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nonakosa
04-07-15, 02:49 PM
Hello,
I think that I am having some issues with the generic patcher, specifically with the torpedo patches but I also have some generic questions as well. I have read the tutorial posts, and I am making my way through the approx 300 pages of the patcher main thread, but that is taking some time.

My problem is as follows:
If i do not enable the torpedo patches, i can shoot and hit pretty reliably. When I enable the patches only, the torpedoes just circle the uboat - 100% of the time. If I enable the patches AND load the mod that is associated with them, (in the files section of the patcher), then the torpedoes will go straight..but they will also never hit anything. They are all either duds, or they simply stop short of the target. I should point out that there was no documentation, tutorial, etc that said I needed to load that mod...it was just trial and error on my part. So what is the proper way to do this?

I should also point out that the patcher is definitely required to make the game playable...it was nothing but bugs and crashes without it. It is just a bit confusing to try and figure out with the lack of documentation. For example, obviously we need a mod along with the torpedo patches, and it makes sense that it would be the mod provided with the patcher. But, this does not hold true for everything. The units must use radio patch also has mods associated with it, but they are just single mission test mods. Somewhere in the main patcher thread there is a comment that these mods are for testing only and should not be left enabled. So how are we to know which is which?

So, do we need a torpedo mod along with the patches? Are the SM_Wounded_Unit_Radioing mods in fact not to be enabled, which would be good as they conflict with the AI_Crew_Damage_Control mods - which maybe also should not be enabled...they also say testing. And which patches only work with the TDW new ui? Decks awash for example I know will not add new buttons to my ui as I am stock unmodded...but it also doesn't seem to make any difference in how the boat handles the order to 7-8 meters.

I want to be clear that I am not attempting to complain or criticize in any way. This patcher is wonderful and is the only thing that has made the game playable. But, it can also be very confusing to set up properly as there is not a single cohesive piece of documentation, and all of the tutorials that exist contradict each other more often than not. I realize that is due to the fact that we have several different ways of accomplishing the same thing, but it does make it difficult to get it all working.

Thanks,
SMH

EDIT

Just finished some testing: With the 20 torpedo patches and either of the associated mods, (stock torpedoes or stock torpedoes with magdet 3m), Loaded historical mission fate of the u-109, Auto tdc and fired 4 separate (not salvo) shots straight at a destroyer who was closing. 1 torpedo circled the boat, the other 3 went straight through the destroyer..no contact, no dud, no boom...no nothing!? Reload and try again, same scenario...all 4 torpedoes go straight through the destroyer. No contact, no dud, no boom?? So I am fully loaded with phantom torpedoes that are capable of passing through solid matter..they just won't explode??

kevinsue
04-08-15, 03:01 AM
Hello,
I think that I am having some issues with the generic patcher, specifically with the torpedo patches but I also have some generic questions as well. I have read the tutorial posts, and I am making my way through the approx 300 pages of the patcher main thread, but that is taking some time.

My problem is as follows:
If i do not enable the torpedo patches, i can shoot and hit pretty reliably. When I enable the patches only, the torpedoes just circle the uboat - 100% of the time. If I enable the patches AND load the mod that is associated with them, (in the files section of the patcher), then the torpedoes will go straight..but they will also never hit anything. They are all either duds, or they simply stop short of the target. I should point out that there was no documentation, tutorial, etc that said I needed to load that mod...it was just trial and error on my part. So what is the proper way to do this?

I should also point out that the patcher is definitely required to make the game playable...it was nothing but bugs and crashes without it. It is just a bit confusing to try and figure out with the lack of documentation. For example, obviously we need a mod along with the torpedo patches, and it makes sense that it would be the mod provided with the patcher. But, this does not hold true for everything. The units must use radio patch also has mods associated with it, but they are just single mission test mods. Somewhere in the main patcher thread there is a comment that these mods are for testing only and should not be left enabled. So how are we to know which is which?

So, do we need a torpedo mod along with the patches? Are the SM_Wounded_Unit_Radioing mods in fact not to be enabled, which would be good as they conflict with the AI_Crew_Damage_Control mods - which maybe also should not be enabled...they also say testing. And which patches only work with the TDW new ui? Decks awash for example I know will not add new buttons to my ui as I am stock unmodded...but it also doesn't seem to make any difference in how the boat handles the order to 7-8 meters.

I want to be clear that I am not attempting to complain or criticize in any way. This patcher is wonderful and is the only thing that has made the game playable. But, it can also be very confusing to set up properly as there is not a single cohesive piece of documentation, and all of the tutorials that exist contradict each other more often than not. I realize that is due to the fact that we have several different ways of accomplishing the same thing, but it does make it difficult to get it all working.

Thanks,
SMH

EDIT

Just finished some testing: With the 20 torpedo patches and either of the associated mods, (stock torpedoes or stock torpedoes with magdet 3m), Loaded historical mission fate of the u-109, Auto tdc and fired 4 separate (not salvo) shots straight at a destroyer who was closing. 1 torpedo circled the boat, the other 3 went straight through the destroyer..no contact, no dud, no boom...no nothing!? Reload and try again, same scenario...all 4 torpedoes go straight through the destroyer. No contact, no dud, no boom?? So I am fully loaded with phantom torpedoes that are capable of passing through solid matter..they just won't explode??

I also had the frustration of travelling long distances to the assigned patrol area at low TC, finding targets, setting up an ambush only to find three out of four torpedoes defective! :/\\!!

I got around the problem by installing "The Wolves of Steel 1.03" megamod and "TDW_GenericPatcher_v_1_0_168_0" very carefully and exactly in accordance with the installation instructions. :up:

In addition, I also disabled the "Remove kiddy factor" entries in the Generic Patcher (shsim) Torpedoes as well as unchecking "Dud torpedoes" in the "Game Realism" UI.:yep:

After setting up this way, my lack of skill and expertise using TDC manual targeting isn't exacerbated as much by continual dud torpedoes. I can now on a good day, usually manage to hit more than two ships with 12 torpedoes! :D

nonakosa
04-09-15, 07:55 PM
I just want to sink something with auto tdc. My computer is a pretty low spec machine for this game so super mods and fx upgrades are not really an option for me. I can run sh4 fully loaded when I want to get serious and manual...I just want sh5 for a casual game play experience at this point. After further testing, I am beginning to think that this is not possible. Auto targeting, when compared to sh3/4, is terribly broken. The weapons officer is not qualified to hold his position. For example, in sh3/4 if you played auto then when you had the green triangle chances are pretty damn good that you are going to hit the target. In sh5 the green triangle seems to be meaningless. In sh3/4 if you request a solution from the wo, he is ridiculously accurate, in sh5 he always estimates range 1000 meters off and speed is always 0. So the wo is no help at all, which would be fine except that the auto tdc doesn't seem to work any better. I was hoping that the torpedo patches would help, and they might...but I can't seem to find anyone who can tell me which mod (if any) needs to be enabled with these patches, and like I said in my previous post the torpedo mod(s) that come with the patcher do make my torpedoes go straight, but they also make my torpedoes pass through solid matter.

THEBERBSTER
04-10-15, 05:20 AM
Hi SMH

The torpedo patches in the GFP are not mod orientated.

These will fix problems in the Stock Game > no mods.

And here is the contradiction.

The only problem I have found with stock is that I still had to use 2 mods to control circling torpedoes even when using the GFP torpedo patches so I could do the tutorial.

FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Stock_Torpedoes (modified for torpedoes failure patches)

Revert back to > No mods > no GFP > no circling torpedoes > just stock game bugs.

For Auto Tdc see my tutorial post #146

There also some very good videos on YouTube worth watching.

Peter

maillemaker
04-20-15, 11:00 AM
I have been reading and if you use the generic patcher alone to correct torpedo problems you will get circle-running torpedoes. there is a file selection that has to also be made in the patcher to get it to work right.

Steve

THEBERBSTER
04-20-15, 01:55 PM
Hi Steve

Download link.

FX_Update_0_0_22_ByTheDarkWraith (http://www.subsim.com/radioroom/showthread.php?t=174511)

This mod has a folder called Mods select folder 1

FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)

This mod has a folder called Mods select folder 3

FX_Update_0_0_22_Stock_Torpedoes (modified for torpedoes failure patches)

This mod has a folder called Mods select folder 5

Only select the main mod in folder 1 and 1 patch folder.

Peter