHGDd2J/9.jpg
https://i.postimg.cc/nzkXjTH0/10.jpg
https://i.postimg.cc/W3W2cypL/11.jpg
https://i.postimg.cc/zGr3j9V0/12.jpg
https://i.postimg.cc/NjDGxLhj/capture-013-17042015-202745.jpg
Courtesy acknowledgement to AvM.
THEBERBSTER
06-14-14, 05:58 PM
Moving Steam To A Different Directory
Originally Posted by Rockin Robbins
Also, hopefully, said Steam game folder is not part of your \Program Files or \Program Files (x86) protected system directories ("directories" is what we call them on real computers, not "folders")
Set up Steam to put new games in a different directory. Then you'll have to reinstall SH4 (you DO have the U-Boat Missions version, don't you?) in a root directory. Mine is C:\Steam games.
Should be end of problem unless the mod isn't installed correctly. Keep us posted and we'll get you running!
Originally Posted by lukterran
How do you do that? Ever time I try and tell Steam to move the files into another directory it only wants to give me to move it into the D: drive and leaves no other options other than the default.
Originally Posted by dodougla
In Steam, Under Settings - > Downloads, there's a folder called Steam Library Folders and you can manage them there.
Courtesy acknowledgements to you guys for this helpful advice.
THEBERBSTER
06-22-14, 06:06 PM
Last updated 5th January 2015
Dynamic Environment is a collection of 28 mods that is highly recommended to add enjoyment to your game play.
Only select 1 mod from each number sequence.
All mods are optional except number 1.
1. Main Mod
2. Main Mod Low Resolution
3.a Enhanced Visibility (Medium)
3.b Enhanced Visibility (High)
4.a Camera Filters – Realistic Colors
4.b Camera Filters – Vivid Colors
5.a Ambient Settings – Darker Nights
5.b Ambient Settings – No Murky Waters
5.c Ambient Settings – Darker Nights – No Murky Waters
6. Sleet for Winter Campaign
7. Clear Water Surface
8.a Wave Mechanics – Breeze
8.b Wave Mechanics – Gale
8.c Wave Mechanics – Hurricane
9. Sobers Best Ever Tweaks (Contains the 5 mods below)
Sobers DOF V4 SH5 (No longer listed in Sobers downloads)
Sobers Best Ever Fog V22 (Later version V31 available)
Sobers Better Terrain V3 SH5 (Later version V4 available)
Sobers Lights Cfg V5 SH5 (Later version V10 available)
Sobers waves Mod V9 09012013 (Later version V30 available)
Link to Sobers Downloads for later versions.
http://www.subsim.com/radioroom/member.php?tab=dl2modification&u=223410 (http://www.subsim.com/radioroom/member.php?tab=dl2modification&u=223410)
For the latest ‘Moon Light Mod’ go to the above Sobers Download Link
10.I Seafloor (High Resolution)
10.II Seafloor (Medium Resolution)
10.III Seafloor (Low Resolution)
11.a.I Sea Plants – Atlantic Kelp Forests (High Resolution)
11.a.II Sea Plants – Atlantic Kelp Forests (Medium Resolution)
11.a.III Sea Plants – Atlantic Kelp Forests (Low Resolution)
11.b.I Sea Plants – Med Posidonia Meadows (High Resolution)
11.b.II Sea Plants – Med Posidonia Meadows (Medium Resolution)
11.b.III Sea Plants – Med Posidonia Meadows (Low Resolution)
11.c.I Sea Plants – Coral Reefs (High Resolution)
11.c.II Sea Plants – Coral Reefs (Medium Resolution)
11.c.III Sea Plants – Coral Reefs (Low Resolution)
12. Sounds
Download Link to Dynamic Environment v2.9 SH5 Mods – Fixes – Update and other information.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3975 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3975)
New Additions Now Available From Dynamic Environments
blue title = optional update
orange title = critical update
Medium Fog Bug Workaround by archer9 (http://www.subsim.com/radioroom/showthread.php?p=2162055#post2162055)(date added: 12 Jan 2014)
This mod replaces medium fog settings with clear weather settings and light fog settings with medium fog, thus making medium fog to appear much more rarely in game. Undesired side effects: there is no light fog anymore, and transition from clear weather to heavy fog is very sudden.
Enable the DynEnv-compatible version of Medium Fog Bug Workaround on top DynEnv's main mod and, if used, after any version of DynEnv's Enhanced Visibility submod. No campaign restart required.
DynEnv v2.9 - Brighter Nights (http://www.mediafire.com/?zlhcpix0x4d5ydz) (date added: 19 Jul 2013)
This submod reduces the problem of nights being excessively dark for some users. Available in two alternative versions: Brighter Nights (normal version) and Brighter Nights-No Murky Waters (merge of the two submods).
DynEnv v2.9 - No Glaring Sunlight (http://www.mediafire.com/download/fp6y7qqdfd6ax66/DynEnv_v2.9_-_No_Glaring_Sunlight.rar) (date added: 19 Jul 2013)
This submod is an attempt to reduce the excessively bright sun reported by some users, and it is a combination of the lights.cfg settings suggested by Venus (http://www.subsim.com/radioroom/showpost.php?p=2059253&postcount=400) with stock hdr_exterior.cfg, as suggested by robbierob2005 (http://www.subsim.com/radioroom/showpost.php?p=2072223&postcount=452). There is still space for some finetuning probably, but you should notice a substantial improvement anyway.
DynEnv v2.9 - Wave Mechanics - Gale (Improved) (http://www.mediafire.com/?cgnmx9hv5gfbl6y) (date added: 9 May 2013)
This is a big improvement over the Wave Mechanics - Gale optional mod featured in DynEnv v2.9, which now contains Fifi's tweaks (thank you again mate!). JSGME ready. Enable it any time in place of any other wave mechanics mod. Compatible with DynEnv v2.9 - Sobers Best Ever Tweaks (enabled DynEnv v2.9 - Wave Mechanics - Gale (Improved) and let JSGME to overwrite the conflicting file).
Screenies: wind speed 0 m/s (http://www.subsim.com/radioroom/showpost.php?p=2054096&postcount=359), wind speed 14 m/s (http://www.subsim.com/radioroom/showpost.php?p=2050452&postcount=337)
DynEnv v2.9 - No U-Mark (http://www.mediafire.com/?vmvn9vhtijwq1tl) (date added: 20 Mar 2013)
Removes the orange marker denoting U-boat's position in external view.
DynEnv v2.9 - No Underwater Impurity Patch (http://www.mediafire.com/?b06zvkb9z71kugz) (date added: 5 Mar 2013)
Removes underwater impurity particles. Enable it after the Main Mod and either of the Enhanced Visibility optional mods, if used.
NOTE: required by the Enhanced Visibility submod high version, to fix a bug which makes impurity to be rendered as solid white squares.
DynEnv v2.9 - No Underwater FX Patch (http://www.mediafire.com/download.php?i6faqbij7spzcm9) (date added: 3 Mar 2013)
Removes underwater diffraction effects. Enable it after the Main Mod and the Enhanced Visibility (medium) optional mod, if used.
You don't need it if you are using the Enhanced Visibility (high) submod.
Please be aware that the additional Sobers mods that are in blue in the Dynamic Environment thread are not up to date.
The latest sober versions should be downloaded from from the link below
http://www.subsim.com/radioroom/member.php?tab=dl2modification&u=223410 (http://www.subsim.com/radioroom/member.php?tab=dl2modification&u=223410)
KentHutch
06-28-14, 05:46 AM
When I run the patcher it says unable to open c:\ubisoft\silent hunter 5\sh5.exe for verifying. .....because its being used by another process. (But I cannot find what is using it?) then the next error is error reading patch file.....
I have the DVD version of the game and have patched it to 1.2, dont know if this is related to uplay application?
KentHutch
06-28-14, 05:54 AM
It seems when i went into uplay, configured it to start in offline mode, removed saves to cloud and then exited the patcher worked.
THEBERBSTER
07-04-14, 10:55 AM
Hi KentHutch
Apologies for not being able to reply to you but I have not had a computer over the past week and have only just got it back.
Good to see you sorted it out.
Peter
THEBERBSTER
07-07-14, 05:08 PM
Last Updated 8th October 2017
Captain's Log 0000-00-00 Corruption And How To Correct It
The Captain’s Log records all the data for targets destroyed during a mission.
Unfortunately this data is sometimes appears corrupted.
Picture 1 > shows the date having been corrupted 0000-00-00.
https://i.postimg.cc/269zx4H0/1-Pre-change.jpg
To overcome this problem if you wish to do so, but it is not compulsory, and you want to show the correct date for the destroyed target the following needs to happen.
Go to > Documents Folder
Go to > SH5 Folder
Go to > data Folder
Go to > cfg Folder
Go to > SaveGames Folder
It is important now to find the last saved game.
As there can be more than 1 save during game play you need to look at both the date and the time of the last save.
An example is shown in Picture 2.
Picture 2
https://i.postimg.cc/8kwytZmp/2-Save-Game-Folder.jpg
Select > CaptainLog
An example is shown in Picture 3.
Picture 3
https://i.postimg.cc/59FBFpKK/3-Captain-Log.jpg
With the Captain’ Log Notepad opened what you see is only what has been recorded in this last game save number.
Somewhere in it you are going to see this > Date=0
An example is highlighted in Picture 4 where the block of data has been highlighted to show the corrupted date.
Picture 4
https://i.postimg.cc/SxjNJ1DJ/4-Captain-Log-showing-error.jpg
Remove the 0 and replace it with the correct date.
Use the block of data above to show how the date has to be entered.
This will be the torpedo impact date so will always be the correct date.
An example is highlighted in Picture 5
Picture 5
https://i.postimg.cc/j5MFwc8S/5-Correct-date-entered.jpg
With the correct date entered.
Go to > File or Exit
Go to > Save
Exit the Captain’s Log.
When you start your next game and go to the Captain’s Log you should now see the correct date has replaced the 0000-00-00 date.
Example shown in Picture 6
Picture 6
https://i.postimg.cc/yNdQqc6q/6-Post-change.jpg
THEBERBSTER
07-16-14, 11:32 AM
Last updated 24th April 2018
In this tutorial I will show you How To Save a Mod Profile for The First Time in JSGME by using a Mep File.
Sometime now or later you will want to, or need to, make alterations to your existing Mod List.
Making a Mep File can also be very useful when needing to get to that awkwardly placed Overwritten Mod.
JSGME has a Profile Management Tool that will save you a lot of time and also you will be able to keep records of previous Enabled Mod Lists that you may wish to keep.
You can use any previous Mep File Save providing the Mod is still in JSGME whether it is Enabled or Disabled.
What is a Mep File?
This is the List of your Enabled Mods that is Saved to a Mep File.
What is a Mod Profile?
This is the Enabled Mods.
1. How to Save A Mod Profile.
2. The first time you do this you need to make a New Folder where Mep Files can be kept.
3. For the purpose of this Tutorial this New Folder will be called Mep Files.
4. Place the Mep Files Folder somewhere that you can get easy access to.
5. Making a Desktop Shortcut is another useful way to find the Mep Files Folder easily.
6. Open JSGME.
7. In the Picture we can see that there are 56 Activated Mods and 1 Disabled Mod. (Picture 1)
Picture 1
https://s12.postimg.org/72xy23i3x/Picture_1c.jpghttps://s17.postimg.cc/4wb9i3qyn/Picture_1c.jpg
8. Select Tasks and Save Mod Profile. (Picture 2)
Picture 2
https://s2.postimg.org/kdl91202h/Picture_2c.jpghttps://s17.postimg.cc/9i7dqi9xr/Picture_2c.jpg
9. Find the Mep File Folder. (Picture 3)
10. In the Picture this is showing the Path > Computer > SH (D) > All SH5 > SH5 JSGME MEP FILES > Mep Files
11. Mep Files in the path is the Mep Files Folder.
Picture 3
https://s11.postimg.org/x45quid83/Picture_3c.jpghttps://s17.postimg.cc/x96r8ofan/Picture_3c.jpg
12. A name is needed in the File name space for any Saved Mep Profiles.
(Picture 4)
https://s14.postimg.org/goqox9cm9/Picture_4c.jpghttps://s17.postimg.cc/hay1il333/Picture_4c.jpg
13. For the Tutorial this will be Mep File 1 05.04.2015 (Picture 4)
14. When you do your First Save the Save as type may not show (*.mep)
15. If it does not show this then add to the File Name For Mep File 1 05.04.2015.mep
16. You will not need to do that .mep again as next time it will recognise the File Type.
17. Click on Save. (Picture 5)
Picture 5
https://s14.postimg.org/uqfcz6b1t/Picture_5c.jpghttps://s17.postimg.cc/khsl28q3z/Picture_5c.jpg
18. When you go to the Mep File Folder you will see. (Picture 6)
Picture 6
https://s16.postimg.org/fkdeen95h/Picture_6c.jpghttps://s17.postimg.cc/i0gtv1j33/Picture_6c.jpg
19. The Mep File 1 05.04.2015 has been saved in to the Mep File Folder.
This completes the first Tutorial.
THEBERBSTER
07-28-14, 07:00 PM
Last updated 24th April 2018
JSGME Adding A New Mod To A New Position Tutorial 2 Of 4
This tutorial will show you how to add a mod and move it to a new position.
1. For this Tutorial I am going to Add the Mod > sobers hudsounds V1 SH5 underneath the Mod seen in Picture 1 > MadMaxs_Sh5_Subdiesel (mono) v2.
2. Open JSGME.
3. You can see sobers hudsounds V1 SH5 Disabled on the Left Side of JSGME.
Picture 1
https://s17.postimg.cc/4jogpy0q7/Picture_1a.jpg
4. Click on the Mod and it will Highlight.
Picture 2
https://s17.postimg.cc/idctf0ggv/Picture_2a.jpg
5. Click on the Right Arrow in the Centre Section.
Picture 3
https://s17.postimg.cc/3u5odo07j/Picture_3a.jpg
6. You now see the Mod has been Added to the End of the Enabled Mods.
Picture 4
https://s17.postimg.cc/egzhj437z/Picture_4a.jpg
7. I will use a New Mep File although a Previously Saved Mep File could also be used.
8. Click on Tasks and Select > Save Mod Profile
Picture 5
https://s17.postimg.cc/l7fysksyn/Picture_5a.jpg
9. Enter the File Name. (Picture 6)
10. For this Tutorial it will be called Mep File 2 05.04.2015
11.Find the Mep Files Folder if it is not automatically showing as the Folder to Save to.
12. Click on Save.
Picture 6
https://s17.postimg.cc/vu9ry1yjz/Picture_6a.jpg
13. Go to the Mep Files Folder.
14. Open the Mep File 2 05.04.2015 (Picture 7)
Picture 7
https://s17.postimg.cc/gmtsd76jz/Picture_7a.jpg
15. The Notepad has opened to show all the Mods Enabled in Mep File 2 04.05.2015
Picture 8
https://s17.postimg.cc/v60xemujz/Picture_8a.jpg
16. To reposition the New Mod place the Mouse so the Curser is at the end of the Mod > MadMaxs_Sh5_Subdiesel (mono) v2.
Picture 9
https://s17.postimg.cc/fkjlupswf/Picture_9a.jpg
17. Press the Enter Key. (Picture 10)
18. You can now see an Empty Line Space is showing.
Picture 10
https://s17.postimg.cc/5zzz7uyfj/Picture_10.jpg
19. Go to the Last Mod sobers hudsounds V1 SH5. (Picture 11)
20. Highlight it with your Mouse. (Picture 11)
21. Right Click with your Mouse and Select Cut.
Picture 11
https://s17.postimg.cc/45n4qc8wv/Picture_11.jpg
22. Place your Mouse Curser at the Beginning of the Empty Line
Picture 12
https://s17.postimg.cc/h9sp33du7/Picture_12.jpg
23. Right Click with your Mouse and Select Paste
Picture 13
https://s17.postimg.cc/od0kirgpr/Picture_13.jpg
24. The Mod is now showing in the chosen position. (Picture 14)
25. We can also see the Empty Line Space now where the Mod was previously. (Picture 14)
26. This Empty Line Space needs to be removed.
Picture 14
https://s17.postimg.cc/ml7lnzfe7/Picture_14.jpg
27. Place your Mouse Curser at the Very End of the Last Mod.
Picture 15
https://s17.postimg.cc/l7fys433z/Picture_15.jpg
28. Press the Delete Key to Remove the Empty Line Space. (Picture 16)
29. With the Mouse Curser still placed at the Very End of the Last Mod (Picture 16)
30. This is a Very Important Action and has to be done correctly or you will get an Error.
Picture 16
https://s17.postimg.cc/fw127ijn3/Picture_16.jpg
31. Click on the File Tab
32. Click on Save
Picture 17
https://s17.postimg.cc/idctett9r/Picture_17.jpg
33. Close the Notepad
Picture 18
https://s17.postimg.cc/g8sgdshdb/Picture_18.jpg
34. Go to JSGME
35. Select Tasks and Load Mod Profile
Picture 19
https://s17.postimg.cc/jsee3n9tb/Picture_19.jpg
36. The Mep File Folder should be showing.
37. Double Click on the Mep File 2 05.04.2015 or Press Open
Picture 20
https://s17.postimg.cc/norpznpnz/Picture_20.jpg
38. JSGME will now start to Disable and Re-Enable the Mods depending on how far back it has to go to insert the Added Mod to its new position.
39. You can now see that JSGME has finished and placed the mod where it was cut and pasted to in the Mep File.
Picture 21.
https://s17.postimg.cc/xm2qsqkf3/Picture_21.jpg
40. Close JSGME.
41. If you do get an Error Message then Close JSGME and then Open It Again and you will see that the Mods have still Enabled correctly.
42. It is also possible to Type the Mod Name in the Mep File using the Keyboard.
43. It is essential that it is entered exactly as you it see it in JSGME.
44. If this not done correctly then an Error will occur when the Mep File is Loaded.
45. I would advise Adding the Mod and then moving it to the desired position rather than the possibility of making a typing mistake.
TIP
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.
diego84
08-09-14, 05:40 AM
I'm new to the game and this tutorials are great!!
Thanks!!
I've just read "How To Intercept A Convoy From A Received BDU Radio Message", excellent tutorial!
The only problem is that my navigator doesn't calculate bearing and range to convoy? How can I fix that?
Thanks again.
THEBERBSTER
08-09-14, 10:42 AM
Hi diego
The range and bearing is given by the 'Watch Officer on the bridge and not the Navigator.
From one of his icons he is able to give you the range and bearing.
He is in TDW's New UI 7-4-2 and 7-5-0 mod.
The tutorial is based on using 'Real Navigation.'
If you have map contacts showing in your 'Game Play Options' then you should be seeing your U-boat and the convoy if you are close enough.
if you are not using TDW's mod then you can use your ruler and protractor to get the range and bearing.
Peter
diego84
08-09-14, 11:28 AM
So that calculation is a feature of tdw new ui's? Do you have that option if you are not using real nav?
I installed new ui's but then added other mods and started to get random ctds.
Did a fresh re install, activate the necesary exe patches following your guides, still random ctds...
Deactivate exe patches, back to normal no ctds.
Then, activating patches by group to find the one causing the problem, found that "RPM Inertia, Shafts and props...." was causing a ctd when the game was loading. So I'll leave that out.
I'm testing with the final gruop of patches.
All your tutorials have proven to be real helpfull!!
THEBERBSTER
08-09-14, 11:48 AM
Hi again diego
No, Real Navigation is not necessary.
With Real Navigation you do not see any ships on the map.
That is why every 4 hours the navigator plots your position.
One of the bugs in SH5 is that some times you get as Stoianm says the 'Ghost Ship.'
In his case it was the actual convoy he was seeing but should not have been able to.
I would suggest you post your mod list and I will check it out for you.
In “JSGME”
Go to “Tasks”
Go to “Export activated mod lists to”
Click on “Clipboard”
Paste to the Post on Subsim.
Is your download 'Steam?'
Peter
Aktungbby
08-09-14, 12:33 PM
Diego84!:Kaleun_Salute:
diego84
08-09-14, 12:57 PM
Hi again diego
No, Real Navigation is not necessary.
With Real Navigation you do not see any ships on the map.
That is why every 4 hours the navigator plots your position.
One of the bugs in SH5 is that some times you get as Stoianm says the 'Ghost Ship.'
In his case it was the actual convoy he was seeing but should not have been able to.
I would suggest you post your mod list and I will check it out for you.
In “JSGME”
Go to “Tasks”
Go to “Export activated mod lists to”
Click on “Clipboard”
Paste to the Post on Subsim.
Is your download 'Steam?'
Peter
Thanks Peter!
I had an older version of tdw ui's and also installed the other mods in the wrong order. Now i'm going to do it in the right order following the lists in this post. First want to check that none of the exe patches is causing ctds.
No steam luckily!
Bye, Diego.
THEBERBSTER
08-09-14, 06:01 PM
Hi diego
Glad to hear things are moving forward.
You know where I am if you need any help.
Peter
Jimbuna
08-10-14, 07:11 AM
Welcome to SubSim diego :sunny:
diego84
08-11-14, 05:49 PM
Thanks!!
All mods enable! No problem at all!
THEBERBSTER
08-11-14, 07:09 PM
That's always good to hear.:yeah:
diego84
08-13-14, 11:35 AM
Hi!
Maybe I should ask in another post, buy anyway...
The game is running smoothly, no ctd, everything is fine.
I've installed OH II 2.5.
Started the campaing following sober' guide on how to start campaing, mission, etc...
Completed the first mission, now i'm in the bunker but i can't start the next mission, cause there's no mission icon apart from the completed one.
I tried to find something about this issue but found nothing.
This is my mod list:
Generic Mod Enabler - v2.6.0.157
[C:\SilentHunterV\MODS]
01-No Damn Bubbles, No Damn Halo Mod
02-SH5_7A_Conning_Fix
03-Equipment_Upgrades_Fix_v1_4_byTheBeast
04-Equipment_Upgrades_Fix_v1_4_Patch_1
05-#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
06-Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
07-Speech fixes and additions (english version)
08-FX_Update_0_0_22_ByTheDarkWraith
09-FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
10-FXU_0_0_22_Ship zon Files
11-NewUIs_TDC_7_4_2_ByTheDarkWraith
12-Large Optics for TDW UI
13-Large Optics for TDW UI 16 by 9
14-IRAI_0_0_41_ByTheDarkWraith
15-Sjizzle's - Charts for NewUIs part1_07.06.2013
16-Sjizzle's - Charts for NewUIs part 2_07.06.2013
17-R.E.M_by_Xrundel_TheBeast_1.2
18-R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
19-Church's Compass Dials Mod v2.2 - Option Two
20-OPEN HORIZONS II v2.5
21-OH II v2.5 Grid Request fix Patch SH5
22-MQK Gradient_IO
23-MQK LocationMaps_IO
24-MQK ShapeTextures_NO
25-Trevally Automated Scripts v0.6
26-EQuaTool 01.01 by AvM - Large Style
27-Shallow Waters Voice Be Gone
28-gap - HD 1 deg Scope Bearing v 1.0
29-one ship, one torpedo v1.00
Pd. Is it normal to see the grid on the map?
Thanks!!!
THEBERBSTER
08-13-14, 12:09 PM
Hi diego
Your mod list is ok. I cannot see any problems with it, looks good.
You cannot get the next mission until you meet the date requirement.
So it sounds like you have finished the Baltic Mission before the 4th and you have ended your patrol.
The next patrol is Eastern British Coastal Waters starts on the 4th September 1939.
If you are not using the mod ‘Change Days in the Bunker’ then the turn round time is 14 days.
You need to too do the following.
Load the ‘Autosave Enter Base.’
Go to the ‘Flotilla Leader.’
Select ‘Start Mission’
Select ‘Yes.’
Check the date on your ‘Navigation Map.’
Click on the ‘Anchor Icon.’
Select ‘End Patrol.’
Load the ‘Autosave Enter Base.’
Go to the ‘Flotilla Leader.’
Go to ‘What are my Mission Orders.
You should now see your next patrol E.B.C.W.
When you open the nav map up the grid should disappear.
If you want to be able to use Sjizzle's grid chart so you can place it and size it on the grid then you will need to update 7-4-2- to 7-5-0
7-4-2 does not allow you to resize the grid chart.
Peter
diego84
08-13-14, 03:10 PM
Excellent!
Thanks!
THEBERBSTER
08-15-14, 12:22 PM
Last updated 27th April 2018
JSGME How To Move A Mod To A New Postion In A Mep File.
1. I will show you How to Move a Mod to a New Position in a Mep File and How to Move a Number of Mods to New Positions by also using a Mep File.
2. The Mod DynEnv v2.9 - 12. Sounds is going to be moved and will be placed behind the DynEnv v2.9 - 11.a.III Sea Plants - Atlantic Kelp Forests (low resolution) Mod.
3. If you have been following my other 2 Tutorials in this series you will know that I have a Saved Mep File called Mep File 2 05.04.2015. (Picture 1)
4. This has been Saved to a Folder called Mep Files. (Picture 1)
5. Go to the Mep Files Folder. (Picture 1)
Picture 1
https://s14.postimg.cc/5jy565am9/Picture_1m.jpg
6. Click on the Mep File 2 05.04.2015 once with your Mouse to Highlight it. (Picture 2)
7. Right Click with the Mouse on the Highlighted Section and Select Copy. (Picture 2)
Picture 2
https://s14.postimg.cc/mkh1euq8h/Picture_2m.jpg
8. Go to an Empty Part of the Screen and Select Paste. (Picture 3)
Picture 3
https://s14.postimg.cc/op1efy7ap/Picture_3m.jpg
9. You will notice that we are now showing Mep File 2 05.04.2015 – copy (Picture 4)
Picture 4
https://s14.postimg.cc/ynmd1uo9t/Picture_4m.jpg
10. Select Rename (Picture 5)
11. I now the change the name to Mep File 3 07.04.2015 (Picture 5)
Picture 5
https://s14.postimg.cc/zd55e96tt/Picture_5m.jpg
12. Double Click on the Mep File or Right Click with the Mouse and Select Open. (Picture 6)
Picture 6
https://s14.postimg.cc/5xzh59pfl/Picture_6m.jpg
13.The Notepad has opened to show all the Mods Enabled in Mep File 3 07.04.2015 (Picture 7)
Picture 7
https://s14.postimg.cc/hn3gt9qox/Picture_7m.jpg
14. To Move the Mod to the New Position.
15. Place the Mouse so the Curser is at the end of the Mod > DynEnv v2.9 - 11.a.III Sea Plants - Atlantic Kelp Forests (low resolution) (Picture 8 )
Picture 8
https://s14.postimg.cc/wj200w4oh/Picture_8m.jpg
16. Press the Enter Key to enter a Blank Line Space. (Picture 9)
17. You can now see an Empty Line Space is showing. (Picture 9)
Picture 9
https://s14.postimg.cc/466iagdtd/Picture_9m.jpg
18. Highlight the DynEnv v2.9 - 12. Sounds Mod that is going to be moved. (Picture 10)
Picture 10
https://s14.postimg.cc/hbm0gu2mp/Picture_10m.jpg
19. Right Click with the Mouse and Select Cut. (Picture 11 )
Picture 11
https://s14.postimg.cc/ehiv3e869/Picture_11m.jpg
20. Place the Mouse Curser to the beginning (far left) on the Empty Space Line. (Picture 12)
Picture 12
https://s14.postimg.cc/sb77sgnwx/Picture_12m.jpg
21 .Right Cick with the Mouse and Select Paste. (Picture 13)
Picture 13
https://s14.postimg.cc/npb3k4htd/Picture_13m.jpg
22. You now see the DynEnv v2.9 - 12. Sounds Modhas been Moved to its New Position. (Picture 14)
23. There is now an Empty Line Space where the Mod originally was. (Picture 14)
Picture 14
https://s14.postimg.cc/4wz8gkga9/Picture_14m.jpg
24. The Empty Line Space where the Mod was originally now needs to be Deleted. (Picture 15)
25. Place the Mouse Curser in the Empty Line Space and then Press Del Key. (Picture 15)
Picture 15
https://s14.postimg.cc/e4rgxbksh/Picture_15m.jpg
26. To Save this Mep File without a Load Mod Profile Error the Mouse Curser must be placed at the very end of the Last Mods Text. (Picture 16 place curser here)
Please note this action is very important. (Picture 16)
Picture 16
https://s14.postimg.cc/l7zccyssx/Picture_16m.jpg
27. Go to the File Tab. (Picture 17)
28. Select Save (Picture 17)
29. After Saving you will notice in (Picture 17) that the Mouse Curser is correctly positioned at the end of the Last Mod.
Picture 17
https://s14.postimg.cc/xb4nzyyk1/Picture_17m.jpg
30. Exit the Mep File. (Picture 18)
Picture 18
https://s14.postimg.cc/fxudl55tt/Picture_18m.jpg
31. Open JSGME
32. Select Tasks and Load Mod Profile (Picture 19)
Picture 19
https://s14.postimg.cc/xnw2681f5/Picture_19m.jpg
33. Go to the Mep Files Folder (Picture 20)
34. Double Click or Open the Mep File 3 07.04.2015 and JSGME will start its Disable and Enable processes. (Picture 20)
Picture 20
https://s14.postimg.cc/bby9cvkbl/Picture_20m.jpg
35. You can see in (Picture 21) JSGME has started its process of moving the Mods so it can place the DynEnv v2.9 - 12. Sounds Mod to the New Position it was Saved to in the Mep File.
Picture 21
https://s14.postimg.cc/if64sicwh/Picture_21m.jpg
36. DynEnv v2.9 - 12. Sounds Mod has now been placed in its New Position. (Picture 22)
Picture 22
https://s14.postimg.cc/pv5eecawh/Picture_22m.jpg
37. Close JSGME.
How To Move More Than 1 Mod At A Time.
1. To Move a number of Mods around create multiple numbers of Empty Line Spaces for the number of Mods you want to move.
Picture 8
Picture 9
2. Highlight the first Mod to be moved.
Picture 10
3. Cut and Paste Mod 1 to its new position.
Picture 11
Picture 12
Picture 13
4. Highlight Mod 2
3. Cut and Paste Mod 2 to its new position.
4. Repeat these actions with the remaining Mods.
5. Now Delete all of the Empty Line Spaces.
Picture 14
Picture 15
6. If the Last Mod was one of the Mods Moved make sure there is no Empty Line Space behind the New Last Mod showing.
Picture 16
7. Make sure the Mouse Curser is Placed at the End of the Last Mod Before Saving the Mep File as inPicture 16.
8. This is very important otherwise you will get a Load Mod Profile Error.
9. Save the Mep file as in the Tutorial.
Picture 17
THEBERBSTER
08-20-14, 06:56 AM
Last updated 27th April 2018
JSGME How To Delete/Remove An Overwritten Mod By Using A Mep File.
1. In this Tutorial I am going to show you how to Delete/Remove an Overwritten Mod from a Mep File, the most difficult Mod to access > Accurate German Flags.
2. Without the help of a Mep File you would normally have to manually disable each Mod until you reached the one you wanted to remove.
3. This particular Mod would be easy to Disable as you could just let JSGME Disable all of the Mods.
4. However now comes the job of having to Enable each one again Manually in the correct order.
5. If you have been following the Tutorials you will know that there are already 3 Mep File Tutorials.
6. The first task is to make a Copy of Mep File 3.
7. I always make a Copy before doing any work altering any Mep File.
8. This is because if you decide to return to a previous Mep File you always have the original as a Backup.
9. Go to the Mep Files Folder. (Picture 1)
Picture 1
https://s14.postimg.cc/dj73ex4td/Picture_1d.jpg
10. Highlight the Mep File 3 Folder. (Picture 2)
Picture 2
https://s14.postimg.cc/i6d5g6s0x/Picture_2d.jpg
11. Right Click with the Mouse and Select Copy. (Picture 3)
Picture 3
https://s14.postimg.cc/527l3jppd/Picture_3d.jpg
12. Go to an Empty Space and Right Click the Mouse and Select Paste. (Picture 4)
Picture 4
https://s14.postimg.cc/8ltitdfkh/Picture_4d.jpg
13. Highlight the Copied File. (Picture 5)
Picture 5
https://s14.postimg.cc/nujg76jjl/Picture_5d.jpg
14. Right Click with the Mouse and Select Rename. (Picture 6)
Picture 6
https://s14.postimg.cc/rqws37741/Picture_6d.jpg
15. I have changed the Mep file Name to Mep File 4 09.04.2015 (Picture 7)
Picture 7
https://s14.postimg.cc/64hrm7y9t/Picture_7d.jpg
16. There are now 4 Mep Files showing in the Mep File Folder. (Picture 8)
Picture 8
https://s14.postimg.cc/vna3za7k1/Picture_8d.jpg
17. Double click the Mouse on Mep File 4 or Right Click the Mouse and Select Open. (Picture 9)
Picture 9
https://s14.postimg.cc/9bcb5xqgh/Picture_9d.jpg
18. Mep File 4 has opened and the Mod to be Deleted/Removed Accurate German Flags is at position 1. (Picture 10)
Picture 10
https://s14.postimg.cc/bfwo722dt/Picture_10d.jpg
19. Highlight the Mod. (Picture 11)
Picture 11
https://s14.postimg.cc/t5ycs4ijl/Picture_11d.jpg
20. Position the Mouse on the Highlighted Mod and Press the DEL Key. (Picture 12)
Picture 12
https://s14.postimg.cc/u88jaqly9/Picture_12d.jpg
21. Without Moving the Mouse Press the DEL Key again to Remove the Empty Line Space. (Picture 13)
Picture 13
https://s14.postimg.cc/cuy8vwdsh/Picture_13d.jpg
22. You can see that the Empty Line Space has been Removed. (Picture 14)
Picture 14
https://s14.postimg.cc/z6w1pbfhd/Picture_14d.jpg
23. Place the Mouse Curser at the very end of the Last Mod’s Text. (Picture 15)
24. This is very important as if this is not done correctly a Load Mod Profile Error will occur. (Picture 15)
Picture 15
https://s14.postimg.cc/3n60f9jlt/Picture_15d.jpg
25. Go to the File Tab. (Picture 16)
26. Select Save. (Picture 16)
27. You should see the Mouse Curser still blinking at the very End of the Last Mod.
Picture 16
https://s14.postimg.cc/htlrak7ch/Picture_16d.jpg
28. Close the Mep File. (Picture 17)
Picture 17
https://s14.postimg.cc/w1bfynmg1/Picture_17d.jpg
29. Open JSGME.
30. Go to Tasks and Select Load Mod Profile. (Picture 18)
Picture 18
https://s14.postimg.cc/n6alo6fo1/Picture_18d.jpg
31. Go to the Mep File Folder. (Picture 19)
Picture 19
https://s14.postimg.cc/3ofy8anw1/Picture_19d.jpg
32. Double Click on Mep File 4 or Press Open to start the Process.
33. You can see here JSGME has started the process of disabling the Mods so it can reach Accurate German Flags. (Picture 20)
Picture 20
https://s14.postimg.cc/vbsnmge8h/Picture_20d.jpg
34. The Process has finished and Accurate German Flags is now showing as Disabled. (Picture 21)
Picture 21
https://s14.postimg.cc/a251boatd/Picture_21d.jpg
35. Close JSGME.
36. This Final Picture shows the 4 Mep Files that can be used again at any time. (Picture 22)
Picture 22
https://s14.postimg.cc/6vahs4ioh/Picture_22d.jpg
THEBERBSTER
09-06-14, 12:17 PM
Last updated 26th May 2015
Equipment Upgrades Chart
https://i.postimg.cc/rFcy99RT/Post-141-Equipment-upgradeschart.jpg
Knots in Meters per Minute Chart
https://i.postimg.cc/RZgcmhx3/Post-141-Tabelle-Min-English.jpg
Knots in Kilometers per Hour Chart
https://i.postimg.cc/0yXJ347D/Post-141-Tabelle-Std-English.jpg
Flag Chart
https://i.postimg.cc/KjWdCxcC/Flag-Chart-1.jpg
Shipping Chart
https://i.postimg.cc/zfw0T5s8/Post-141-SH5-Shipping-Chart-1024.jpg
Shippimg Chart Coloured
https://i.postimg.cc/c4VmjrZd/Post-141-SH5-Shipping-Chart-Colored-1024.jpg
Angle On Bow Pictures
https://i.postimg.cc/1zWVkj6D/Post-141-AOB-Pictures.jpg
Minefield Map
https://i.postimg.cc/ncMRgyDG/Post-141-Minefield-map-1024.jpg
Coastal Navigation
https://i.postimg.cc/zfMXSZK2/Post-141-Coastal-Navigation.jpg
Hydrophone
https://i.postimg.cc/GtLN49tW/Post-141-hydrophone.jpg
Courtesy acknowledgement to Sjizzle
III-U-PLAY-III
09-06-14, 03:27 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
NDB,NDH OM#1 - No Dialog Indicator
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - 8.b Wave Mechanics - Gale
Water reflections intensity varied by available sunlight by TheDarkWraith
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers more trees SH5
sobers storm Clouds v2 SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Speech fixes and additions (german version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
Manos Scopes-patch for 16x9
IRAI_0_0_41_ByTheDarkWraith
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II v2.5
sobers OH2.5 Kiel Lite mod V4 SH5
OH II v2.5 Flag_Wind_Patch
OH II v2.5 Grid Request fix Patch SH5
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
sobers Lights Cfg V10 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
sobers hud sounds V1 SH5
Shadow Improvement ModLR
sobers less resources shadows SH5
Moon_light_mod V6 SH5
EQuaTool 01.01 by AvM - Large Style
Shallow Waters Voice Be Gone
gap - HD 1 deg Scope Bearing v 1.0
GramophoneShuffler
Old Style Explosions V1.1
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
SubFlags_0_0_8_byTheDarkWraith
one ship, one torpedo v1.00
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
sobers rusty deck pack SH5
TDC Graphics by Naights v1.0
DBM Background Video
sobers reduced file sizes SH5 V2
----------------------------------------------------------
Hello Peter, as you can see I did follow all of your steps and managed to created a fine well smooth working game with your list. I didn't activated Speech Recognition because I work and play this game in a restaurant and it will be weird if people see me screaming at my screen"DEEPER GODDANGIT!!...My only question is,will I have issues with the changed I did? As you can see I replaced the speeche recognition with 3 mods:
-Old Style Explosions V1.1
-Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
-SubFlags_0_0_8_byTheDarkWraith
I don't see any problems so far, but if you think it will cause issues in time than please let me know, again sorry for my poor English.
Best,
Pascal
diego84
09-07-14, 06:20 AM
Hi Peter!
Sorry to bother you again.
I think i'm having a problem with my saved games. I started a new OH II campaign. While playing E.B.C.W, I reached the patrol area and started attacking some ships (inside the 80km radius), the progress bar filled at first, but then got stuck.
So I reload my Autosave Enter Base game and started E.B.C.W again. Once on the patrol area I found 2 ships, I did a manual save before intercepting them. After sinking them, the progress bar filled as expected. Then I found a big tanker, sunk it, and again the bar filled. But... an escort appeared, and destroyed my sub.
So I reload my game, but this time the bar got did not fill after sinking the ships.
Don't know if related, but my map looks like this:
http://s16.postimg.org/t0vq0ogd1/map.jpg
This is my mod list:
Generic Mod Enabler - v2.6.0.157
[C:\SilentHunter5\MODS]
01-No Damn Bubbles, No Damn Halo Mod
02-SH5_7A_Conning_Fix
03-Equipment_Upgrades_Fix_v1_4_byTheBeast
04-Equipment_Upgrades_Fix_v1_4_Patch_1
05-#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
06-Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
07-MightyFine Crew Mod 1.2.1 Stock faces
08-Reworked Morale and Abilities v.1.1
09-Speech fixes and additions (english version)
10-FX_Update_0_0_22_ByTheDarkWraith
11-FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
12-FXU_0_0_22_Ship zon Files
13-NewUIs_TDC_7_4_2_ByTheDarkWraith
14-Large Optics for TDW UI
15-Large Optics for TDW UI 16 by 9
16-IRAI_0_0_41_ByTheDarkWraith
17-Sjizzle's - Charts for NewUIs part1_07.06.2013
18-R.E.M_by_Xrundel_TheBeast_1.2
19-R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
20-Church's Compass Dials Mod v2.2 - Option Two
21-OPEN HORIZONS II v2.5
22-OH II v2.5 Grid Request fix Patch SH5
23-MQK Gradient_IO
24-MQK LocationMaps_IO
25-MQK ShapeTextures_NO
26-Trevally Automated Scripts v0.6
27-EQuaTool 01.01 by AvM - Large Style
28-Shallow Waters Voice Be Gone
29-gap - HD 1 deg Scope Bearing v 1.0
30-one ship, one torpedo v1.00
31-Trevally Harbour & Kiel Canal Pilot v3.1
Thank!!
THEBERBSTER
09-07-14, 07:08 PM
Hi Diego
Mod list order looks ok.
Map looks ok.
Make sure you are on the correct side of the patrol line otherwise it may not show on the progress bar.
Make sure you are surfaced when you do any manual saves.
Cannot be more helpful on this.
Peter
diego84
09-08-14, 11:51 AM
Hi!
I usually save my game when the sub is submerged... I will try doing only surfaced saves.
Thanks again!
THEBERBSTER
10-04-14, 12:31 PM
Last updated 27th April 2018
Auto TDC Targeting Without Using The 3 Circles
If you already have a Career you do not need to start a new one.
I recommend using TDW’s Options File Editor Viewer to setup your TAI and Navigation Map patches first.
This will save you having to make unnecessary changes every time you load a saved game.
Picture 1 > TAI Options in TDW’s Options File Editor Viewer.
https://s14.postimg.cc/yaqu1qktt/image.jpg
Picture 2 > NAV Options in TDW’s Options File Editor Viewer.
These tools can be further customized depending on your in game circumstances in both the TAI and Navigation Maps but these settings are only good for the current gaming session.
https://s14.postimg.cc/z09me48ip/image.jpg
Picture 3 > Got to the XO Tab and make sure the Manual Targeting Enforced patch is disabled (False = Red)
The big advantage with Auto TDC without the 3 Circles in the method I will show you is the extended range you can shoot at.
Auto TDC can be recommended using The Wolves Of Steel Mega Mod as I am showing in this tutorial.
You will soon see how easy it is to use this system and be able to use it in your own game play.
https://s14.postimg.cc/hzqq5gqch/image.jpg
Picture 4 > Start a New Campaign and select the Low setting.
https://s14.postimg.cc/5l3y55tpd/4a_Low.png
Picture 5 > Shows the Game Play Settings when the Low New Campaign setting is selected.
These settings can be changed at any time you are in the Bunker to suit your game play.
A Bunker save must be made to keep any changed Game Play Settings and then used to load the Game and Start the Mission.
https://s14.postimg.cc/c02z1gxqp/5a_36_GPS.png
Picture 6 > Shows the TAI Map button.
Click on it to show the map.
Use the Alt Tab key to Minimize Map > Open Map Full > Close Map
You will see how easy it is use when you have a target marked and using the Space Bar.
https://s14.postimg.cc/i10nyopjl/6a_TAI_Map_button.png
Picture 7 > Shows the TAI Map in the Minimized position and shows the customizing button.
https://s14.postimg.cc/xmhzipm35/7a_TAI_minimized.png
Picture 8 > Shows the patches that can be changed.
There are now 2 addition buttons showing.
Parallel course button
Intercept course button.
The picture shows the view cone extending from the U-Boat.
This is the visual current view.
https://s14.postimg.cc/6bwoaxgn5/8a_Custom.png
Picture 9 > The Navigation Map button works exactly the same as the TAI button does.
https://s14.postimg.cc/ambc62qqp/9a_Nav_Map_features.png
Picture 10 > Do not take any notice of the Dials as they are not needed in Auto TDC
The picture shows “Break Lock” which means the Space Bar has been used to lock the target.
I have drawn out the targets course on the TAI Map and positioned the U-Boat at 90ᴼ by using the protractor.
This is only a guide to show you the best shooting position but does not need to be drawn out for Auto TDC unless you wsnt to.
Notice the curved line extending from the U-Boat.
This is the Torpedo Solution Line (TSL)
https://s14.postimg.cc/wy94zi05d/10_Torpedo_tracking_line.png
Picture 11 > Shows the TAI Map fully extended with the TSL positioned on the Target.
Use the mouse scroll wheel to zoom in and out.
https://s14.postimg.cc/lynxo3k2p/11_TAI_fully_extended.png
Picture 12 > Target locked with the Space Bar and showing the TSL (The line the Torpedo follows).
If the torpedo was fired now it would miss because obviously the Target will have moved a further distance along its course.
https://s14.postimg.cc/w8qcnlhqp/12_Space_Bar_locked.png
Picture 13 > Pressing the Space Bar has unlocked the Target.
Notice the new position of the TSL (The line the Torpedo follows).
The TDC has automatically calculated where the Targets position will be when the Torpedo reaches it.
https://s14.postimg.cc/4ms6g9q81/13_Space_Bar_unlocked.png
Picture 14 > Shows how you can keep the Target constantly locked by using the Torpedo Man to lock the Target.
Using the TAI Map and locking and unlocking the Target to show the TSL is not be affected by the Torpedo Man by keeping the Target locked.
https://s14.postimg.cc/tst4ncrkx/14_Torpedo_Man.png
Picture 15 > Final check with the Space Bar locked.
https://s14.postimg.cc/aayh7jke9/15_Final_position.png
Picture 16 > Final check with the Space Bar unlocked.
https://s14.postimg.cc/dht0r7mup/16_space_Bar_unlocked.png
Picture 17 > First Torpedo fired and on its way to the Target was a Deep runner.
https://s14.postimg.cc/iuhv4rxq9/17_2_torpedoes_fired.png
Picture 18 > 3 Torpedoes were on Target and all were deep runners going under the Destroyer.
Notice the Torpedo has followed the TSL even though it ran deep.
https://s14.postimg.cc/e8lqwfzch/18_Deep_runner.png
Picture 19 > Torpedo 4 hits the Target.
I still had time to re-lock the Target with the Space Bar and then un-lock and Fire Torpedo 4 at a different draft
Torpedo 4 hit.
3 Torpedoes still running.
This is a very flexible system and you will always have the opportunity to re-lock, un-lock the Spacebar and fire more torpedoes at ranges over 5,000 meters.
https://s14.postimg.cc/oio5vq78h/19_1_hit.png
Hi all:
I think I've done everything correctly when it comes to running SH5 offline, but I am still not able to accomplish missions. 1st mission: British Coastal Waters: I can highlight and choose it while at base (on the map) so that I can go out on patrol. But regardless of how many ships I sink, whether it's behind the red line OR patrolling around (360dgs and 91km circum) the highlighted patrol point, that mission is never complete and the white line at the bottom remains empty.
It might be senility (I'll bet I'm one of the oldest players here) but I would love some suggestions on what I could try
-Ronco
THEBERBSTER
10-06-14, 06:54 PM
Hi Ronco
The ability to fill the tonnage bar seems to be a bit of a problem for some of us at the moment.
I have only had the problem since reinstalling from the dvd as the Uplay part kept of the installation kept coming up as a windows error.
I get the Game Play Launcher from Ubi.com although it is also available from Uplay.
I am also experiencing the same problem as you but on the Baltic Patrol.
I do not have an answer I am afraid.
It is generally recognised as not being a mod problem.
I normally play with around 40 mods but am just using 14 at present for the Baltic.
The most likely cause is the Ubisoft Game Launcher.
I have tried numerous combinations of the UBL in and out of the x86 Program folder and also I have tried using a UBL from a backup last June.
So for me it is w.i.p.
Check this thread out as it may be of some help to you
http://www.subsim.com/radioroom/showthread.php?t=215401&page=4 (http://www.subsim.com/radioroom/showthread.php?t=215401&page=4)
Did you install from a dvd or download?
Peter
Jimbuna
10-07-14, 09:33 AM
Welcome to SubSim ronco :sunny:
THEBERBSTER
10-25-14, 07:07 PM
Let's Play Silent Hunter 5, The Wolves Of Steel Modpack By Potus
1: Let's play Silent Hunter 5, The Wolves Of Steel Modpack September 3rd 2016 (https://www.youtube.com/watch?v=P8hNMdHgfhI&t=274s)
2: Let's Play Silent Hunter 5, The Wolves Of Steel Modpack September 3rd 2016 (https://www.youtube.com/watch?v=zVT0xHqynfk)
3: Let's Play Silent Hunter 5, The Wolves Of Steel Modpack September 3rd 2016 (https://www.youtube.com/watch?v=foHtCO3dEQs&t=24s)
4: Let's Play Silent Hunter 5, The Wolves Of Steel Modpack Enigma Tutorial September 7th 2016 (https://www.youtube.com/watch?v=It_WcVBRkRg&t=46s)
5: Let's Play Silent Hunter 5, The Wolves Of Steel Modpack September 12th 2016 (https://www.youtube.com/watch?v=M33qex2I2OQ&t=23s)
6: Let's Play Silent Hunter 5, The Wolves Of Steel Modpack September 12th 2016 (https://www.youtube.com/watch?v=EJbCTrt7RS8&t=30s)
7: Let's Play Silent Hunter 5, The Wolves Of Steel Modpack September 20th 2016 (https://www.youtube.com/watch?v=5Qrv9Fhn8fI&t=1954s)
Hi all!
With the explosion of the torpedo, the ship jumps up to tens of meters and rotates until to fall.
What from the mods caused this phenomenon?
THEBERBSTER
11-21-14, 03:25 PM
Hi Remon
Unless someone knows different it is just one of those things that happen in the game and I am not aware that it is a mod issue.
The last time I saw this happen was sinking a docked ship on the Baltic mission.
Peter
Thank you!
Yes, this is the first mission, Poland.
I would like to know how I can adjust the power torpedo explosion. If in stock version SH5 it not, then it's a bug in the assembly used modes.
I find it difficult to translate and read the all forum. This question may already be considered here?
THEBERBSTER
11-22-14, 04:28 AM
Hi Remon
You can use this mod to make the torpedoes more powerful.
One Ship, One Torpedo v1.00
http://www.subsim.com/radioroom/downloads.php?do=file&id=3366 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3366)
There are 2 versions.
Version v1.00 is the more powerful one of the 2 and is the one I use.
Do not give any bonus points to your torpedo man as you will find your torpedoes will start missing the target.
Peter
Thank you very much for the link!
Currently I replaced the mod "FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)" on mod "FX_Update_0_0_22_Stock_Torpedoes - MagDet range 3m (modified for torpedoes failure patches). All is - OK.
But there is one but.
I would not want to lose the effect of a small jump up in the explosion of the ship's magnetic torpedo under hull ship.
Be sure that I to try the modes of your link and see.
Sorry for bad english.
THEBERBSTER
11-22-14, 03:21 PM
Hi Remon
The mod you started with was not a stock mod.
Your new mod is a stock mod.
Anything else you need help on just let me know, ok.
Peter
THEBERBSTER
11-22-14, 04:11 PM
7th January 2023
How To Change Your Game Play Settings in a Mission (Paths Only)
This Tutorial will show you how you can make various changes as and when you want to while in a Mission/Patrol when not in the Bunker.
You can make one or any number of changes as long as each file shows the same changes have been made.
The Tutorial is structured so all the changes follow a logical sequence from first to last so there is less chance of confusion taking place.
1st Path > Documents > SH5 > data > CFG > GamePlay Settings
2nd Path > Documents > SH5 > data > CFG > SaveGames > 00000000 > GamePlay Settings
3rd Path > Documents > SH5 > data > CFG > SaveGames > 00000000 > UPC Initial > GamePlay Settings
4th Path > Documents > SH5 > data > CFG > SaveGames > Last Save Game Number by Date & Time > GamePlay Settings
5th Path > Documents > SH5 > data > CFG > SaveGames > Last Save Game Number by Date & Time > UPC Initial > GamePlay Settings
Full Tutorial
How To Change Your Game Play Settings in a Mission (https://www.subsim.com/radioroom/showpost.php?p=2568475&postcount=446) > Pictorial
Hi THEBERBSTER!
Sorry that I did not respond immediately. I must check all out. And so in a row:
1. I am remove all
2. I download Links
3. I load the game with YUPLAY. Version 1.15. Update to 1.2 via YUPLAY not. Was looking at his forum, but did not find. I downloaded from the Internet and updated. Long fussed with modes. Finally all uploaded
All is okay, pushing with preservation minor problems. 5 let torpedoes. Marriage. Undermining the normal fashion - OK. But mod "one ship, one torpedo v1.00" on the fan. A very strong effect. I will still try and see.
Thank you very much, Remon!
THEBERBSTER
11-27-14, 09:51 AM
Hi Remon
Good to see you are ok:up:
Peter
THEBERBSTER
11-30-14, 03:32 PM
Last updated 16th March 2019
The RAOBF Wheel In Silent Hunter 5 > 3 YouTube Tutorials + Instructions
My step by step Tutorial is based on Stoianm’s 3 parts in game YouTube videos.
Part 1
https://www.youtube.com/watch?v=0e_dFhnaJUI (https://www.youtube.com/watch?v=0e_dFhnaJUI)
Part 2
https://www.youtube.com/watch?v=CM7SgJoiu4w (https://www.youtube.com/watch?v=CM7SgJoiu4w)
Part 3
https://www.youtube.com/watch?v=zUV4pZVmeNM (https://www.youtube.com/watch?v=zUV4pZVmeNM)
1. Essential Requirements (Already in TWOS & sobers mega mod)
Before you can use the RAOBF you need to have enabled the following mods.
A version of TDW’s NewUI
Manos Scope Mod.
2. The RAOBF Wheel Its Components And What They Do.
The RAOBF Wheel comprises of 3 Rings with 4 sets of numbers and 3 markers.
2a > OUTER RING > SHIP SIZE INFORMATION
Mast Height is counted from the Vertical Scales.
Ship Length is counted from the Horizontal Scales.
2b > MIDDLE OUTER RING > RANGE
For reading and setting the range.
The range numbers are equivalent to 100 x metres.
RAOBF 10 = 1,000 metres.
2c > MIDDLE INNER RING > OPTICAL
Optical Mast Height (Waterline to top of the mast)
Optical Length (Bow to Stern)
Used for setting the numbers that the mast height reaches on the Vertical Scales.
Used for setting the numbers of the Ships Length on the Horizontal Scales.
2d > INNER RING > AOB
AOB to scale 90° (see Note 2 and Note 3)
3 > Explaining The RAOBF Wheel’s 3 Markers
Black Marker 1 > Zoom x 6 in the Periscope.
Black Marker 2 > Normal Periscope view 1.5 (see note 1)
Red Marker > Speed Knot Marker
4 > How To Set Up The RAOBF Wheel For An Attack
Calculations must be done in real time but Pause Game can still be used at any time.
The RAOBF MIDDLE RING can still be moved with the Game Paused. (see Note 4)
The U-boat must be at zero speed.
If using Real Navigation now order the Navigator to update your position.
Mark out i.e. 355° on the Navigation Map.
Raise the Attack Periscope.
Change the magnification to Zoom x 6 whenever possible.
Make sure the TDC is switched on.
Press the L key to move the XO TDC out of the way.
Lock the Target using the Spacebar.
Click on the Torpedo Man (WEPS Officer)
Click on the Follow Target Icon.
Click on the Torpedo Attack Icon.
Click on the Identify Target Icon i.e Liberty Cargo.
Note the Bearing to Target i.e 63°
Click on the Chart Toggle Icon.
This will bring out the Recognition Manual (SOAN).
Find the Target in the Rec Manual.
From the Rec Manual we need to know two pieces of information.
Mast Height i.e 26.2 metres.
Ship Length 140.9 = 141 metres.
Close the Rec Manual using the Toggle Icon.
Press the RAOBF button.
This will centre on the Target.
Pause Game can be used at any time.
Count the number of Horizontal Lines 7.1 + 7.1 = 14.2
Count the number of vertical lines i.e 4.2
Turn off Follow Selected Target Icon from the WEPS Officer.
Note the Bearing 56° that refers to two markings just taken.
If using Real Navigation draw out 56° from the U-Boat’s heading with the Protractor.
Using the MIDDLE INNER RING turn it until 4.2 is under the Black Marker 1.
Now go to 26.2 on the OUTER RING.
Now look at the MIDDLE OUTER RING and you will see that the 25 is close to the 26.2 showing on the OUTER RING.
25 x 100 = 2,500 metres.
The Targets Range is 2,500 metres.
If using Real Navigation draw out 2,500 metres and mark with an X.
5 > Next Step Finding The AOB
Using the OUTER RING we note where the ships length (141) is on the Ring.
Moving the MIDDLE OUTER RING we move the Range on the Ring showing
25 = 2,500 metres to the 141 on the OUTER RING.
To get the AOB we need to count the optical length of the Target.
These are the Horizontal Lines to the Left and Right of the Centre Vertical Line.
This has to be counted out from the Centre Line both to the Left and then to the Right and does not include the Centre Line.
i.e 7.9 left + 7.9 right = 15.8
Looking at the MIDDLE INNER RING 15.8 shows the AOB is 43° on the AOB INNER RING.
Now take the Protractor if you are using Real Navigation and draw out 43° from the Range Line to the Mark X and past the U-boat.
If using Map Contacts you will already be able to see the Target so you just need to draw out the Targets Course with the Ruler to past the U-Boat.
Now using the Protractor check and make sure you have noted the AOB.
6 > Next Step Finding The Targets Speed
Remove the RAOBF by pressing its button.
Cancel Follow Target from the (WEPS Officer).
Reposition the Periscope so as to allow the Targets Bow to cross the
Periscopes Vertical Line.
Bring up the Stopwatch.
When the Targets Bow touches the Vertical Line start the Stopwatch.
When the Targets Stern touches the Vertical Line stop the stopwatch.
Time showing on the Stopwatch i.e. 46 seconds.
Press the RAOBF button.
The Seconds are counted from the MIDDLE OUTER RING.
Go to where 46 Seconds are showing on the MIDDLE OUTER RING and move the ring so it lines up with 141 on the OUTER RING (141 = ship length)
Look at the Red Marker to its position on the MIDDLE INNER RING.
The number showing is the Targets Speed in Knots i.e 6 Knots.
Remove the RAOBF by pressing its button.
7 > Next Step Moving To The Firing Position
Close the TDC
Using the Protractor draw a 90° Firing Position from the Targets Course Line.
Using the Compass or Rudder move the U-Boat at Ahead Slow so it is at 90° and then order All Stop.
Now is a good time to set up the number of Torpedoes you intend to fire.
Do not forget to set the Torpedoes Depth as you will not see the Hull diagram in time.
8 > Next Step Manually Enter The Data
Turn the Periscope to show 0°.
Lower the Periscope so it cannot be seen while you enter the data.
Select Heading to View.
Click the TDC button to Manual input.
Enter the Speed i.e. 6 Knots.
Measure the Range from the U-boat to the 90° position on the Targets
Course Line i.e. 1,700 metres.
Enter the 1,700 metres on the Range Dial.
Enter AOB as 90° Port.
Set the Button back to Manual Off.
The Gyro Angle needs to show 0° in both dials by moving the Periscope.
The Periscope Bearing now shows a Firing Position of i.e. 8°.
Fire the torpedoes when the Target enters 8°.
Note 1 > If the Target will not fit in Zoom x 6 then you have to use the standard optical of 1.5
To get the Mast Height count the Vertical Lines as normal and then use the Black Marker 2 position.
Note 2 > If the Target will not fit in Zoom x 6 then you have to use the standard optical of 1.5
Count the Horizontal Length as normal then multiply the total by x 4 and then use the MIDDLE INNER RING.
Note 3 > The INNER RING AOB scale only shows up to 90°.
If the Target is heading away then you need to take the INNER RING away from 180°
So the sum for example could be 180° – 51° = 129° AOB
Note 4 > A change has been made to later interfaces that is not shown in Stoianm’s videos.
Now when the RAOBF button is pressed a two position switch becomes visible.
Note 5 > Up Position > The MIDDLE DISC can only be rotated by using the Mouse Wheel.
Note 6 > Down Position > The MIDDLE DISC cannot be rotated and is locked in position.
Note 7 > I can also recommended Trevally’s RAOBF tutorial.
Trevally Tutorial - All v0.2 (for OHIIv1.3) (Already included in TWOS and sobers mega mod)
http://www.subsim.com/radioroom//downloads.php?do=file&id=3329 (http://www.subsim.com/radioroom//downloads.php?do=file&id=3329)
Note 8 > Trevally's RAOBF thread link.
http://www.subsim.com/radioroom/showthread.php?t=178545 (http://www.subsim.com/radioroom/showthread.php?t=178545)
Courtesy acknowledgements to Stoianm, Trevally and vdr1981.
TIP
If you shade this Tutorial and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
12-04-14, 10:16 AM
Last updated 28th July 2018
Note > If you cannot open the application it will need to be set to run as an administrator.
I have hi-jacked this post in the interest to mention another STEAM work around option that has been successfully used on SH3 and SH4 for some time by installing an XP Virtual Machine.
The XP Virtual Machine is now being recommended to SH5 players to get around the incompatibility with TDW’s Generic File Patcher by using a non STEAM SH5.exe.
From the link below you will find instructions how to install it and be able to select your Windows OS for the XP Virtual Machine.
https://www.google.co.uk/search?q=xp+virtual+machine+subsim&ie=utf-8&oe=utf-8&client=firefox-b&gfe_rd=cr&ei=8XA4WKShNrDS8AeInK3IAg#q=xp+virtual+machine+
Check out the New Additional section if you are still having problems after using this tutorial.
sh5.exe genericpatcher to work with steam.
Hi:)
First off, I'm new to these forums so I'm really sorry if I'm being redundant with this information.
I'm really sleepy after a day of work and I just wanted to write down the steps, but I thought that perhaps somebody would like to try this already so instead of cleaning up the steps and keeping the steps for myself another couple of days I'll just publish this rough draft and let you guys have any eventual laughs due to my mistakes.:)I will try to clean it up by tomorrow evening or so.
I do appreciate that this is not fun for anybody, so please only do this if you know what you're doing until enough people can confirm that this actually works or if I'm all wrong and making a fool out of myself.
This is kind of like a science experiment, I have results I want you guys to try to reproduce. Thank you for helping me out:
1.
Go download "silent_hunter_5_col_1.02_eu.exe" from:
http://www.4players.de/4players.php/...oad/55318.html (http://www.4players.de/4players.php/download_start/Downloads/Download/55318.html)
2.
Download & Install: http://filehippo.com/download_universal_extractor/tech/
3.
Right click on the "silent_hunter_5_col_1.02_eu.exe" you downloaded in step 1. choose "UniExtract to Subdir", choose "isxunpack extraction" under "Extract Method".
4.
Step 3 should have resulted in a folder called "silent_hunter_5_col_1.02_eu"
5.
Download & Install the "InstallShield_Cabinet_File_Viewer"
http://www.mediafire.com/download/b527nf6771b2u4j/InstallShield_Cabinet_File_Viewer.rar (http://www.mediafire.com/download/b527nf6771b2u4j/InstallShield_Cabinet_File_Viewer.rar)
6.
Start program and go to File => Open => "silent_hunter_5_col_1.02_eu\Disk1\data1.hdr"
6. Alternative steps by kajonas
This method works beautifully. It uses the Install Shield Cabinet File Viewer
iscab.exe command line utility as an alternative to the iscabvu.exe file extraction method (assumed above).
Assume an initial directory structure as follows:
%Downloads%\InstallShield_Cabinet_File_Viewer
%Downloads%\silent_hunter_5_1.02_eu
(where %Downloads% can be anything, any path)
CD to your "silent_hunter_5_1.02_eu\Disk1" directory
Run this command
=============
..\..\InstallShield_Cabinet_File_Viewer\iscab data1.cab -i"allmyfiles.ini" -lx
Make a copy of allmyfiles.ini --> allmyfiles_edit.ini
delete everything in this file except for the following:
Product=ISCAB
Version=2.0
[Game]
File40="sh5.exe"
Run this command
===========
..\..\InstallShield_Cabinet_File_Viewer\iscab data1.cab -i"allmyfiles_edit.ini" -x
You should find the file sh5.exe extracted in the current directory
Done.
7.
View => Components
8.
Click on "Game" and then "Files", find sh5.exe in the list.
save it on your desktop.
9.
Start up Steam, right click on "Silent Hunter 5: Battle of the Atlantic" => Properties => local files => Browse Local files.
10.
Find the sh5.exe file in the list and rename it to sh5_steam.exe.
11.
Go to your desktop and rename the sh5.exe file which you extracted from the ubisoft patches cab file to sh5_patched.exe and copy it into your silent hunter 5 folder where the sh5_steam.exe you renamed file resides.
12.
Copy the sh5_patched.exe file so you have 2 of them, and rename one of them sh5.exe
Tadaa
Now you should be able to run the genericpatcher and update your sh5.exe file and when you launch it from steam it wont make a difference since steam is actually only launching uplay, and uplay does not seem to care if you're running a modded file or not.
Im assuming its legal because we are just getting the patch ubi made, so we are not cracking anything. It might go against steams EULA though... but then again I'm not so sure about where things stand in regards to the legality of modifying binary files on a whole. anyway hydrophone works, yay.
edit:
https://twitter.com/steam_support/st...10796128243712 (https://twitter.com/steam_support/status/113010796128243712)
https://twitter.com/deadislandgame/s...96399760142336 (https://twitter.com/deadislandgame/status/112296399760142336)
...seems like we should be safe.
When things go wrong
If you get an error when trying to run "InstallShield_Cabinet_File_Viewer", please try downloading whatever file its saying that you're missing from here:
Example: http://activex.microsoft.com/controls/vb6/mscomctl.cab (http://activex.microsoft.com/controls/vb6/mscomctl.cab)
Then extract the cab file and copy the file into your C:\Windows\SysWOW64 [windows 7] or c:\Windows\System32 folder, [for older versions of windows]
Start your terminal (run => cmd.exe) and type
cd<push spacebar>C:\Windows\SysWOW64 or c:\Windows\System32<push Enter key>
The prompt should change to: C:\Windows\SysWOW64 or c:\Windows\System32
Then type:
regsvr32<push spacebar>mscomctl.ocx <push Enter key>
Oh right, so the reason I wanted you to make a backup of the sh5.exe file is two fold, one is so that you can go back to the steam version if you think my idea is stupid. second, sometimes steam will overwrite your .exe file, its not happened to me yet, but i know that if you run "validate my files" it will see that you have modified your file and assume it is broken because its not the same size it knows it should be and overwrite it. So you should be covered in both cases.
Last edited by sirrawrsalot; 07-22-2014 at 02:02 AM.
Courtesy acknowledgments to sirrawrsalot and Kevinsue
The above instructions by sirrawrsalot have been taken from the original Post #1 with an additions from Kevinsue to make this now work fully.
New Additional Information
http://www.subsim.com/radioroom/showpost.php?p=2356019&postcount=92
Courtesy acknowledgement to arnesw
http://www.subsim.com/radioroom/showpost.php?p=2357151&postcount=12
Courtesy acknowledgement to AADrcw
Help with missing mscomctl.ocx
https://www.google.co.uk/search?q=mscomctl.ocx&ie=utf-8&oe=utf-8&gws_rd=cr&ei=BmgoV-DZJ4bMgAbx25S4BA
kiinteistoesijoitus used a XP virtual machine solved his Windows OS 7 Steam SH%.exe problem
http://www.subsim.com/radioroom/showpost.php?p=2401550&postcount=108
Courtesy acknowledgement to kiinteistoesijoitus
[I]
Courtesy acknowledgemen Alternative steps - starting at step 6 by kajonas (http://www.subsim.com/radioroom/showpost.php?p=2563198&postcount=163)
THEBERBSTER
12-05-14, 02:37 PM
New Version Tutorial 24th July 2018
An Easy Way In to Real Navigation!
I have produced this Tutorial as a way of introducing Real Navigation to Players where previously it may not have been considered due to its presumed difficulty.
This Tutorial reduces many of the aspects as you will see from the pictures and dialogue.
Mega Mods are deliberately designed at higher levels of game play focusing on realism wherever possible with Real Navigation at their core.
This level of difficulty does not suit every player, but there is no doubt that Real Navigation does enhance the game and additional skills are needed and need to be learned.
TDW's Options File Editor Viewer (OFEV) contains all the Real Navigation patches and it is here in the first part of this Tutorial that I will show you how to use these patches to your advantage while you are learning.
Once you have established an understanding you can change any settings of the patches back to default or somewhere in between.
If you find Real Navigation is not for you then all you need to do is disable the Real Navigation Mod in JSGME and you are back to where you started.
You do not even need to change the OFEV settings again.
To make changes in the (OFEV) you will need to disable the mods in JSGME first.
No disabling needed if TWoS is used from version 2.2.6 onwards.
The only Tool you will need and essential for Real Navigation if you have not already got it is the multipurpose Equatool Large Style.
Download link.
Not needed if you are using one of the Mega Mods
EQuaTool – Elite Quality Map Tools For SH5 v. 01.01 by AvM. (http://www.subsim.com/radioroom/downloads.php?do=file&id=2819)
(http://www.subsim.com/radioroom/downloads.php?do=file&id=2819)Picture 1 > Large Map Tool.
https://s15.postimg.cc/464pmj32z/1_Large_Map_tool.jpg
For those Players using their own mod lists The Real Navigation Mod is included in both version of TDW’s NewUI mods 7-5-0 and 7-4-2 downloads.
For correct installing see my SH5 Tutorial Posts 7 or 25.
Enabling the Real Navigation mod In JSGME adds Real Navigation to your game.
Picture 2 > The Navigation Officer has active icons relevant to Real Navigation.
https://s15.postimg.cc/ccwpec62z/2_Navigator_icons.png
if you are using the 7-5-0 version when using your own mod list you will need to make a change in TDW’s Generic File Patcher (GFP)..
Picture 3 > Enable Real nav menu.txt entries in the SH5.exe patch.
https://s15.postimg.cc/hbk7swzm3/3_Real_Nav_menu.txt.jpg
So what are the differences that I am showing in my “An Easy Way In to Real Navigation?”
1. Timing > The time it takes to plot a position on the map.
The timings have been significantly reduced to give quicker map fixes.
2. Accuracy > The accuracy percentage is where the plot on the map shows to where the U-boat should be, but may not necessarily be.
The accuracy percentage has been significantly increased to show where the U-Boat is on the map at any time.
This allows you to press the Navigator’s Icon “Report Fix (Lat & Long) via Dead Reckoning” to update your Navigation Map position at any time with a high degree of accuracy.
The automated positional fixes are every 2 hours and your own map fixes can be shown by pressing the described icon at any time.
Dead Reckoning is shown by the letter D after the map fix.
Picture 4 > Dead Reckoning Icon.
https://s15.postimg.cc/lkoxv4kvv/4_Dead_reckoning.jpg
You also have the Navigator’s Icon “Show last fix on maps” which can also be pressed at any time.
This puts a circle around the last fix.
Very useful when using the TAI Map.
Picture 5 > Last Map Fix Icon.
https://s15.postimg.cc/nchwq2m97/5_Last_Fix.jpg
The TAI Map does not show any permanent fixes but places a temporary fix that lasts for a few seconds before disappearing.
To get around this you can use the Pause Key to lock the fix while you mark it.
You still have the Automated “Report Fix (Lat & Long) via Celestial Reckoning that updates your position at certain times of the day and night.
The 5 Celestial checks in the day occur every 4 hours and show the letter C after the map fix number:
1) Pre-dawn (Twilight)
2) Ante Meridian (AM) Sun.
3) Noon Sun
4) Post Meridian (PM) Sun
5) Post Sunset (Twilight)
These Automated map fixes depend on the prevailing weather conditions.
Picture 6 > Celestial Map Fix Icon.
https://s15.postimg.cc/qw3ufx6zf/6_Celestial_Map_fix.jpg
When fully surfaced you can also get a Weather forecast at any time.
This will show in the Message Box.
Picture 7 > Weather Report Icon.
https://s15.postimg.cc/scfcxj763/7_Weather_Report.jpg
TDW’s Options File Editor Viewer (OFEV)
The changes needed for this Tutorial are made in the Real Navigation Tab by amending the patches showing there.
The Real Navigation patches picture shows there are a total of 8 patches.
Patch number 4 is automatically enabled Blue by default so you can see your boat on the map.
Picture 8 > Real Nav Tab Patches Menu.
https://s15.postimg.cc/zfn8d7x6z/8_Overview.jpg
Each relevant patch change setting is illustrated with its own picture so you know exactly what to change.
To change a setting click on the first set of numbers.
This opens a box where you will see the existing setting.
Change the setting to the one showing in the picture.
Click on the Accept button.
Each patch is done the same way by replacing the existing data by those shown in the relevant picture.
All calculations are randomly done so it is unlikely that the maximum will ever be used unless the circumstances due to injury to the Navigator if he is unfit at the time to make any calculations until he has recovered shown by his icon regaining its original color.
Picture 9 patch 1 > The maximum number of meters the Navigator can make could be up to 5,000 away from your actual position.
Set at > 50.00 Meters
https://s15.postimg.cc/nggbk3jp7/9_Max_error_in_metres.jpg
Picture 10 patch 2 > The minimum time it takes the Navigator to calculate the current position.
Float time set at > 5.00
https://s15.postimg.cc/kmd66oce3/10_Minimum_time_to_calculate_current_position.jpg
Picture 11 patch 3 > The maximum time it takes the Navigator to calculate the current position.
Float time set at > 10.00
https://s15.postimg.cc/ij2qyh9uz/11_Maximum_time_to_calculate_current_position.jpg
Picture 12 patch 4 > The default enabled patch will automatically show your U-Boats position on the map after each calculation has been made or if you want to confirm your last position.
Disabling this patch will never show your position anywhere on the Maps.
https://s15.postimg.cc/o791peoi3/12_Enabled_patch_default._Shows_position_on_the_ma p_after_calcul.jpg
Picture 13 patch 5 > The time it takes the Navigator to show the calculated position on the map.
Float time set at > 5.00
https://s15.postimg.cc/a0tau7vnf/13_The_time_the_navigator_shows_the_position_on_th e_map.jpg
Picture 14 patch 6 > The maximum error shown as a % is used between the existing fix and where the new fix will be placed.
Set at 1%
https://s15.postimg.cc/6h7d4gy3f/14_The_max_time_expressed_as_a.jpg
Picture 15 patch 7 > The minimum time it takes Navigator to plot position bases on Dead reckoning.
Float time set at > 2
https://s15.postimg.cc/kavptko4r/15_The_minimum_time_based_on_dead_reckoning.jpg
Picture 16 patch 8 > The maximum time it takes Navigator to plot position bases on Dead reckoning.
Float time set at > 4
https://s15.postimg.cc/jy4bnfvl7/16_The_maximum_time_based_on_dead_reckoning.jpg
When you have finished making your changes in the OFEV:
Go to > Save
Select > File
Exit.
Enable the mods in JSGME if using your own mod list.
When your game loads you automatically get map fix number 1 which is a Celestial fix (C).
This is an accurate fix of where the U-boat is in Nautical Time.
This fix cannot be deleted.
Picture 17 > Default Map Fix .
https://s15.postimg.cc/jy4bnfvl7/16_The_maximum_time_based_on_dead_reckoning.jpg
Picture 18 > You now need to set up the Real Navigation script time which is based on either Nautical or G.M.T. time as showing on the Time Clock.
https://s15.postimg.cc/bsm9phpej/18_Date_Time_Naut_or_GMT.jpg
Picture 19 > Click on the Automation Icon (2 wheels)
Click on Real Navigation from Categories.
Click on Position on Patrol.
In the Available Scripts column there are 6 Time Positions each lasting 4 hours = 24 hours.
You will only see 5 of them at any one time so you need to scroll down if you need to use the 6th one.
Click on the Script that is within the Nautical Time Clock.
Press the Right Arrow Button (Add) showing.
This will now show in Red in Activated Scripts.
Press the Red Activated Scripts and you will now see it has a black band round it.
Go to Commands and press the First Button > (Start)
You will notice that the Automated Scripts has turned green and has now been activated.
You do not need to make any changes during this gaming session.
Press the Automation Icon or X to Exit Automation.
https://s15.postimg.cc/geidxxayj/19_Automation.jpg
Picture 20 > The Navigator will now make a new calculation on the Navigation Map as map fix number 2.
The distance between Map fix 1 and 2 if any is the distance you have travelled from Map fix 1.
You can delete Map fix 2 but not Map fix 1.
https://s15.postimg.cc/aeumtqnfv/20_1st_and_2nd_auto_fixes.png
Picture 21 > All Map plot fixes have details that can be seen by hovering the mouse over the map fix.
https://s15.postimg.cc/twpa9q2e3/21_Map_fix_data.jpg
To set a precise course always get a Positional Fix from the Navigator first unless you are in the Bunker.
Use your mouse wheel to expand the map over the fix you want to plot the course from.
Click on the Ruler Tool
Put the Ruler on the centre of the X.
Left click to lock it.
You can now draw a line out as far as you want.
Picture 22 > Set your course from the bearing the tool is showing.
https://s15.postimg.cc/6ihay3hzf/22_plotting_a_course.jpg
You can use the arrow keys to hold and draw out the Ruler’s Course Line.
Holding the left mouse button down you can move the Ruler’s Course Line from one map fix to another.
Picture 23 > Planning a long course with the Ruler.
The line of white X marks shows the different time fixes as the boat follows its course.
https://s15.postimg.cc/912zyxgm3/23_Plotting_a_long_course.jpg
Picture 24 > Reaching the patrol area.
https://s15.postimg.cc/q2vu0jarf/24_Reaching_the_patrol_area.jpg
Navigating in Shallow Waters and Tight Situations
Pictures 25 > Setting the first course for the lead approach.
https://s15.postimg.cc/eqj8j4k6j/25_Scapa.jpg
Picture 26 > Plotting the shore distances with the Compass so the boat does not run aground..
https://s15.postimg.cc/sk7l877mz/26_Scapa.jpg
Picture 27 > Active Coastal Battery on the Port side.
https://s15.postimg.cc/b6xatducb/27_Scapa.jpg
Picture 28 > Active Coastal Battery on the Starboard side.
https://s15.postimg.cc/sk7l89zy3/28_Coastal_Defenses.jpg
Picture 29 > Mine off the Port Bow, manually change course.
The UZO will give the number of degrees away from 0 degrees so you know how much Rudder to give.
You now have the option to use the Navigator’s “Return to course” icon to pick up your original course if you want to or plot an amende course..
https://s15.postimg.cc/hkmdwr1u3/29_Mine_off_the_Port_Bow.jpg
Picture 30 > Shows the plotted course between the two islands and new course ordered.
https://s15.postimg.cc/prednrubf/30_Scapa.jpg
Check out my SH5 signature for related tutorials.
THEBERBSTER
12-06-14, 01:16 PM
Changing The Crew Voice Files From English To German
Go to > Ubisoft\Silent Hunter 5\data\LngGameData\Voices\German
Select the > German Folder
Copy the > data Folder
Go to > Ubisoft\Silent Hunter 5\data
Paste the > data Folder.
Option > Enable German voices as a Mod.
Download link.
German U-Boat Crew Language Pack By Venatore > Enable JSGME (http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23)
HertogJan
12-07-14, 01:02 PM
Last updated 16th July 2014 3.29pm
I wanted to be able to produce a mod list for the SH4 beginner that has a lot more interest than ‘Stock’ but was not as advanced as some of the other interfaces available.
After all it is no good trying to run before you can walk.
Webster’s GFO v1.5 interface takes ‘Stock’ to a much higher level and when you add SCAF v1.5 (Ship Centered Accuracy Fix) and Max Optics the game is a pleasure to play.
All ‘Webster’s mods come with good documentation and explanations.
Scaf also comes with the Max Optics and includes Medal Fixes. It is well documented and explains fully what has changed and how it works.
Mod List Correct Order afaik
Game Fixes Only Mod v1.1
New Orders Bar Menu
Webster's No Crew Fatigue
Webster's Improved US Torpedo v2
Magnified Hud Dials for v1.5_Large
Bigger Better Protractors
Extra Allied naval bases for Stock SH4 + UBM v3.0
Webster's Ship Manoeuvring Fix
3000 Yard Bearing Tool (1920x)
Ship Centred Accuracy Fix (SCAF) for SH 1.5
MaxOptics3 for SCAF 1.5
Webster's New sonar view for v1.5
Eye Patch for Stock
Sobers Compass Mod Version Colour
Webster's Eliminate Floating Plankton
Webster's Upgraded Deck Gun v1
Remove Grain Effect
Ship Centered Accuracy Fix with Max optics
Link to download
http://www.subsim.com/radioroom/showthread.php?t=126016 (http://www.subsim.com/radioroom/showthread.php?t=126016)
Scaf is available in a number of different interfaces other than GFO.
It is extremely accurate when using the ‘Stadimeter.
The ‘Recognition Manual’ uses a unique hot spot system to show where to place the stadimeter for each individual ship.
Check out the ‘Readme’ that comes with the mod.
So here could be your first mod soup.
This can also be used with ‘Auto TDC’ by un-ticking the box ‘Manual Torpedo Target Option’ in ‘Game Play Options.’
Here is my ‘Tutorial’ to go with this Mods List For Beginners.
Post #108 The Silent Hunter 4 Beginners Guide To Simple Manual TDC And How To Use The Position Keeper <> Step By Step Instructions.
Hi THEBERBSTER,
Just wondering bout this mod soup and am wondering why there's no ENV mod in it.
Arn't there any ENV mods around cause stock colors are... just stock.:shifty:
I don't need them myself, I play TMO with a couple of other mods... just wondering.
PS_ This is a great TUT on how to's, very inlightening read :up:
THEBERBSTER
12-07-14, 01:36 PM
Hi HertogJan
This mod soup is to get someone who has not played or only played with Stock to be able to start with something that works and importantly reliable.
GFO is a big improvement on Stock.
I played a lot with it in my early SH4 days as I was learning the game so that is why I recommended it.
As most of the mods are Webster's and others are mentioned in his GFO readme you know that you are in safe hands.
I agree with you that the Real Environments Mod + GFO Patch could have been added but at the time I decided not to include it.
If someone who is interested in this reads Websters GFO documentation then they will see that there are other alternatives available also.
Peter
THEBERBSTER
12-07-14, 02:00 PM
Last updated 21st January 2018
SH5 Tutorial > Did You Use Auto TDC Previously And Now Finding It Difficult With Manual TDC?
Here is a Step by Step Tutorial to help you succeed.
I guess if you are looking at this you will have previously been playing with Auto TDC and having the desire to progress to Manual TDC things are just not working out as you expected them to.
This Tutorial has been designed simply so as to give you the confidence to move forward and get the reward and enjoyment as to one of the ways of using Manual TDC.
First of all I am assuming that you did not have problems hitting Targets when using Auto TDC.
If you did then stop here as it could be that you have a game issue that needs to be sorted first.
Send me a PM explaining what is happening and we will try and sort it out together.
In this Tutorial we will not be using the XO Manual TDC.
We will not be using the Stadimeter.
We do not need to Identify the Target although you can if you wish.
All our data will be entered Manually into the TDC so you will need to be able see all of the Dials.
You can use the L Key in the Periscope Station to move the XO TDC to the lower right corner and out of the way.
The next point is, are you using Stock/Vanilla or a mod interface such as one of TDW’s New UI’s 7-4-2 or 7-5-0?
I will try to cover both as we go along.
The Stock player will not have the benefit of having the WEPS Officer/Gunner Icon for additional assistance.
Ok, so you have spotted a Target on your Navigation Map travelling from right to left (Port).
What do we need to do to get a suitable Firing solution?
1. The Targets Speed. (This is important, and we will use the 3 minutes and 15 seconds method to find it.)
2. The Range or Distance to the Target.
3. The Chronometer/Stop Watch.
4. The Bearing we will use to Fire at the Target. (This will always be 10° either side of 0/360°)
5. The AOB (This will always be 80° Port or Starboard depending on the Targets direction)
How do we already know how this is?
0/360° = 90° U-Boat Heading.
0° + 10° = 80° Port.
0/360° = 90° U-Boat Heading.
0/360° - 10° = 350° = 80° Starboard.
Measurements are taken from the Middle of the U-Boat.
Tool Markings can be made on the Navigation Map or the TAI Map.
If using the TAI Map then use the TAB Key to size the Map correctly.
First we need to get the Stop Watch. (O Key Stock/Vanilla)
Tip
All new Tool Marks can be done with Game Paused.
Adjustments can only be done with the Game UN-Paused.
Keep the Game Paused if you need to.
Delete Tool Map marks using the Eraser.
Take the Tool and enter again on the Map.
Next Pause Game.
Take the Ruler Tool and draw out a Line from the Targets Stern through the Bow to a position that you will be able to take up a 90° position to with your U-Boat.
This Line will be known as the Targets Course Line or (TCL)
Take the Protractor Tool and on the (TCL) draw out 90° with the length coming out long enough for you to put Way Points on to it.
The Protractor Arrow on the (TCL) Line always points away from the Target.
Take the Ruler Tool and from beside the 90° Line on the (TCL) draw out 1,200 metres.
This is the point that you need to be stopped at 0 Speed.
For All Stop use the @ Key.
Now place your Waypoints so the last one finishes at the 1,200 Metre mark.
Use the Mouse Wheel so you can zoom out for accuracy.
You will need to select a Speed that will get you there as quickly as possible but you do not want to over shoot the 1,200 metre mark ,so reduce your speed as you get closer.
Our aim is to Fire Torpedoes from around 1,000 metres so the 1,200 metres gives us 200 metres to play with as we will most likely need to make some positional adjustments to get the 90° required accuracy.
Start the Stop Watch.
Take the Marker Pencil Tool and place an X on the Targets Bow or Middle.
Un-Pause Game.
When 3 minutes and 15 seconds have passed Pause Game.
Take the Marker Pencil Tool again and place another X on the Targets Bow or Middle.
Take the Compass Tool and measure the distance between the two X’s.
We will say that this is showing 800 metres = 8 knots.
So we know the Targets Speed is 8 knots.
Remove the Stop Watch.
It is important that the Target does not see you as you will lose the opportunity and the Target will start to take evasive action.
Dive to Periscope depth when you get to the 1,200 metre position.
Go to your Navigation Map and in the Top Right Hand Corner is a Triangle Tool that you can Toggle which will Open and Close the Navigation Map Bearing Overlay Visibility Compass this will then place itself on the Centre of the U-Boat.
If you go to Your TAI Map do not open it fully.
In the Bottom Right Hand Corner is a Triangle Tool that you can Toggle which will Open and close the Navigation Map Bearing Overlay Visibility Compass this will then place itself on the Centre of the U-Boat.
Notice that each segment is 100 metres working itself outwards to maximise at 1,000 metres.
You can Toggle click it On and Off at any time when you need to remove it from over the U-Boat.
For the Tutorial we will call this the Attack Compass
Delete any remaining Waypoints.
Bring the Protractor Line to behind the U-Boat on the 180° degree line.
Go to the TCL line and is it still showing 90°?
Adjust as necessary with Game Un-Paused.
Now look at your 0° line on the Attack Compass.
This needs to be exactly placed in line with the 90° degree Protractor Line.
Ok so we need to make an adjustment.
Press the C Key to open the Compass or click your Mouse in the middle of the Compass Bar.
At the bottom of the Compass is a small bar (sometimes not easy to see)
Click on the bar and the Rudder will show.
Go to Slow Ahead and click on the Rudder’s degrees.
Red degrees to go Port (Left)
Green degrees to go Starboard (Right)
If you positioned your Waypoints correctly on the Protractor Line then you should only be looking at a few degrees of adjustment or less.
While the adjustment is taking place also look at the Protractor Line behind the U-Boat and reposition back on to the 180° degree Line.
Recheck your 90° Line on the (TCL)
Use the 0 ins Key or # Key to go to Rudder Amidships.
Use the @ Key to go to All Stop.
If you are happy with the result and the U-Boat is no longer moving then take the Protractor Line from behind the U-Boats Stern and place in the Middle of the U-Boat.
Take the Ruler and place the Line also on the Middle of the U-Boat.
Press the C Key to close the Rudder.
Raise the Attack Periscope a little at a time until you can see the Target on the TAI Map.
During all this time of course the Target has been closing.
Pause Game.
Check now whether the (TCL) needs to be redrawn?
The answer is probably yes.
Delete the (TCL) using the Eraser Tool.
Draw out a new (TCL) using the Ruler Tool.
You will probably notice that the Targets Heading is still the same.
The new (TCL) could be closer or further away from the U-Boat.
Delete the 90° Line by using the Eraser Tool.
Delete the Ruler Line by using the Eraser Tool.
Take the Protractor Tool and from the Middle of the U-Boat draw along the 10° Line until you reach the new (TCL).
With this Line in place it should show 80° AOB.
Use the Mouse Wheel to zoom for accuracy.
If it does not then Un-Pause Game.
Adjust the Protractor Angle to 80° and then Pause Game again.
Take the Ruler Tool and from the Middle of the U-Boat take it down along the 10° Attack Compass Line to the (TCL).
We will say that the Range is now showing 1,050 metres.
Looking at your Attack Map Compass we will say that your 80° AOB is showing between 10° and 11°.
Go to your Attack Periscope and place the Bearing between 10° and 11° degrees.
Click on the TDC Manual On/Off button.
Enter the Speed 8 knots.
Enter the AOB 80° Port.
Enter the Range 1,050 or 1,100 metres)
You will see the Periscope Bearing Dial showing between 10° and 11°.
Click on the TDC Manual On/Off button again.
All your Data has been entered.
Now look at the 2 Gyro Angle Dials.
The Left Dial is the U-Boat
The Right Dial is the Target.
Adjust the Periscope Bearing until both Dials are pointing upwards to show 0°.
We will say that this has moved the Periscope Bearing to 12°.
Set up your Torpedoes to Impact.
Set the Speeds to Fast
The Depth for Merchants about 5 should be ok.
Now if you move your Periscope out to the right you should be able to pick up the Target.
Use the Mouse Wheel to change the Periscopes Magnification larger.
Use the Space Bar to Lock the Target.
If you look at the Dial settings you will see that they have moved to correspond to the Periscope Bearing.
If you look at the Range Dial you will see that this is still set to 1,050/1,100 metres and has not moved.
Optional > If you using one of TDW’s NewUI’s 7-4-2 or 7-5-0
Click on the WEPS Officer/Gunner 3rd Icon from the Left.
To Identify the Target Press the 1st Icon on the Left.
Back to the main Icons pressing Icon 4 will Lock the centre of the Periscope on to the Target and you will see the Periscope Bearing move as the Target moves.
You can use your WEPS Officer/Gunner at anytime that you can see the Target on the Map.
You now also have the benefit of seeing the Hull diagram on the Torpedo Depth Gauge.
You can change the depth if you wish to.
You Fire your Torpedoes when the Crosshairs on your Periscope are on the 12° Bearing.
This should correspond with the Target on your TAI Map passing through your Protractor Line.
Stock /Vanilla
Set the Periscope Bearing on 12°
Check the Gyro Angles are at 0°.
Lock the Target with the Space Bar as the Bow enters the Periscopes Crosshairs
Fire your Torpedoes.
When the Target is coming from Left to Right (Starboard) you Line up on the 350° Attack Compass Line.
So what we have set up in this Tutorial is a 90° AOB fast shoot.
In theory if you shoot Torpedoes between 350° and 10° with the correct Range and the U-Boat Heading is at 0° then you should be successful.
With Escorted Convoys you carry out the same procedures with the exception of your Range that you will need to adjust.
I would suggest this should be between 2,000 and 4,000 metres.
This will give you time to slip away from the Escorts as they will be looking to search the 90° area.
Please note some Keyboard actions shown in the Tutorial may differ between Stock/Vanilla and TDW’s NewUI.
Tip
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.
HertogJan
12-07-14, 05:15 PM
Hi HertogJan
This mod soup is to get someone who has not played or only played with Stock to be able to start with something that works and importantly reliable.
GFO is a big improvement on Stock.
I played a lot with it in my early SH4 days as I was learning the game so that is why I recommended it.
As most of the mods are Webster's and others are mentioned in his GFO readme you know that you are in safe hands.
I agree with you that the Real Environments Mod + GFO Patch could have been added but at the time I decided not to include it.
If someone who is interested in this reads Websters GFO documentation then they will see that there are other alternatives available also.
Peter
Indeed, unfortunatly not everyone read the Doc. attached to the Mods and either it messes up their game or they come short game experiencewise.
Anyhow, thx for clearing that up
THEBERBSTER
12-08-14, 03:14 PM
Last updated 16th March 2019
Fed Up Receiving The “BE MORE AGGRESSIVE” Radio Message After Sinking Ships.
The Wolves of Steel Changes (TWoS).
You can copy and paste your message to all of the other files.
Change 1.
Ubisoft\Silent Hunter 5\data\menu\menu.txt
Change 2.> TWoS Real Navigation Mod. (Only if enabled)
Ubisoft\Silent Hunter 5\ TWoS_Parts\TWoS Real Navigation\data\menu\menu.txt
Enter your choice of message in the same format as the original message as in the example below. Go to Line Number > 4197
4197=Be more aggressive! < Original
4197=Continue with your orders! < New message example
Go to Line Number > 9840
The message must be the same as in Line Number 4197.
When changes have been made to each menu.txt file.
Exit
Save
Remember when you disable mods you will need to repeat this procedure.
TDW's New UI Mod 7-4-2- or 7-5-0 Changes.
Change 1. > For NewUIs_7_5_0_ByTheDarkWraith or version 7_4_2
Ubisoft\Silent Hunter 5\data\menu\menu.txt
Change 2.
Ubisoft\Silent Hunter 5\MODS\NewUIs_7_5_0_ByTheDarkWraith\data\menu\menu .txt
Change 3. > Real Navigation Mod (Only if enabled)
Ubisoft\Silent Hunter 5\MODS\NewUIs_7_5_0_Real Navigation\data\menu\menu.txt
Enter your choice of message in the same format as the original message as in the example below. Go to Line Number > 4197
4197=Be more aggressive! < Original
4197=Continue with your orders! < New message example
Go to Line Number > 9840
The message must be the same as in Line Number 4197.
When changes have been made to each menu.txt file.
Exit
Save
Remember when you disable mods you will need to repeat this procedure.
Courtesy acknowledgement to TheDarkWraith
THEBERBSTER
12-08-14, 03:24 PM
Last updated 27th April 2018
In this Tutorial the Mission Orders are to Patrol Area AM5356
The Kriegsmarine main grid is made up of 2 letters and 2 numbers like AM53
The last 2 numbers can be found in a Map Tool called Light Grid.
Light Grid contains 99 numbers in blocks of 9.
Picture 1 > Shows the Kriegsmarine Grid AM53
Click on the short cut E key or use the Toggle Charts Visibility Icon on the right side.
Select > Maps
Select > Light Grid
https://s14.postimg.cc/tzbf4b84x/1_AM5356_Grid_Map.png
Picture 2 > To make the Map Grid bigger use the mouse scroll wheel.
Place the Light Grid over the AM53 Map Grid area.
Use your mouse to expand the Light Grid to fit the AM53 Map Grid Area.
You can use the edges or the corner of the Light Grid to do this.
https://s14.postimg.cc/5vkng153l/2_Placing_the_grid.png
Picture 3 > With the Light Grid correctly positioned select the Marker Tool.
https://s14.postimg.cc/cm14phfep/3_Marker.png
Picture 4> Place the Marker Tool in the Centre of 56 (AM53 56).
You will notice the marker will change from its X shape.
At this point you cannot plot the X mark onto the map.
https://s14.postimg.cc/a4pdi8axt/4_Marker_over_56.png
Picture 5 > With the Marker Tool correctly positioned press the E shortcut key to remove the Light Grid.
Click your mouse to plot the X Mark.
https://s14.postimg.cc/qtqtdox41/5_Press_E_key_and_mark.png
Picture 6 > Open the Map to zoom in on the X Mark.
Select the Compass and draw out the Patrol km Area received in the Radio Message.
You can Patrol anywhere within the circle until the objective is completed.
https://s14.postimg.cc/bxsa648up/6_Draw_out_patrol_area.png
Note.
Once you have entered the Patrol Area you must not make a manual save until your Patrol Objective is completed.
If this is 48 hours then you should not leave the Patrol Area until the objective is completed otherwise you will have to go back out of the Patrol Area and come back in again to start the 48 hours again.
THEBERBSTER
12-08-14, 03:33 PM
Clearer Water Visibility Options
The easiest way to do this is by adding a Dynamic Environment optional mod to JSGME in the last position so it does not get overwritten.
I have included the Dynamic Environment v2.9 text document so you can see what changes each of the 3 mods do.
You can choose 1 or 2 mods to use but you cannot have both 3a and 3b enabled together.
The mods included are:
https://s15.postimg.cc/5gqngl8ff/Clearer_Water_Visibility_Options.jpg
Mediafire download link
Clearer Water Visibility Options (http://www.mediafire.com/file/0eteicgf9gg6hli/Clearer_Water_Visability_Options.zip/file)
See also this post before proceeding from Kallale:
https://www.subsim.com/radioroom/showpost.php?p=2810643&postcount=491
These are the settings found in Stock and TWoS
Stock
Ubisoft\Silent Hunter 5\data\Filters\ColorCorrection\hdr_underwater
[ColorCorrectionFilter]
Gamma=0.9
Brightness=1.0
Saturation=1.0
Contrast=1.0
LevelsInputBlack=0.0
LevelsInputMidtone=0.85
LevelsInputWhite=0.87
LevelsOutputBlack=0.0
LevelsOutputWhite=1.0
ColorBalanceR=0.0
ColorBalanceG=0.0
ColorBalanceB=0.0
ColorBalanceTone=1
HueColor=FFFFFF00
HueOpacity=0.0
PhotoFilterColor=6DA9A200
PhotoFilterIntensity=1.0
The Wolves of Steel (TWoS)
[ColorCorrectionFilter]
Gamma=0.89
Brightness=0.45
Saturation=1.0
Contrast=0.95
LevelsInputBlack=0.0
LevelsInputMidtone=0.85
LevelsInputWhite=0.88
LevelsOutputBlack=0.0
LevelsOutputWhite=1.0
ColorBalanceR=0.0
ColorBalanceG=0.0
ColorBalanceB=0.0
ColorBalanceTone=0.5
HueColor=FFFFFF00
HueOpacity=0.0
PhotoFilterColor=6DA9A200
PhotoFilterIntensity=0.9
Courtesy acknowledgements to vdr1981 & Dynamic Environments v2.9 Team
Buhring
12-22-14, 09:57 AM
1) As far as you know, would HanSolo78 Harbour Mod be compatible with mod list no. 2?
2) Is there any reasonable way to fit in MTNS (or at least a number of MTNS ships) within this mod soup without screwing up everything?
Thank you for your help.
HB
THEBERBSTER
12-22-14, 03:08 PM
Hi Buhring
This mod is a not compatible > HanSolo78 Harbour Mod
Unless someone knows different I would say > MTNS is also is not compatible with the latest version of OHII v2.5.
MTNS I believe could be used with earlier versions of OHII.
I have never seen it used with v2.5
Peter
THEBERBSTER
12-22-14, 05:40 PM
Spare
Buhring
12-23-14, 03:22 AM
Thanks for your help. One last question re. the mod lists in #35/38: the link to "Sobers Reduced File Sizes SH5 V2" seems to be broken and I did not find a forum thread on it either: could you kindly provide a working dl link?
I find your work really invaluable. :salute:
HB
THEBERBSTER
12-23-14, 07:01 AM
Hi Buhring
With reference to the mod > Sobers Reduced File Sizes SH5 V2
My apologies, I usually check my lists carefully before posting.
It appears that for some reason when checking sobers current mod list I missed that he had removed the mod.
Unfortunately for some reason sober has withdrawn this mod totally and it is no longer available.
I have updated Posts #35 and #38 accordingly.
Thank you.
Peter
THE_MASK
12-30-14, 05:33 PM
Congrats on the best of subsim 2014 . Absolutely deserved :yeah:
THEBERBSTER
12-30-14, 06:50 PM
Thank you for your kind words and support sober.
Peter
Havan_IronOak
01-15-15, 02:28 AM
In post #64 on the various campaign dates you start with the statement
White campaign path lines are always available.
Red campaign path lines will close if you do not achieve total victory in previous campaigns
Can you explain what lines you're talking about?
THEBERBSTER
01-15-15, 05:33 AM
Hi HIO
No unfortunately I have no explanation for what Trevally means by this.
This has been copied from the OHII documents supplied.
My only logical explanation is that it is something that was originally part of an earlier version of OHII and since been changed to now make it redundant.
Peter
THEBERBSTER
01-15-15, 12:52 PM
Spare
Havan_IronOak
01-16-15, 08:13 PM
In post #64 on the various campaign dates there is an entry for North Western Approaches that shows a start date of 21 September 1939 with an ending date of 01 April 1940.
On the morning of 28 November 1939 I sank 4 ships just east of the Thames Estuary and high tailed it home because my sub's hull integrity was at about 60% (had a run-in with a tiny escort with machine guns)
Arrived back in Wilhelmshaven on 30 November 1939. Ended my patrol and went into the mission briefing. The date in the upper left corner shows 30 November 1939 (I kinda expected something in early December)
I'm still pretty sure that the Eastern British Coastal Waters mission will be considered completed once the 01 December date is passed.
Question... There is no Iron Cross Mission Icon on the map yet for the North Western Approaches. Shouldn't that be there, even though the Eastern British Coastal Waters mission is still my "current assignment?"
I can try the leaving and coming back trick but I'm just curious.
BTW... several of the dates in that post are a bit wacky
Bases - Memel (31-08-1939 to 01-09-1939) Kiel (02-09-1939 to 31-09-1939) Wilhelmshaven (01-10-1939 to 31-06-1940)
Stock boat issue - VIIA
30 days hath September... ditto for June
Also I heard in a You-tube "Let's Play" that there's a "time machine" that can be used to advance the SH5 game date. Do you have a link? The leaving and coming back trick eats up two weeks on a vanilla set-up. I want to be sure to complete North Western Approaches with plenty of time so as to not miss out on Operation Wesserubung
THEBERBSTER
01-17-15, 06:07 AM
Hi HIO
Eastern British Coastal Waters Finishes December 1st
North Western Approaches Starts September 21st
So you will see both of these at the same time.
After December 1st you will only see North Western Approaches.
You have to wait until January 1st when South Western Approaches also comes on to the map.
On March 20th Operation Wesserubung comes on to the map to join the other 2.
During April two of the missions drop off leaving just South Western Approaches to end this first campaign.
Apart from Breaking the Fortress which has the tightest time span all the other missions should be achievable in the allotted time allowed.
The time advancement after ending a patrol should show on the navigation map when the new patrol is started.
If you use this mod you can set your own amount of time that you want to spend in the bunker.
Change Days In Bunker
http://www.subsim.com/radioroom/showthread.php?t=188265 (http://www.subsim.com/radioroom/showthread.php?t=188265)
i think your boat is a VIIb as there are no VIIa boats in SH5
VIIa boats are small coastal boats, fewl crew, bow torpedoes only, and not designed for ocean going capabilities.
During this patrol Eastern British Coastal Waters you will be offered a boat upgrade to a VIIC.
This has external torpedo reserves available.
I do not know anything about a time machine.
When traveling from your base or to your base in safe areas (no aircraft) there is nothing to stop you using Travel Mode and TC x 1024.
Peter
THEBERBSTER
01-20-15, 03:24 PM
Last updated 10th June 2015
No change needed for TWOS
Do you wonder why your hydrophone (KDB) goes into destruct mode when you reach 120m and there seems no logical reason for this to happen?
This happens because of the R.S.D. mod.
To overcome this problem you need to change the default setting Crash Depth=140.
There are 2 options.
Change the default 140 number to a higher number 200 –220 etc.
Or:
If you want to make it indestructible then just add a semi-colon in front of the line in the example below.
;Crash Depth=140
Likely looking path to make the change:
C:
Ubisoft
Silent Hunter 5
Data
Zones.cfg
[RSDUKDB]
Multiplier=1.000000
Flotability=0.000000
HitPoints=13
Destructible=No
Armor Level=8
Critic Flotation=0.300000
Critical=No
;Father=209
FloodingTime=59.999996
Crash Depth=140 < default needs to be changed.
CargoType=None
Go to > File
Select > Save
Exit
Courtesy acknowledgement to vdr1981
THEBERBSTER
01-21-15, 06:05 PM
Last updated 21st March 2019
How To See The Contacts In The Hydrophone Station
Make the changes in the menu.txt file shown in the paths.
Make the following changes for modded and TWoS games.
Change 1.
Ubisoft\Silent Hunter 5\data\menu\menu.txt
Picture for reference
https://i.postimg.cc/nzFzdsp5/capture-002-21032019-130919.jpg
Change 2 > Only for TWoS if enabled
Ubisoft\Silent Hunter 5\TWoS_Parts\TWoS Real Navigation\data\menu\menu.txt
Make these changes with TWoS.
826= < No change
827=Contact < Remove this and replace with > 827=Warship
828=Contact < Remove this and replace with > 828=Merchant
829=Contact < Remove this and replace with > 829=Submarine
Change 2 > Others if NewUI mod is enabled.
Ubisoft\Silent Hunter 5\MODS\Real Navigation\ data\menu\menu.txt
Make these changes TDW's NewUI
826=Unknown contact < No change
827=Contact < Remove this and replace with > 827=Warship
828=Contact < Remove this and replace with > 828=Merchant
829=Contact < Remove this and replace with > 829=Submarine
When changes have been made to each menu.txt file.
Go to > File
Select > Save
Exit
SilentHunts
01-26-15, 07:12 PM
Great tutorial! They are really helpful to me and got my SH5 up and running in no time!:Kaleun_Cheers:
THEBERBSTER
01-27-15, 04:54 AM
Hi SH
That's what it's all about :up:
Only wish I had something like this when I started, unfortunately I had to learn the hard way. :/\\!!
Peter
THEBERBSTER
01-28-15, 05:58 AM
Last updated 16th March 2019
How To Download Mods And Put Them In The Mods Folder
This Tutorial can be used with all Silent Hunter Versions.
The mod used in this Tutorial is for example purposes only and can be deleted after you have followed the Tutorial if not required.
First of all a bit of discipline is needed as you will undoubtedly be adding more stuff as you get into the game, so a bit of order is needed.
Make a 'New folder' and call it something like ‘My SH Mod Store’ and put it somewhere convenient.
You will be using this to download any Silent Hunter (SH) mods in to.
I am assuming you have JSGME installed?
If you do not then go to my main tutorial post and carry out the step by step instructions.
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
You will also need '7 zip' if you do not have it then here is the download link.
http://www.7-zip.org/download.html (http://www.7-zip.org/download.html)
For example if we were wanting to download this mod.
'Bigger Better Protractors.'
Download link
http://www.subsim.com/radioroom//downloads.php?do=file&id=3355 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3355)
Click on the download link.
Click on Download > Bigger Better Protractors
Find your new folder > ‘My SH Mod Store’
Click on Save.
Now go to your > ‘My SH Mod Store’ folder.
You will now see the '7 zip icon' and next to it 'Bigger Better Protractors' in a zipped format.
Double click on it or right click on it and select 'Open.'
You will now see a folder > 'Bigger Better Pro…'
Click on 'Bigger Better Pro…' once and you will see it change colour now highlighted.
Now go to the 'Copy Tab' above and you will see that it wants to copy it to your > 'My SH Mod Store’ folder.
Press OK.
Press the 'Red X' to Exit.
You will now see in your ‘My SH Mod Store’ folder the new folder showing 'Bigger Better Protractors' that you just copied.
Double click on it or right click on it and select 'Open.'
You will now see 2 items.
The first is the 'data folder.'
The second is the text documentation ‘readme’ that tells you about the mod.
I would now suggest that you click 1 time on the ‘readme’ to highlight it.
Right click on it with your mouse and select ‘rename’
Press the ‘Del’ key and enter the name > ‘Bigger Better Protractors.’
Press Enter.
Right click on it again and it will highlight.
Select ‘cut.’
Press the 'Blue arrow' that is above and over to the left.
You will see it say back to ‘My SH4 Mod Store.’
You should now be back in your ‘My SH Mod Store’ folder.
Right click with your mouse and select ‘paste.’
You should now see 3 items in your ‘My SH Mod Store folder.’
You now need to find your ‘Mods folder.’
For example mine is D:\Games\Silent Hunter 4\Mods
Just click on each one until you see the 'Mods folder.'
Our download if you remember was:
Zip File Bigger Better Protractors > Folder Bigger Better Protractors > Folder data.
The folder that has to go in your 'Mods folder' is always the one before the ‘Data folder.’
Click once on the folder > ‘Bigger Better Protractors.’
Right click with your mouse and select ‘copy.’
Click 1 time on your ‘Mod folder.’
Right click with your mouse and select ‘paste.’
If you now open your ‘JSGME’ you should see the mod on the left side waiting to be enabled.
Right click on it with your mouse and select 'Explore.'
You should see the 'Data folder.'
If you see any 'Documentation folder' or 'Readme txt' documents then highlight it, right click with your mouse and select 'Delete.' to remove each one.
Press the Red X to Exit.
If at anytime you download a mod and cannot see the 'Data folder' then your mod is probably inside the folder you are looking at.
Important always check as your mod will not work if it is not enabled correctly.
You have the original as a backup in your ‘My SH Mod Store’ folder.
Tip
If you shade this information and then copy and paste it to your PC Notepad you can then edit it.
THEBERBSTER
02-04-15, 06:24 PM
Last updated 21st March 2019
Campaign Transfer Information By vdr1981
https://i.postimg.cc/yxmPXBS6/Campaign-transfer-info-Post-10125.jpg
The option in TDW exe generic patcher disables an option to manually select target with binos and fire with deck gun on selected target. Instead of that deck gunners fire on the nearest target only and proceed to next only when the first one is destroyed.
I disabled the deck gun crew fireing automatically when target is designated for attack with deck gun patch and the gun works as it should.Don't exactly know what this patch is supposed to do but i think it somehow brokes the deck gun.
Just to inform you and the others who may have the same problem.:salute:
THEBERBSTER
02-05-15, 06:18 AM
Hi Oby
There are 2 patches In Tdw’s Generic File Patcher that affect the Deck Gun operating.
Patch 1 > No yellow triangle designation on unit when designated for attack with Deck Gun.
Description > Removes the yellow triangle present on the unit when designated for attack by crew with Deck Gun.
Patch 2 > Stops automatic firing of Deck Gun by crew when target designated for attack with Deck Gun.
Description > When player designates a target for attack with Deck Gun this prevents the automatic firing of the Deck gun by the crew until the player is ready to fire.
See also my 2 Deck Gun tutorials on Post #10 and Post #11 which also may explain a few things.
These tutorials will explain how either by selecting the officer on the bridge or by selection different icons from the Watch Officer affects how your Deck Gun works.
Peter
crazyprudent
02-22-15, 09:33 AM
Please help me, tonnage bar in total germany mission is not filling, i bough the game from ubisoft store and digidal downloaded it
How to fix it or bypass this campaign ?
Aktungbby
02-22-15, 02:57 PM
crazyprudent!:Kaleun_Salute:Hang tough; help to arrive shortly!
THEBERBSTER
02-22-15, 04:47 PM
Hi crazyprudent a warm welcome to Subsim. :subsim:
Your problem is not related to your installation.
My advice would be to use the instructions on my tutorial post #188.
It would also be useful for you to have a look at my tutorial post #123 as some of this will help you to understand what else to look out for.
I do not know whether you are playing the stock game or using a different interface for example from TWOS or TDW's 7-4-2- or 7-5-0?
You should also be using TDW’s Generic File Patcher tutorial post #2.
If you are using mods then use the tutorial on post #9 and paste it so I can check it out for you.
The tonnage bar problem seems to come and go and has come to the point where it is better to take control of it without having to worry each time you play whether it will or will not work.
Peter
Jimbuna
02-23-15, 05:01 AM
Welcome to SubSim crazy :salute:
THEBERBSTER
02-23-15, 07:09 PM
A Warm Welcome To The Subsim Community > GWildt :subsim:
You Will Always Find Someone Here To Help You :sunny:
Hope you found some useful information.
Peter
Jimbuna
02-24-15, 07:12 AM
Welcome Aboard GWildt :sunny:
ReallyDedPoet
03-03-15, 10:49 AM
Hi Peter,
Just a suggestion.
In your first few posts where you list your various tutorials. How about making each one a link to the post. You have some great stuff, just makes it a little quicker and easier to access. So like the following:
Post # 2 Installing TDW's Generic File Patcher (http://www.subsim.com/radioroom/showpost.php?p=2182954&postcount=2)
Anyway, just a thought. Keep up the great work.
THEBERBSTER
03-03-15, 04:00 PM
Hi RDP
I think this is what Pinner2010/Graham was trying to explain to me the other day in a PM but I did not understand what he mean't.
Showing me your explanation is what I needed.
I will put it in to practice a.s.a.p.
Thank you for your help.
Peter
ReallyDedPoet
03-03-15, 06:16 PM
Hi RDP
I think this is what Pinner2010/Graham was trying to explain to me the other day in a PM but I did not understand what he mean't.
Showing me your explanation is what I needed.
I will put it in to practice a.s.a.p.
Thank you for your help.
Peter
Your's is one of the " go to " threads here Peter, just trying to help out :-)
rul1981
03-08-15, 06:23 AM
I installed the game EXACTLY using this page http://www.subsim.com/radioroom/showthread.php?t=210703 . I've never played before SH5 and i started directly with real navigation and that took me 4 or 5 days only to learn how to make a straight with a torpedo, and another 2 REAL weeks to fulfill requested 50.000 tons of merchant boat destroyed. After 2 weeks of "really hard work" i saw this http://s6.postimg.org/oukayia1d/TDW_patch_applied.jpg ... I DON'T HAVE A TONNAGE BAR AT ALL, and the game will not progres.If i install the game without TDW_GenericPatcher_v_1_0_168_0 and the rest, the result is normal, the bar exist and is updated correctly with every shot, but the game sucks http://s6.postimg.org/ot4chorip/Original_Game_Bar_displayed.jpg
. The post #188 won't help me because the sunk tonnage is updated correctly in Captain's Log by the game itself, the problem is i don't see a tonnage a bar....I think that in TDW somewhere is a option that has something to do with message box messages or something like that...i even turn off advanced patches option like in post #185 from this http://www.subsim.com/radioroom/showthread.php?t=215401&page=13. Any other idea how to have this bar displayed, because is really a good and envolving game ? I want to play a normal campaign with all his steps, but with real navigation stuff
Aktungbby
03-08-15, 06:48 AM
rul1981!:Kaleun_Salute:Hang tough help will arrive shortly-probably in 7 minutes!:03:
THEBERBSTER
03-08-15, 06:55 AM
Hi rul
The first thing is that you do not need the tonnage bar to complete your objectives.
Get used to using the OHII information on my tutorial post #64.
All you need to understand is that the missions come on to and off the map depending when they start and when they finish.
Whether you complete it or fail it you will not know as there is no tonnage bar.
But that is not really important as if you had the tonnage bar and you still had a month to go before your next mission came up on the map you would still have to use that time patrolling.
Using my tutorial Post #188 will show you what the objectives are in each of your own Campaign's.
I am in the first Campaign Total Germany.
vdr was referriing to this 0000-00-00 in one of his posts.
Whether this is a TWOS thing or just random I do not know.
It is basically a date corruption of Year Month and Date.
I am less concerned about this now as it does not have an effect but just an irritation of not having the correct data showing, so I would not be too concerned.
Link to Post #1201 mods that puts the tonnage bar back.
http://www.subsim.com/radioroom/showpost.php?p=2289234&postcount=1201
The TWOS patch 4 takes the tonnage bar out.
Peter
rul1981
03-08-15, 07:37 AM
Thanks a lot THE BERBSTER....I will try to find the thread with the mod of TWOS to see what is all about...if not, i will continue the campaign without the tonnage bar. Thanks....
Jimbuna
03-08-15, 07:39 AM
Welcome to SubSim rul :sunny:
ReallyDedPoet
03-08-15, 08:18 AM
Welcome to SUBSIM rul :sunny:
Well I tried to load up SH5 and was not sure if it is successful.
I downloaded the installer from Gamersgate
Download Silent Hunter ® 5- Battle of the Atlantic Gold Edition.exe
At the end running the TWD Genric file patcher at step 38. of
http://www.subsim.com/radioroom/showpost.php?p=2182954&postcount=2
I see see '9 Patcher Files.'"
And why would I want to highlight and open a Patcher File?
Which file or files should I click on "enable false"?
Should I only click on the Change 1? What about Change 2 or Change 3?
--------------------------------------------------------------------
The Next question is:
Should I follow the instructions in Post #3 Replacing My Old TDW Generic File Patcher With A New One! after I have succeeded with Post # 2 Installing TDW's Generic File Patcher ?
__________________________________________________ ________
Suppliment Edit: Perhaps I missed the instructions on how to download a clean copy of SH5. Are there instructions on how to do it properly?
-------------------------------------------------------------------------------------------------------
THEBERBSTER
03-08-15, 07:23 PM
Hi macjim
Wow, you’ve got a lot going on there.
Where to start?
Quote >I downloaded the installer from Gamersgate
Download Silent Hunter ® 5- Battle of the Atlantic Gold Edition.exe
So you have a download edition, ok.
Quote > Somehow Ubisoft got involved and tried to patch the game.
This would be correct.
I cannot remember all of the installation process and I am assuming the download and the dvd work pretty much the same.
You have the first part of the installation which is the game.
The second part of the installation is the Ubisoft Game Launcher.
This brings up the Uplay screen so you can set up an account.
Your SH5 key, Login name, and password, are all locked together.
If you buy a new version at any time then you cannot use the same details again.
After you login to Uplay then an updating of the Game Launcher is done.
The Ubisoft Game Launcher verifies that you have a verified game copy each time you log in.
When this has finished.
You then need to
Go to the ‘Ubisoft Folder.’
Go to the ‘Silent Hunter 5 Folder.’
Go to the ‘Support Folder.’
Go to the ‘GameUpdater Folder’
Double click to run the ‘Gu’ ‘Application.’
This will update your installation to the current v1.2
This will show in the top right corner of your screen when you load the game.
After this you have an updated stock game.
If you are going to remove your SH5 you need to uninstall it correctly.
And then use a Registry cleaner.
See my tutorial post #70
For TDW’s Generic File Patcher (GFP) you need to follow my tutorial Post #2 and all is explained within.
Did you actually install it correctly.
If you did then you would have seen the 9 patchers at the end of the installation.
It sounds like you would be better to delete the current (GFP) patcher and start again.
Tutorial #3 is for those with existing patches enable in an existing GFP to take a snapshot of the settings so they can be downloaded in to a later patcher version.
I would also say I would not carry on with your current installation if you have compromised it.
You probably have missing or corrupted files if you have stopped the process.
It certainly is not worth trying to repair it.
If you are able to get the dvd version it is really cheap from Amazon and you will not have the problem with installation corruptions like downloading can do.
My tutorials have everything there to get new players up and running successfully.
I will leave it here for now, and let you think over what you wish to do.
If you have any further questions just let me know.
Peter
Thanks Peter,
quick response.
I did get the TWD generic file patcher working. After I had reinstalled the game and allowed Ubisoft to update it to v1.2 Was able to see 9 files. But I was not sure which ones to change from false to true.
I changed the first file and then the game would launch but if I tried to start a mission, campaign, or load a game it would crash to desktop.
So I have uninstalled the game again.
Perhaps I should look for a CD of the game. Unfortunately Amazon will not ship by post. Mail is the only reliable delivery option here.
------------------------------------------------------------------------------------------------------------------------------------------
Update:
I think I may have it working but do not know what I should be changing.
I have reinstalled and the game works.
I have updated and it is v1.2
I have a Ubisoft (Uplay) account
From http://www.subsim.com/radioroom/showpost.php?p=2182954&postcount=2
I am on step Returning To The Patcher
part 5.
One of the prompts is for file SH5.exe prompts to save to C:\Users\MAc\Desktop? should I click on Yes? Or should I change it to the directory that all of the other files are save to D:\Ubisoft\Silent Hunter 5 ?
And what files "Change Numbers" should I click on that are "Enabled False"? All of them?
THEBERBSTER
03-09-15, 04:10 PM
Hi Guys
I have just realized that it is this threads 1st birthday to day.
Over 50,000 views to date is brilliant.
Thank you guys for the support, as I never new what to expect when I started this and in a funny sort of way it has blossomed out of control.
Peter
Jimbuna
03-10-15, 06:02 AM
Hi Guys
I have just realized that it is this threads 1st birthday to day.
Over 50,000 posts to date is brilliant.
Thank you guys for the support, as I never new what to expect when I started this and in a funny sort of way it has blossomed out of control.
Peter
Make that 50,000 views Peter....still a brilliant achievement and kudos to you Sir :salute:
ReallyDedPoet
03-12-15, 04:29 PM
Make that 50,000 views Peter....still a brilliant achievement and kudos to you Sir :salute:
:salute:
please tell me how to repair damage,or how to activate damage control team?
my damage cannot be repaired to 100%...
THEBERBSTER
03-22-15, 12:10 PM
Hi JT
Reply on your original post.
Peter
Hello,
why there r some post missing in your list? (or in any case I am not able to find them).
for example in post 4 you talk about post 77 (I don't find it)
or post 96 (steam users) u talk about post 125 (I don't find it).
Am I missing something?
thx alot
Eka
THEBERBSTER
04-02-15, 04:11 PM
Hi eka
No you are not missing something but I am.
Post 77 is w.i.p. being prepared as stated in Post #4
The original Post #77 is in the the download links.
Post #96 refers to post #125 which no longer exists since reorganizing my tutorials.
I have amended Post #96 to show a direct link.
Thank you for reporting the errors.
Peter
nonakosa
04-02-15, 11:55 PM
Hello, I have a few questions as I am confused by the following instructions regarding "How To Stop Your Torpedoes From Driving You Round The Bend"
"If you are playing ‘Stock/Vanilla’ then select
Select the Base Folder 1 and only the 5th Mod Folder."
The folders are not numbered, so I am not sure which is the base folder and which is the 5th? I don't really want to replace all the effects in the game, is it not possible to just fix the torpedoes so that they run straight? (I enabled all the torpedo patches in the generic patcher and now all I can shoot is circles, I was hoping to find the fix here).
Thanks,
SMH
THEBERBSTER
04-03-15, 06:36 PM
Hi SMH
This is folder 1 that contains the base mod
http://i61.tinypic.com/59y9eg.jpg
This is folder 5 below that contains the torpedo patch for the stock game.
http://i61.tinypic.com/2ibkzmo.jpg
Hope this explains what you are looking for?
Any problems just let me know.
Peter
nonakosa
04-03-15, 07:40 PM
That clears it up..mine were not sorted in that order, having the folder names helped. I'm off to test if this fixes the 20 torpedo patches issue I have been having. One more question before I go: can I enable only the torpedo fix, or do I have to use the base folder as well? Trying to avoid upgrading effects if I don't have to.
Thanks,
SMH
THEBERBSTER
04-04-15, 05:06 AM
Hi SMH
Yes you need the base mod folder 1.
Folders 2-3-4-5 contain patches that work with the base mod.
This is an essential mod that needs to be activated in full.
Peter
Alexsej
04-05-15, 03:51 AM
Hi THEBERBSTER.
Your tutorial is great.
But I just have some questions.
Is TDW Generic File Patcher and TDW File Editor Viewer combatible with The wolves of steel mega mod?
Do I have to first install TWOS mod and then TDW File patcher or vice cersa?
(http://www.subsim.com/radioroom/showpost.php?p=2182966&postcount=6)
Hi,
I followed your tutorial "Beginners Mod List Including Essential Mods" to great effect. But there is one more thing missing I think.
For the R.E.M mod you say that you can leave out "No Hyd on surface" mod if you don't feel like it. But if you do it is essential to enable Folder 1 or Folder 2 mods (R.E.M. - hydrophone mute for player fix), otherwise the hydrophone doesn't seem to work properly. There were no contacts on the hydrophone (sound and text), only contacts on map sometimes. At least that was the case for me. Might be worth adding that info.
THEBERBSTER
04-09-15, 05:59 AM
Hi Havner
Thanks for the information.
I have removed that sentence it.
Peter
I have removed that sentence it.
I wouldn't say removing it altogether is the best option. The other fixes (folder 1&2 - 'hydrophone mute for player fix') are good alternatives as well if you don't want 'no hyd on surface'.
THEBERBSTER
04-09-15, 03:25 PM
Hi Havner
I have never seen either of these other options being used.
This is quite likely because later mods no longer require their use.
R.E.M goes back to 2013 and a lot has happened since.
I have tried to keep things simple as it is aimed at someone possibly wanting to try mods for the first time.
Options are ok, but they can also lead to confusion unless they are understood.
I have never had the need to use either of them while I have been playing SH5.
Peter
This is quite likely because later mods no longer require their use.
I have never had the need to use either of them while I have been playing SH5.
That's my point. They are not required with "no hyd on surface". But that mod makes the hydrophone work from 20 meters down. It doesn't work on periscope depth. And this might be a little to difficult for a newbie like me. Hence the other 2 are a good alternative.
THE_MASK
05-24-15, 06:39 PM
THEBERBSTER , Ever thought of doing some ingame tutorials ? For the deckgun etc . Ingame Tutorials is a New UI feature .
kevinsue
05-24-15, 09:15 PM
THEBERBSTER , Ever thought of doing some ingame tutorials ? For the deckgun etc . Ingame Tutorials is a New UI feature .
:agree: He's a walking encyclopedia!! :yeah:
THEBERBSTER
05-25-15, 04:45 AM
Hi Guys
If only I was that capable I would willingly do it.
Best I can do is my tutorials for Deck Gun testing Posts# 10 and #11
Peter
THE_MASK
05-25-15, 06:24 PM
Hi Guys
If only I was that capable I would willingly do it.
Best I can do is my tutorials for Deck Gun testing Posts# 10 and #11
PeterNo worries , I just thought I would ask . I wouldn't know how to do it either . What do u mean best you can do , awesome work :up:
CaptainJack
06-30-15, 12:03 AM
Last Updated 17 April 2015
Before you go to the extreme of Uninstalling your Game Launcher.
Check out the tutorial post below first.
Coming back to the game after a long hiatus - this tip really saved me alot of time, trouble and frustration. Thank you so much :salute:
THEBERBSTER
06-30-15, 04:05 AM
Hi CJ
You are welcome.
Cannot see it here, and need any further help, just send me a PM.
Peter
THEBERBSTER
07-21-15, 03:28 PM
TDW’s Options File Editor Viewer (OFEV) Making Changes Using The Py File.
With this method you do not need to disable any mods in JSGME.
The Py file is laid out in the same sequence as you are used to seeing the difference being it contains text and numerals.
Each Patch can be easily identified from the text between the # marks.
Each Option here is the same Option as seen in the OFEV.
Changes are made by changing > True to False and > False to True.
Erase the current setting and type in the new one.
Numerical changes are made by choosing a setting from the Options showing.
Here you will see Default, Minimum, Maximum depending on the patch.
Extreme caution should be observed when making any changes.
Complicated patches like the 'Ships Journal' should not be attempted here as changes are needed to be made to other files outside of the OFEV.
Common sense should be used to only make changes to patches that are easily understood what the result of any change means.
If in doubt then revert to disabling the mods and make the change by launching the OFEV.
Picture 1 > Shows the OFEV path to the py file.
https://s29.postimg.org/ocd9ibutj/1_py_Path.jpghttps://s14.postimg.cc/843fakyv5/1_py_Path.jpg
Picture 2 >This is the view when the py file is opened.
https://s27.postimg.org/ip5fa8fdv/2_py_opend.jpghttps://s14.postimg.cc/cd85crhk1/2_py_opend.jpg
When changes have been completed.
Go To > File
Select > Save
Exit.
It is good practice at this time to make a copy of the py file as a backup.
Your OFEV should now be showing the changes you made.
THEBERBSTER
07-21-15, 03:28 PM
How To Convert Kilometres To Knots.
Example > Ship Travels 240 metres in 1 minute.
Calculation > 240 Metres x 60 Minutes in an hour = 14,400 Metres = 14.4km.
To Convert Kilometres Per Hour (KPH) to Knots divide by 1.85
14,400/1000 = 14.40/1.85 = 7,783 or 7.8 knots = 8 Knot.
THEBERBSTER
07-21-15, 03:29 PM
How To Calculate A Targets Speed By Using The Periscope Cross Hairs.
Count the number of Seconds it takes for the > Targets Bow and Stern to pass across the > Periscope Cross Hair.
Time taken = metres per second.
Multiply the number of seconds taken by 3,600 (number of seconds in an hour)
Divide the total by 1.85 (To convert KPH to Knots)
Length of the Target is needed from the Recognition Manual.
Target > Small Passenger Type Merchant 1,719 tonnes.
Length > 80.0 metres.
Number of seconds taken > 25.
Length 80.0 divided by 25 seconds = 3.20 metres per second.
3.20 metres per second x 3,600 seconds in an hour = 11,520 metres/1000 = (11.52km).
11,52km divide by 1.85 to convert Kilometres Per Hour (KPH) to Knots = 6.22, or 6 knots.
Target is traveling at approximately 6 knots.
THEBERBSTER
07-21-15, 03:31 PM
Last updated 27th April 2018
How To Post A Picture To A Subsim Post Part 1 The Picture Viewer
You will need 2 Programmes a Picture Viewer and an Uploader.
My free user friendly Picture Viewer recommendation is > IrfanView.
Irfanview is an optional programme to your default system viewer.
Download IrfanView here. (http://www.irfanview.com/main_download_engl.htm)
It is user friendly and very easy to use.
Note > Some pictures have been heavily cropped to save space.
Click on the Irfanview Icon to open the programme.
Picture 1 > Default screen.
https://s28.postimg.org/6qd611jkd/image.jpghttps://s14.postimg.cc/k5yt4xaq9/image.jpg
Picture 2 > Go to Options.
https://s29.postimg.org/gpfzttref/2_options.jpghttps://s14.postimg.cc/ay6ko8qtd/2_options.jpg
Picture 3 > Select C (Capture/Screenshot)
https://s28.postimg.org/5u4qfp7dp/3_c.jpghttps://s14.postimg.cc/n01yifxht/3_c.jpg
Picture 4 > Go to Browse to select where you want your picture or anything else to be saved.
Tip Make a new folder so you know exactly where your picture will be and then select from the Browse button.
https://s30.postimg.org/ydp9r1xe9/4_Browse.jpghttps://s14.postimg.cc/c0gr6wzdt/4_Browse.jpg
Picture 5 > Press Start.
Select what you want to be photographed.
Press CTRL +F11
Your picture is saved to where you selected.
https://s23.postimg.org/8bd6k9ror/5_Start.jpghttps://s14.postimg.cc/o2c513iwx/5_Start.jpg
Irfanview comes with various tools where you can crop your pictures etc.
I have never used these tools as I Use Microsoft Office to do all my cropping and sizing.
Note > I do not recommend resizing any pictures now.
Let Postimage do it for you.
Subsim pictures in the game are selected by just pressing CTRL +F11 and are saved to your Silent Hunter Main Game folder.
You can select these Silent Hunter pictures if not already selected to use Irfanview.
Picture 6 > Picture showing in the Silent Hunter Main Game Folder.
https://s30.postimg.org/bj2x24zld/6_Main_game_folder.jpghttps://s14.postimg.cc/ll0dtwbw1/6_Main_game_folder.jpg
Picture 7 > Right click on the picture and select > Open with Irfanview.
https://s29.postimg.org/e4g82jkvb/7_Open_with.jpghttps://s14.postimg.cc/so899j4gx/7_Open_with.jpg
Picture 8 > Select Cut.
Close the Silent Hunter folder.
https://s23.postimg.org/rbpeopw9n/8_Cut.jpghttps://s14.postimg.cc/gz49ll8dd/8_Cut.jpg
Picture 9 > Go to where you want to put your picture.
Click on the folder.
Right click with your mouse.
Select Paste.
https://s27.postimg.org/dqpl2nkeb/9_Save_folder.jpghttps://s14.postimg.cc/xzn5uanzl/9_Save_folder.jpg
My free Uploader recommendation is > Postimage.
See the next Tutorial Post How To Upload A Picture To Subsim.
THEBERBSTER
07-21-15, 03:32 PM
Last updated 27th April 2018
How To Post A Picture To A Subsim Post Part 2 The Uploader Postimage.
You will need 2 Programmes a Picture Viewer and an Uploader.
My free user friendly Uploader recommendation is > Postimage.
Download Link To Postimage. (https://www.google.co.uk/search?q=postimage&ie=utf-8&oe=utf-8&client=firefox-b&gfe_rd=cr&ei=fOtPWIy8AcjO8gfX9rn4Aw)
Some pictures have been heavily cropped to save space.
Picture 1 > Internet search for Postimage.
After downloading.
https://s14.postimg.cc/i42x4jzlt/image.jpg
Picture 2 > Open Postimage and you will see this screen.
https://s14.postimg.cc/wna261srl/image.jpg
Picture 3 > The default option "Do not to resize my image" should normally be accepted
The optional drop down box shows you various sizing images available you can also use to post to Subsim.
https://s14.postimg.cc/duy72kyz5/image.jpg
Picture 4 > Click on Choose Images.
https://s14.postimg.cc/thpgfeuld/image.jpg
Picture 5 > Go to where your picture is saved.
Double click on it.
Postimage will now upload it.
https://s14.postimg.cc/5dyor56zl/image.jpg
Picture 6 > Shows the uploaded picture.
https://s14.postimg.cc/py3ipp7c1/image.jpg
Picture 7 > Click on the Direct Link option.
https://s14.postimg.cc/apdlc1g9d/image.jpg
Picture 8 > Go to the Subsim Tab showing at the top of the screen and click on it.
https://s14.postimg.cc/9ac0ne7hd/image.jpg
Picture 9 > Select where you want to place the picture using your mouse.
Click on the icon showing in the picture.
https://s14.postimg.cc/fo13qr79d/image.jpg
Picture 10 > Right click on the icon with your mouse button.
https://s14.postimg.cc/517alebzl/image.jpg
Picture 11 > Press the DEL key.
https://s14.postimg.cc/75rnml0sh/image.jpg
Picture 12 > Click Paste or your P Key.
https://s14.postimg.cc/fpb1js3tt/image.jpg
Picture 13 > Press OK or the Enter Key.
https://s14.postimg.cc/3nfnpt2cx/image.jpg
Picture 14 > You should now be able to see your imported picture
https://s14.postimg.cc/7wkds2l2p/image.jpg
Press Preview Changes to view your intended posting.
Press Save Changes to complete the post.
If you have more than 1 picture to upload then click on the Postimage Tab.
Picture 15 > Upload another image.
https://s14.postimg.cc/cigi0lm35/image.jpg
THEBERBSTER
07-21-15, 03:33 PM
Last updated 21st October 2017
Changing The Nvidia GPU Settings.
Check that your GPU is using the latest drivers!
Picture 1 > Adjust the > Desktop Size and Position.
Change the GPU Scaling Mode to > Aspect Ratio.
Go to the > Control Panel to do this.
Select > Your GPU Control Panel
https://s1.postimg.org/15sbau15fj/Aspect_Ratio.jpghttps://s17.postimg.cc/iysjw82b3/Aspect_Ratio.jpg
Picture 2 > Adjust the > Desktop Size and Position.
Change the GPU Scaling Mode to perform on > GPU
Go to the > Control Panel to do this.
Select > Your GPU Control Panel
https://s1.postimg.org/5ztxl4pkhb/GPU_Scaling.jpghttps://s17.postimg.cc/tlmd1q2rj/GPU_Scaling.jpg
Picture 3 > Sytem Information Driver Version
https://s1.postimg.org/4bjaq4wgan/Sytem_Information_Driver_version.jpghttps://s17.postimg.cc/67edpt7zj/Sytem_Information_Driver_version.jpg
THEBERBSTER
07-21-15, 03:34 PM
Changing AMD Radeon GPU Settings
This is a generalisation for AMD GPU’s yours maybe different but the principal needed is just the same.
Go to > AMD Radeon GPU Driver Settings In The AMD Catalyst Control Centre.
Click the Right Mouse Button > Select AMD Catalyst Control Centre.
Go to > Advance View > Settings > Options
Under My Digital Flat Panels
Select > Properties
Change the following settings options as available:
Image Scaling > Enable GPU Scaling
or
Image Scaling > Maintain Aspect Ratio
or
Image Scaling >Scale Image To Full Panel Size
Apply to save the changed settings.
Confirm.
Re-boot your system.
THEBERBSTER
07-21-15, 03:35 PM
Last updated 14th May 2018
silentotto > Play Any Of The Open Horizon Campaigns
'silentotto' gives you the option to play any of the Open Horizons Campaigns
You must start a New Career.
You cannot transfer your old crews abilities or keep any promotion points.
Any Campaign you select starts with a novice crew.
If you select for instance a 1943 Campaign your inexperienced crew will be up against a much more experienced enemy until they have completed some of the missions.
Your selected Campaign will end and the next Campaign will start at the appropriate date and time.
When you start a New Career you see the default Campaign 'Coastal Waters'.
https://s7.postimg.cc/45w60y8zv/New_Career_image.jpg
To select any Campaign just type in silentotto in the area where you see my mouse curser.
https://s7.postimg.cc/k2uxxdyqj/silentotto_2.jpg
You then see all the Open Horizon Campaigns.
Select your realism setting.
Click on the Campaign you wish to use.
Press Start Game.
Remember to do your bunker save before starting the first mission.
goodpoints
08-12-15, 01:17 PM
Last updated 17th May 2014 9.32pm
7A has a rear torpedo tube on the above water line and a Net Cutter on the front.
7B has a Net Cutter on the front, but no rear tube above the waterline.
7C has no Net Cutter or above water torpedo tube.
7C/41 has a built in radar and a radar housing built into the conning tower, no net cutter or above water torpedo tube.
Courtesy acknowledgement to V13dweller
A much easier way to tell apart the VIIA and VIIB (especially as the game makes it hard to see any detail of the schematics in the sub info screen and if you have external cam disabled) is that the VIIB holds 14 total torpedoes (2 in external reserve), while the VIIA only holds 11. (and has no external reserve)
mmiicckkyy
09-08-15, 10:27 AM
Hi guys. I have noticed that there is now a patch 6 for twos mod. My question is; do I simply remove patch 1 from the mod enabler and then enable patch 6? :hmmm:
Thanks.:)
THEBERBSTER
09-08-15, 01:47 PM
Hi mm
Patch 6 was faulty and has been replaced by patch 7.
Go to page 1 where you will find the download available.
Can be installed at anytime.
Just remove the existing patch.
Link below.
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)
Peter
mmiicckkyy
09-10-15, 01:17 PM
Thankyou.:salute:
vdr1981
09-10-15, 02:58 PM
Hi guys. I have noticed that there is now a patch 6 for twos mod. My question is; do I simply remove patch 1 from the mod enabler and then enable patch 6? :hmmm:
Thanks.:)
Your JSGME should look like this...
http://s6.postimg.org/plzwvu835/Capture.jpg
Kaleu Grube
09-11-15, 06:10 PM
Hi,
just want to say a big thank you to THEBERBSTER for collecting and providing all this very useful information.
Without it I would have been lost. So, I spent the whole evening reading and downloading and finally getting closer to actually play SH5 :)
I might come back to you if anything goes wrong but for now just THX! :up:
THEBERBSTER
09-11-15, 06:28 PM
Hi KG
Good to know you found some useful material.
Highly recommended if you are not already using it.
Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)
The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=4703)
Any problems or queries just send me a PM.
Peter
Kaleu Grube
09-24-15, 09:21 AM
Hi guys,
As I now want to play with Real Navigation (and some other additional mods) I did a fresh install and prepared everything. Now I am about to make my changes in the "options viewer".
Now, my question is:
From which directory do I pick the menu.txt file?
Do I set the path to the menu.txt of NewUIs base mod or NewUIs Real Navigation addon mod?
Btw. I am using NewUIs 7.5.0
THEBERBSTER
09-24-15, 02:41 PM
Hello KG
Just check this tutorial out and you will get the answer.
Post #6 TDW's Option File Editor Viewer Installing It Correctly (http://www.subsim.com/radioroom/showpost.php?p=2182966&postcount=6)
Peter
Kaleu Grube
09-24-15, 04:09 PM
I did actually. But still was unsure. Nevertheless its all sorted out. Thinking about it intensively I realized it just can be the one from the base mod!
Thx for your reply!
drronnie
09-25-15, 05:40 AM
Last updated 10th April 2015
If you have just finished your install then it is important that you carry out the following.
Go to the ‘Ubisoft Folder.’
Go to the ‘Silent Hunter 5 Folder.’
Go to the ‘Support Folder.’
Go to the ‘GameUpdater Folder’
Double click to run the ‘Gu’ ‘Application.’
This will update your installation to the current v1.2
This will show in the top right corner of your screen when you load the game.
You should also change the Sh5.exe Application found in your Silent Hunter 5 main folder to Run as Administrator.
Go to the Program (x86) Folder
Go to the Ubisoft Game Launcher Folder.
Change the 1st Ubisoft Game Launcher Icon .exe Application to Run as Administrator
Thank you for the detailed advice. Since I have problems with my current activation key (as I bought my current copy second hand) I ordered a brand new copy from ebay, Should be there in one week or so and then I will do the steps. In the meantime deinstall and delete the Ubisoft folder completely?
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