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Firebiro
10-29-14, 05:15 PM
Hey guys, have a weird torpedo bug that when I fire they are literally circling around my boat! Current mod list is as follows and I'm using simple targetting

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
SteelViking's Interior Mod V1.2
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 11.b.I Sea Plants - Med Posidonia Meadows (high resolution)
DynEnv v2.9 - 11.c.I Sea Plants - Coral Reefs (high resolution)
DynEnv v2.9 - 12. Sounds
sobers water splash anim SH5
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 Hotfix_2 (date)
EUF_UBoat_FX_v0_0_5_ byTheBeast
FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
MadMaxs_SH5_Subdiesel (mono) v2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.3
Shadow Improvement Mod

Aktungbby
10-29-14, 07:00 PM
Firebiro! :Kaleun_Salute:best to crash-dive; circle-back eels are a real problem in the kreigsmarine. Better help than I should arrive shortly if it is a program problem

Katze
10-29-14, 07:05 PM
Hey guys, have a weird torpedo bug that when I fire they are literally circling around my boat! Current mod list is as follows and I'm using simple targetting

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
SteelViking's Interior Mod V1.2
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 11.b.I Sea Plants - Med Posidonia Meadows (high resolution)
DynEnv v2.9 - 11.c.I Sea Plants - Coral Reefs (high resolution)
DynEnv v2.9 - 12. Sounds
sobers water splash anim SH5
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 Hotfix_2 (date)
EUF_UBoat_FX_v0_0_5_ byTheBeast
FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
MadMaxs_SH5_Subdiesel (mono) v2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.3
Shadow Improvement Mod

If you have enabled Torpedo failure patches using TDW's Generic Patcher you'll also need to install one of the 4 add-on mods for torpedoes included in FX_Update_0_0_22_ByTheDarkWraith (http://www.subsim.com/radioroom/showthread.php?t=174511). It will adjust the default failure rates set in the stock game to more 'historical' rates.

Quote:
v0.0.22
- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.

Firebiro
10-30-14, 05:17 AM
Thanks Aktungbby and Katze, Yes I had enabled the generic patcher and didn't realise there was a newer version of TDW FX update, I will try that out :) Also noticed my graphics (while crisp) are looking quite cartooney, night seems to glow completely and there is a high saturation of colour on everything, the flags look radioactive ha ha.

Will try getting TDW's FX update and see if that fixes the circling torps. Or I will just remove the torp patch from generic patcher!

Jimbuna
10-30-14, 07:51 AM
Welcome Aboard Firebiro :sunny:

Firebiro
10-30-14, 08:01 AM
Thanks Jimbuna,

Glad to be here and among the guys who are making this game so great!

I wonder if the order I have placed

MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO

is causing the strange cartooney feel, or am I missing some things from Dynamic environments I will need to add.

Will be redoing the midlist this evening to add the new TDW FX to stop my torps being crazy but if anyone has any advice on the list do let me know :) I based it mostly on Fifi's medium mod list from this post, removing some things I didn't think were needed due to updated mods:

http://www.subsim.com/radioroom/showthread.php?t=203711

THEBERBSTER
10-30-14, 01:16 PM
A warm welcome ‘Fireboro ’ :subsim:

You will always find someone here to help you.:)

Link to my SH3 – SH4 – SH5 posts::salute:

Step By Step Tutorials & How To Do It.:up:

Also Included Are Some Useful Download Links

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

You can use TDW’Generic File Patcher with STEAM see my Tutorial Post #125

THEBERBSTER
10-30-14, 01:20 PM
Hi Firebiro

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

Download link

http://www.subsim.com/radioroom/showthread.php?t=174511 (http://www.subsim.com/radioroom/showthread.php?t=174511)


Also make sure the torpedo patches are all enabled in the GFP.

You also need the patch for Steel Vikings mod.

http://www.mediafire.com/download/0yu047jw4zb2bz7/SteelViking%27s+Interior+Mod+V1.2.2+Patch.7z (http://www.mediafire.com/download/0yu047jw4zb2bz7/SteelViking%27s+Interior+Mod+V1.2.2+Patch.7z)

Updated IRAI version

IRAI_0_0_41_ByTheDarkWraith

http://www.subsim.com/radioroom/showthread.php?t=171973&highlight=irai_0_0_41 (http://www.subsim.com/radioroom/showthread.php?t=171973&highlight=irai_0_0_41)

Peter

Firebiro
10-30-14, 03:00 PM
Thanks THEBERBSTER :) I got that and the new FX, tested them out this evening ha ha 4 dud torpedoes in a row against an oncoming destroyer and then 3 passed straight through him, managed to sin him with a lucky shot but evedentily got sunk by another destroyer that was far too far out to try a torp run , particularly seeing as my torp speed dial mysteriously disappeared after the first dud, sigh!

THEBERBSTER
10-30-14, 07:06 PM
Hi Firebro

This version was for FX 21

New Torpedoes Explosion - FX Update add-on

May not be compatible with FX 22

Might be causing your strange experiences.

Peter

Firebiro
10-30-14, 07:43 PM
Thanks Peter,

I updated the list to suit, still havent done Steel vikings update yet but here is my soup as is:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
SteelViking's Interior Mod V1.2
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 7. Clear Water Surface
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 11.b.I Sea Plants - Med Posidonia Meadows (high resolution)
DynEnv v2.9 - 11.c.I Sea Plants - Coral Reefs (high resolution)
DynEnv v2.9 - 12. Sounds
sobers water splash anim SH5
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1 Hotfix_2 (date)
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_5_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
OPEN HORIZONS II v2.5
MadMaxs_SH5_Subdiesel (mono) v2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.3
Shadow Improvement Mod

THEBERBSTER
10-31-14, 07:40 AM
Hi Firebiro

I would reverse these two.

Equipment_Upgrades_Fix_v1_4_Patch_1 Hotfix_2 (date)
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix

This one > Equipment_Upgrades_Fix_v1_4_Patch_1 Hotfix_2 (date)

It can be used as an alternative to sobers update fix by date which is usually placed last in this group of fixes.

This is the usual layout for this group of fixes

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

Hotfix 2 is new to the fix group and gives you the option to use equipment that would not normally be available for the time of year.

I notice you do not have any IRAI now in your latest list?

These have now also become essential mods

sobers OH2.5 Kiel Lite mod v4 SH5

http://www.subsim.com/radioroom/down...o=file&id=4511 (http://www.subsim.com/radioroom/down...o=file&id=4511)

Position after OH II

Shallow Waters Voice Be Gone

http://www.subsim.com/radioroom/showthread.php?t=213972 (http://www.subsim.com/radioroom/showthread.php?t=213972)


As you use OHII without all the add ons etc, you might be interested in this.

I use number 4 as it is a complete reversal to what you would normally see.

Chart colour Scheme download link

http://www.subsim.com/radioroom/showthread.php?t=172195 (http://www.subsim.com/radioroom/showthread.php?t=172195)

Peter

Firebiro
10-31-14, 08:56 AM
Hey Peter,

Thanks for all your help :) and a massive thanks to the modders! Will revise my list with your suggestions but will probably be after the weekend before I do!

I removed IRAI to see if it made the destroyers a little easier just for these test runs, turned out they were bombarding me anyway so will add it back in also.

Will update the thread when I get to test these out :)

Thanks Again,

Morgan

Firebiro
11-05-14, 04:17 AM
Okay, got to try it out again (with a very dumbed down mod list, no offense intended to the modders they are all fantastic, some just do not suit my rig or the style I wish to play)

First off I set out and took on a convoy, every torpedo I fired was a dud. So I unticked dud torpedoes from the gameplay options, every torpedo was a dud.

SO I went out and removed the torpedo patch from the generic patcher (I can feel realism simmers cringing, but in fairness I am just a casual simmer to be completely honest) And removed the torpedo failure fix from the mod list also.

Got back in and started shooting, I took out a destroyer first off, but having left him to die was not awarded the kill (he sunk while I was tracking his buddy) No problem, was my own fault. Got some contacts of merchants and followed up to find two lovely big ships and hunted them down. Got a radio message with mission complete but low and behold - The tonnage bar on Baltic waters remained unfilled, no iron cross for the accomplishment and on quitting, Baltic waters is still down as incomplete.

I got the tonnage problem with the steam version but I am now running the DVD version, having removed EVERYTHING to do with the steam version and opening a new UBI account.

Why oh why is it so hard to just play this game, I love the exhilaration of just hunting (albeit in a dumbed down way) but if I cannot proceed what is the point?

My new dumbed down mod list is as follows:

Accurate German Flags
SteelViking's Interior Mod V1.2
patch for Steel Vikings mod V1.2.2
sobers water splash anim SH5
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_5_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Stock faces
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
OPEN HORIZONS II v2.5 sobers
OH2.5 Kiel Lite mod v4 SH5
MadMaxs_SH5_Subdiesel (mono) v2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.3
Shadow Improvement Mod

I know the tonnage bar is a thorn in a lot of peoples sides but if there is a solution out there please do let me know.

Sjizzle
11-05-14, 10:30 AM
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) will fix the to run the torpedo in the circle when u have enable the patches ...
and for tonnage

do fresh game install start a new campaign with the Uplay online first mission sunk 2 ship in Danzing bay and the bar will fill UP after that save the game
then exit from game then start the game again if the bar are filled UP that u can play also with uplay offline mode.

Firebiro
11-06-14, 03:59 AM
Thanks Sjlzzle, Going to try again this evening, torpedoes are working but this bloody tonnage bar. Will first try starting a new campaign as I don't think I did in the last test.

THEBERBSTER
11-06-14, 07:42 AM
Hi Firebiro

I am having mixed success with the tonnage bar which seems to have an affect whether you are on line or offline and also in game saves and manual saves.

At some point you need to be off line.

Starting on line and having a save and then exiting and starting again off line seems to work.

Also making a patrol report or contact report also seems to make a difference.

In Breaking the Fortress from a manual save I sank both the BB and BC with no tonnage bar showing.

I deleted the AIG saves and reloaded the manual save and sank the BC and the tonnage bar filled.

In Northwest Approaches I sank 3 merchants in Stornoway harbour all at anchor and the tonnage bar filled without any problems.

In Loch Ewe I sank a merchant at anchor and the tonnage bar did not fill.

I exited the game and came back on off line.

I loaded the last AIG save again which was a submerged save.

I sank 2 moving AMC's and both showed on the tonnage bar.

If you are doing the Baltic do it with minimum mods, essentials only.

I usually play with around 40 mods but only 14 for the Baltic.

I did around 10 previous Baltics with no tonnage bar showing starting a New Campaign each time.

My break through seemed to come when I did an additional save in the bunker which changed the patrol start time.

Sinking ships at anchor in the 2 ports should add to the tonnage bar.

Getting a ctd in Danzig Harbour is also to be expected at some point also.

I Have tried stock also and no tonnage bar filling.

So what is the answer?

If you start on line, try a patrol report before your first AIG save.

You might even want to try a manual save after 5 to 10 minutes later depending on your game circumstances.

Exit the game.

Go offline and load the last game.

Always make any manual saves over the last save showing.

If you are going to reload an older save make sure any in front of it have been deleted.

I am slowly getting to grips with this problem.

It has been a long and time consuming process of experimentation.

I do not give up on things easily and this game SH5 is worth persevering with.

You just need to think of all the angles and keep a note of what you have done as this will help you with what to try next.

I am still on NWA and my tonnage bar is half filled only 3 torpedoes left.

Peter

Firebiro
11-06-14, 08:46 AM
That's some research Peter, going to give a few things a try, unfortunately I don't have the time to restart too much or test fully :( Honestly wish I did as I think this game is definitely worth it. If only it just worked ay?

THEBERBSTER
11-06-14, 11:18 AM
Hi Firebiro

First of this is not a mod issue problem so you can save time here.

So if you do not have a lot of time I would simply advise.

Start on line.

Wait for a AIG save.

Exit game.

Start again this time off line.

Just keep a note as I said before so you remember what you have tried.

Starting on line will make saves to the cloud.

Starting off line will use your own saved games.

At some point you should get the option to save to the cloud or your own local game saves so when this happens select your own local saves.

Peter

Firebiro
11-07-14, 04:26 AM
Thanks Peter,

I tried starting a new campaign and did Danzig bay again, worked perfectly! Will continue on when I can and see what Scapa flow and Eastern Coastal throws at me.

I did leave it online so not sure if that was making any difference at all! I will keep you up to date on this and see if the Tonnage issue rears its ugly head the next time I get to play.

Thanks again,


Morgan

Firebiro
11-11-14, 06:09 AM
Okay so I got some time last night to sink some shipping, After the success at Danzig I was hopeful, got myself out of Keil and unroute to British Coastal, Braking the fortress came up (as I was expecting) So I went straight for it. After about an hour sailing another hour avoiding I got a cruiser in my sights.

Sunk Repulse class cruiser. No change on Breaking the fortress.
Sunk Sovereign Battleship. No change on Breaking the fortress.


Both appeared on my captains log but did not have the date problem some people are reporting.

No settings have changed since I completed Danzig!

I did not request the mission as I was already at sea.

This tonnage bar Issue is a serious game breaker, I applaud THEBERBSTER and Sjizzle for their time and investigations. I unfortunately do not have the time to troubleshoot, but any of my own findings could contribute to a solution.

I have a short mod list.

I am using generic patcher, no Orbit listener patch added.

Upgraded to 1.2

I do have online saves as I'm not entirely sure how to switch to local.