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Stew U-582
05-25-15, 03:24 AM
Hi Guys I was wondering about my hydrophone that always self destructs if
I dive below about 120m. Is that correct for the mods Im using or is there a problem.
sub 7C British supplies mission

Generic Mod Enabler - v2.6.0.157
[C:\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 - 2. Main Mod Low Resolution Patch
sobers best ever fog V31 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)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_41_ByTheDarkWraith
sobers TDWUserOptions for mega mod +Menu SH5 V13
Sjizzle's - Charts for NewUIs part1_27.05.2013
Sjizzle's - Charts for NewUIs part 2_27.05.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
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
sobers OH2.5 Kiel Lite mod V4 SH5
OH II v2.5 Flag_Wind_Patch
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 V15 SH5
sobers Blackout lights SH5
sobers NO ship bow wave mod SH5
Shadow Improvement ModLR
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
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Shallow Waters Voice Be Gone
gap - HD 1 deg Scope Bearing v 1.0
AMMO_v1.0_SH5_by_Raven_2012
Moon_light_mod V2 SH5


Thanks

Stew

Choum
05-25-15, 03:30 AM
This is due to R.S.D, One of the hydrophone can not survive if you go under 120m even if for the submarine itself, this's not a problem.

Stew U-582
05-25-15, 03:53 AM
This is due to R.S.D, One of the hydrophone can not survive if you go under 120m even if for the submarine itself, this's not a problem.

Thanks for the reply,

I just found the readme for that mod and thought it might be the case.

THE_MASK
05-25-15, 04:32 AM
Replace the Moon_light_mod V2 SH5 with
sobers waves mod (moonlight) V1 SH5

kevinsue
05-25-15, 11:18 AM
Guys I was wondering about my hydrophone that always self destructs if
I dive below about 120m. Is that correct for the mods Im using or is there a problem.
sub 7C British supplies mission

This is due to R.S.D, One of the hydrophone can not survive if you go under 120m even if for the submarine itself, this's not a problem.


I know that it's historically correct but very frustrating to have your Kristalldrehbasisgerat (KDB) broken every time you have to dive below a 120 meters. Kind of like a parachute that's designed to work for only the first half of the trip! :nope: I imagine that they would have had box full of spare KDB units onboard.... surely! :hmmm:

You can modify Crash Depth=140 to a higher value in the zones.cfg file C:\Ubisoft\Silent Hunter 5\data\Zones.cfg as per Vdr's post below or just add a semicolon in front of this line to make it indestructible.

[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
CargoType=None

Find this in zone.cfg file and change marked line to something like 200-220 meters...

Stew U-582
05-26-15, 07:59 PM
I know that it's historically correct but very frustrating to have your Kristalldrehbasisgerat (KDB) broken every time you have to dive below a 120 meters. Kind of like a parachute that's designed to work for only the first half of the trip! :nope: I imagine that they would have had box full of spare KDB units onboard.... surely! :hmmm:

You can modify Crash Depth=140 to a higher value in the zones.cfg file C:\Ubisoft\Silent Hunter 5\data\Zones.cfg as per Vdr's post below or just add a semicolon in front of this line to make it indestructible.



Awesome, Thanks heaps. I took the easy out and added the ;

you might be able to help me with another problem I'm having although
having the extra depth will help now.
I can't seem to ever escape from the escorts

I've been trying this method

Crash Dive to 120m when detected deploying decoys at 40m
at 100m depth enable silent running and set speed to 1 knt

If I get pinpointed , flank up to 50m , decoys , dive 100m 90 deg course change then silent running. I try to offer low aspect when pinging but as you know not much maneuvering power at low speed.

I just don't seem to be able to get away If more than 2 escorts.
Iv'e had SH5, 4 , 3, 2, and 1. Sh5 since day 1 although I go through long
periods of no play I recently got the game running stable and mods how I like but I don't recall the escorts being so hard or have I just been unlucky.
I realise the escorts vary from dim to expert.

thanks

Stew

Stew U-582
05-26-15, 08:10 PM
Replace the Moon_light_mod V2 SH5 with
sobers waves mod (moonlight) V1 SH5

Thanks sober

all done

kevinsue
05-27-15, 09:50 AM
Awesome, Thanks heaps. I took the easy out and added the ;

you might be able to help me with another problem I'm having although
having the extra depth will help now.
I can't seem to ever escape from the escorts

I've been trying this method

Crash Dive to 120m when detected deploying decoys at 40m
at 100m depth enable silent running and set speed to 1 knt

If I get pinpointed , flank up to 50m , decoys , dive 100m 90 deg course change then silent running. I try to offer low aspect when pinging but as you know not much maneuvering power at low speed.

I just don't seem to be able to get away If more than 2 escorts.
Iv'e had SH5, 4 , 3, 2, and 1. Sh5 since day 1 although I go through long
periods of no play I recently got the game running stable and mods how I like but I don't recall the escorts being so hard or have I just been unlucky.
I realise the escorts vary from dim to expert.

thanks

Stew

Howdy Stew,

I'm a very, very long way from being an expert on this subject and I'm sure there are some wiley old and cunning Kapitänleutnant's here at Subsim that can offer better advice, but I've had a few "you've gotta be kidding" type encounters recently that I've somehow managed to survive just by the skin of my teeth, so here's my two bobs worth! :D

Always try to go as deep as possible ; ASDIC becomes less effective the more water you have between it and you. If you're near the coast and in shallow water, move in as close as you can to the shoreline ; the AS operator has more background hash to discriminate out as there's more things to bounce the ping.

Deep water is a double edged sword in "TWoS" ; deep water allows more scope for maneuvering and avoiding detection, but if you're badly damaged and sinking, and the bottom is deeper than your crush depth, it's goodnight! :dead: With Vdr's R.S.D mod, at least you have a chance in shallow water to just sit on the bottom if your boat's been badly damaged and unable to stay afloat, and just wait it out until the crew can do enough repairs to hopefully struggle your way back the surface.

Never use E-motor settings above silent speed unless you're in grave and imminent danger of your day being seriously ruined by a wasserbomben dropping directly on your head ; only then "knuckle" or "Double knuckle" as the DD passes over the top, preferably to the opposite side that you anticipate his next run will be. This is the time to release a decoy if you have any.

Be aware that every time you maneuver at settings above silent speed, there is a high probability that a positive contact will be made by the Hunter group. This will result in resetting the A.I's "30 minutes on station from last contact" back to zero so you can guarantee at least another half hour of stress playing cat and mouse before they lose interest and move on again. :wah:

Groups of Hunters normally work in concert with each other, some quietly listening while others are running search patterns and randomly depth charging to see what pops up ; the A.I can be quite devious at times due to TDW's IRAI mod.:yep:

For example, recently during a patrol along the Southeast coast of Britain, I stirred up a hornets nest while attempting a running gunfight with a small freighter close to a busy port. Nine Destroyers, a PT boat and a couple of planes all converged from different directions to gather at the scene of the crime. This was the start of one of those "skin of your teeth" survival epics that I mentioned previously. Our poor little U-boat was hunted, harassed, hounded and pounded for bloody hours before they finally tired of their fun and must have unanimously agreed that they had more than likely killed us and decided to call it a day. :dead:

Meanwhile, down in the cold murky depths, a growing sense of relief was starting to prevail among the shaken crew. Our young sound guy Benno, was making absolutely sure there was no misunderstanding about what he was trying to tell us, because he told us over and over again, which was that our tormentors and would be assassins were racing away at high speed toward the distant horizon! After waiting for what I considered a reasonable amount of time, I ordered the boat to periscope depth to take a look around. Sure enough, the task force was fast receding off into the distance, each belching tall, twin columns of black smoke.

While looking through the scope, with that warm and fuzzy feeling building as it does when you have just been proven the better warrior and superior example of the species than your adversaries, I decided to take a precautionary sweep around before surfacing. Turning the scope leisurely through the starboard sector, my view was suddenly greyed out at the 180 bearing by a solid wall..... I froze! :o Holy crap!!....sitting almost on top of the stern tubes was a dirty, filthy, deceitful, stationary and very silent warship!!:eek: The trap was sprung! They must have spotted my periscope at the same time as my coronary shifted to the acute stage because all hell suddenly broke loose with their siren whooping and me screaming "ALARM!....ALARM!" to the crew.

As you all well know, even at periscope depth, nothing happens with any sense of urgency when trying to crash dive from a standing start! :nope: Fortunately for us, the short range made it near impossible for DD gunners to depress the big guns down enough to draw a bead, but they stung us with smaller calibre fire before we finally managed to slip further under the waves and out of gun engagement range. Eventually as our E-motors built up a head of steam, our crash dive started to resemble the real thing so we powered down into the depths at flank speed until even the extended factory warranty was exceeded, switched to silent speed and then headed off in a completely different direction. Our deceitful adversary however, wasted no time calling his angry smokey compatriots from the distant horizon, because they were back on top of us in double quick time hellbent on destruction and mayhem, bringing on a very serious case of Déjà vu to us poor sailors.

Needless to say, we did eventually manage to somehow survive the day after a fashion. They achieved the next best thing to killing us, i.e. by damaging our boat to the point of being unable to complete the patrol and forcing us limp back to our home port for repairs. :hmmm: So there you have it ; any engagement between your U-boat and surface warships can just end up a case of how the cookie crumbles or the mop flops....Sometimes you win, sometimes you lose and sometimes you draw!! :haha:


http://i60.tinypic.com/hs72g5.jpg


Here are a couple of links to documents that you might find interesting reading. :yep:

"The Submarine Commander's Handbook"
http://www.subsim.com/radioroom/downloads.php?do=file&id=134

"Diving Regulations for U-boats"
http://www.uboatarchive.net/Diving/DivingRegulations.htm

Stew U-582
05-29-15, 05:56 PM
Thanks for that awesome reply, great story.

Now that I can exceed 120m I'm having much less trouble
with the HK groups, "for now":hmmm: only on 1942 Black May yet to come.

My game is finally working properly after all these years:woot:

I still have the occasional crash, caused by high time compression
but yesterday I ran the sim all day, game on pause for breaks and
not one crash or problem. Unheard of previously, I'd be lucky to get
more than an hour before a crash. I've been through phases of trying
mods, testing then giving up due to unstability. After a few months I would
check subsim for updates or new mods and try again. Now I can at last
enjoy the sim as intended. I just hope the stability holds for the other
campaigns.

Thanks

Stew U-582
06-02-15, 04:54 AM
Still having a few minor issues,

It seems very difficult to complete the objectives.
I'm sinking ships in the correct areas but some are
showing in my log with a sinking date of 00/00/00 and
no credits to objective score bar.

Occasionally I will get something that scores but more often not.
I assume the objectives are very precise. Example British Supplies
sank 3 ships in escorted convoy got score
sank 2 escorted troop transports in task force no score
no scores on unescorted ships or military vessels.
Can anyone confirm this ?

if it is the case the text in the descriptions should
be a bit more specific so you know what to miss. I'm up to mid October
and have about half score bar on Brit Supplies and Gibraltar
nothing on Winston Special with only to late December I'm getting worried
all my hours of gameplay will be for naught.

Another question if the time expires and objectives are not completed are
you prevented from progressing to the next campaign or next set of objectives.

Thanks

Stew

Mod List

Generic Mod Enabler - v2.6.0.157
[C:\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 - 2. Main Mod Low Resolution Patch
sobers best ever fog V31 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)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_41_ByTheDarkWraith
sobers TDWUserOptions for mega mod +Menu SH5 V13
Sjizzle's - Charts for NewUIs part1_27.05.2013
Sjizzle's - Charts for NewUIs part 2_27.05.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
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
sobers OH2.5 Kiel Lite mod V4 SH5
OH II v2.5 Flag_Wind_Patch
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 V15 SH5
sobers Blackout lights SH5
sobers NO ship bow wave mod SH5
Shadow Improvement ModLR
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
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Shallow Waters Voice Be Gone
gap - HD 1 deg Scope Bearing v 1.0
AMMO_v1.0_SH5_by_Raven_2012
BBC World
sobers waves mod (moonlight) V1 SH5

kevinsue
06-02-15, 08:58 PM
Still having a few minor issues,

It seems very difficult to complete the objectives.
I'm sinking ships in the correct areas but some are
showing in my log with a sinking date of 00/00/00 and
no credits to objective score bar.

Occasionally I will get something that scores but more often not.
I assume the objectives are very precise. Example British Supplies
sank 3 ships in escorted convoy got score
sank 2 escorted troop transports in task force no score
no scores on unescorted ships or military vessels.
Can anyone confirm this ?

if it is the case the text in the descriptions should
be a bit more specific so you know what to miss. I'm up to mid October
and have about half score bar on Brit Supplies and Gibraltar
nothing on Winston Special with only to late December I'm getting worried
all my hours of gameplay will be for naught.

Another question if the time expires and objectives are not completed are
you prevented from progressing to the next campaign or next set of objectives.

Thanks

Stew



Check out "The Wolves of Steel" megamod thread http://www.subsim.com/radioroom/showthread.php?t=210703 from about page 100 and on as it contains many posts regarding campaign progression by being "date" driven rather than specific objectives.

Vdr1981 has been putting a lot of work into workarounds for the tonnage bar bug that's been plaguing the campaign, by introducing different parameters to allow career and campaign progression.

Also below is a link to a post by Trevally showing the campaign linkages and dates in "Open Horizons II"

http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2
http://img545.imageshack.us/img545/3079/sh5img20120522174213.png

Stew U-582
06-06-15, 07:42 PM
Thanks,

Trying the Tonnage Bar fix Mod

Cheers

Stew