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silenthunter183
07-16-18, 05:59 AM
Hello there.
Sorry if this was somewhere answered, but I couldn't manage to search and store such amount of info. I'm a newbie to this sim and I'm learning it now, so I'm sorry for stupid questions :doh:
Questions:
1. I understand that TAI is very useful tool, but after installing TWOS when I lock target with spacebar, I can see crosshair on TAI map - this destroys immersion of no map info of real nav mod. How to disable it? (I can't see such option in TAI map options)
2. When I need to use hydrophone, I use teleport buttons. But when i'm back to scope, it is all lowered down. How can I block periscope lowering down?
3. On TDW torp tutorial I managed to learn how to use commands for almost automatic finding target and speed calculation. But I found after hitting a torpedo, a stupid "health bar" (if i can name it's like that). How can I disable it?
4. How can I call XO officer without locking (using spacebar) a target?
5. Should I always reset my scope for 0 degree gyroangle for attack?
6. I can see everytime I set manual input for data, and turn it on again, it resets all of my angle of bow and speed data. What is the correct order for using manual input? should it stay on all time or off (off - manual input on - no red button).
7. When I order my crew on little rough sea to use the deck gun and shot a merchant ship, after 2 shots they dissapear and I have to order again using the gun. What is happening? Are they made of sugar? :P

Again, sorry for the newbie questions, but I try to introduce myself to this sim with great modpack. Actually I try to learn also a crew managment system and RAOFB wheel. I started my learning with a basic ship handling and then I had to kill something :arrgh!: so I'm learning TDC now.
I'm thankfull for any answer!

THEBERBSTER
07-16-18, 06:49 AM
A Warm Welcome To The Subsim Community > silenthunter183
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials And Other Information Links In My Signature Below

1. I understand that TAI is very useful tool, but after installing TWOS when I lock target with spacebar, I can see crosshair on TAI map - this destroys immersion of no map info of real nav mod. How to disable it? (I can't see such option in TAI map options) If the Real Navigation mod is enabled in JSGME then you should not see anything on either the Nav or TAI map. What mods have you enabled?
Please post your mod list.
Post #9 JSGME How To Export Your Mod List To A Subsim Post > Pictorial (http://www.subsim.com/radioroom/showpost.php?p=2182975&postcount=9)

2. When I need to use hydrophone, I use teleport buttons. But when i'm back to scope, it is all lowered down. How can I block periscope lowering down? This is a setting in the OFEV that needs to be disabled.
https://s8.postimg.cc/4lfmdmgw5/OFEV_Automatics.jpg


3. On TDW torp tutorial I managed to learn how to use commands for almost automatic finding target and speed calculation. But I found after hitting a torpedo, a stupid "health bar" (if i can name it's like that). How can I disable it? Not sure what you mean as the tutorial will differ from actual game play.

4. How can I call XO officer without locking (using spacebar) a target? Click on the XO icon.
https://s8.postimg.cc/tg3plcr39/3_Show_XO_TDC.png

5. Should I always reset my scope for 0 degree gyroangle for attack? If you have taken up a 90 degree fast shoot after having locked the
target, setting the periscope to the zero gyro angles on both dials will give you a high success rate.

6. I can see everytime I set manual input for data, and turn it on again, it resets all of my angle of bow and speed data. What is the correct order for using manual input? should it stay on all time or off (off - manual input on - no red button). Assuming I am understanding you correctly you only need to leave it on with the current target.

7. When I order my crew on little rough sea to use the deck gun and shot a merchant ship, after 2 shots they dissapear and I have to order again using the gun. What is happening? Are they made of sugar? :P No they have gone to change their socks.
This is an irritating and annoying SH5 feature which has no flexibility as such compared with SH3 and 4 where you can adjust the config files.

silenthunter183
07-16-18, 08:07 AM
Thank you for the answers. I will check TDW and XO officer button.
I'm sad about bug with deck gun.
Here is a list of all mods enabled by JSGME:
Generic Mod Enabler - v2.6.0.157
[D:\Pliki gier\Steam\steamapps\common\Silent Hunter 5\TWoS_Parts]

TWoS SM Interior_Food Stocks
TWoS Encrypted BdU Orders
TWoS Real Navigation
TWoS UI cmd_Radio Reports_Auto Target ID

And there is this "crosshair" on TAI map. I don't know how to disable it.

Foto (https://i.imgur.com/LKIZqnz.jpg)

I'm really thankfull for your help. I will be probably asking more questions soon.

THEBERBSTER
07-16-18, 09:40 AM
Hi sh
You have a conflict here with these 2 mods.
TWoS Real Navigation
Real Navigation is where you do all the work, Map bearings, setting your course, target identification, and all TDC work and more.

TWoS UI cmd_Radio Reports_Auto Target ID
This mod does the target identification for you so you are going to see items on the map that should not be there when Real Navigation enabled.

If you want to play 100% realistically in your game then this mod needs to be disabled and you TAI map problem will disappear.
TWoS UI cmd_Radio Reports_Auto Target ID


Peter

silenthunter183
07-18-18, 05:17 AM
I'm really frustrated now.
I started campaing and of course first mission is Baltic Operation. I think "great, easy mission" I even heard that this is tutorial mission for this campaign.
Well, after playing it 3 times, I think it's plain stupid mission. I don't know how to pass it!
Objective: Report/Intercept Polish Taskforce. Well that is not hard, I managed to get close enough to even identify ships of Polish destroyers (V&W class and Gryf Mines placer). Well I even managed to destroy Gryf!
But I don't understand what I should do next - when I'm looking in objectives, I see on going - attack order. What it means? I sunk 1 ship. Almost zero merchant traffic (this is actually pretty understandable, war started and no ships are travelling near frontline.) I got 1 merchant contact but it evaporated (I couldn't mange to track it due taskforce) Otherwise, I think doing "tutorial" mission about killing 2 destroyers is stupid...
I tried sending radio report about taskforce contact. I get answer (Maintain at your own...)

What is the meaning and objective of this mission??????????

EDIT: I noticed that encryption message was sent to me, first time I decoded it wrong (I checked radio message received date instead of date of encryption :oops:) After decoding, order: ATTACK ANY SHIPPING ENTERING OR LEAVING DANZIG BAY. Is this means I have to also attack mentioned taskforce?
Regards.

THEBERBSTER
07-18-18, 06:52 AM
Hi SH
There are 2 mission objectives.
1. Is the 2 Polish warships, identifying the task force.
2. Is to sink 2 ships which can be Merchants or Warships.
Your orders are to proceed to the Danzig Bay area to stop any mine laying.
Here you will be able to attack any shipping leaving this area.
When the objectives are completed as in the picture
https://s8.postimg.cc/lr4kkclhx/Objectives_Completed.png

you will receive a radio message with orders to say your base has changed from Memel to Kiel.
You can now make your way to Kiel.
Peter

silenthunter183
07-18-18, 07:00 AM
Thanks for brief explanation :)
I just sunk to little. As I said, I sunk only Gryf. Going to find some more targets.
Kudos.

XenonSurf
07-18-18, 10:53 AM
Additionally to what Peter 'THEBERBSTER' has adviced you, within the TWoS mod there is the OFEV (Options File Editor Viewer) and a doc about how to use it, it's not too difficult. You can make and adapt most changes in the UI, TAI map, NavMap etc. like you want, but keep in mind that when you play Real Navigation you should mainly keep the Default settings, maybe only changing the UI between SH5Enhanced or SH3-style.


The basic rule is: If you cannot change something in-game with the options, then the OFEV can do it...

THEBERBSTER
07-18-18, 04:58 PM
Hi SH
If you get stuck you can always fall back on this.
Post #416 (http://www.subsim.com/radioroom/showpost.php?p=2515231&postcount=416) Enigma Machine Code Breaking When You Do Not Have The Time > Pictorial > Missing pictures replaced (http://www.subsim.com/radioroom/showpost.php?p=2515231&postcount=416)
Peter

silenthunter183
07-23-18, 05:32 PM
Again, back with another question.
I learned 4 bearing method, it is pretty useful UNTIL target moves slower than 10 knots. When it moves more than 10, it is very hard to catch it up later to approach to better 90 degree position to ship. At least this is my first impressions after trying to use 4 bearing with Real nav on Baltic campaign. Also, most of my calcs are not correct due Real nav errors in plotting my position on map. Except for 4 bearing method and Hydro hunt method (which I can't use now because I don't have range sonar), what is the best way to approach the target with Real nav? I was trying to maintain it visually, to overtake merchant ships, get a little bit closer and then submerge and wait for them, but I found when I do it, I think, not correctly? Ships are very close almost they spot me before I submerge or get on convenient position for attack. I watched 4 bearing method of stoianm and others, but as I said, they have their sub position on map and I'm figuring it out with Real nav. I also did tutorial in-game, but for me it is a little bit "set" (perfect celestial first fix on actual sub position... Game also does everything with ship moving for us, so there's no way to practice it.
What is the best tactic to correctly approach target, with real nav, after doing all calculations e.g. 4 bearing, hydro hunt? I can't find such videos for that, almost all videos aren't using Real nav, and they have sub position on map. If you, better hunters would like to show me correct way, I would be thankful.:up:
Regards!.

Captain_AJ
07-23-18, 06:45 PM
Again, back with another question.
I learned 4 bearing method, it is pretty useful UNTIL target moves slower than 10 knots. When it moves more than 10, it is very hard to catch it up later to approach to better 90 degree position to ship. At least this is my first impressions after trying to use 4 bearing with Real nav on Baltic campaign. Also, most of my calcs are not correct due Real nav errors in plotting my position on map. Except for 4 bearing method and Hydro hunt method (which I can't use now because I don't have range sonar), what is the best way to approach the target with Real nav? I was trying to maintain it visually, to overtake merchant ships, get a little bit closer and then submerge and wait for them, but I found when I do it, I think, not correctly? Ships are very close almost they spot me before I submerge or get on convenient position for attack. I watched 4 bearing method of stoianm and others, but as I said, they have their sub position on map and I'm figuring it out with Real nav. I also did tutorial in-game, but for me it is a little bit "set" (perfect celestial first fix on actual sub position... Game also does everything with ship moving for us, so there's no way to practice it.
What is the best tactic to correctly approach target, with real nav, after doing all calculations e.g. 4 bearing, hydro hunt? I can't find such videos for that, almost all videos aren't using Real nav, and they have sub position on map. If you, better hunters would like to show me correct way, I would be thankful.:up:
Regards!.

There is a simpler method of hydro hunting which you will not have to surface and race to catch the fourth bearing. One method is here

https://youtu.be/4RWDWd62q4w


the other method is a lot simpler

it can be found here


http://www.subsim.com/radioroom/showthread.php?t=160817&highlight=jerm138


As you go along just remember that the learning curve can be somewhat steep and what you are in the process of is just that.... the learning:Kaleun_Salute: curve.

Cyborg322
07-23-18, 07:02 PM
I don''t think you are doing much wrong chasing ships just in visual range often ends up with you chasing your tail even out pacing targets at flank speed they just alter course with your sub on a wider sweep never able to get on a good attack course this happens when your sub should be undetectable strictly speaking. Sometimes is best to let them live another day

The Danzig bay mission has always been a bit buggy target ships can sometimes be very elusive I would not worry about it too much , it seems to be dependant on the interception time and how fast you move from your base. It may of been tweaked or fixed with one of the WOS updates I'm not certain

XenonSurf
07-24-18, 02:57 AM
4-bearing method is to be used for targets that are far away, otherwise you have a PERISCOPE...:salute: and special instruments you can use with it (disks...). As a good Kaleun you must be able to raise periscope and find a solution immediately for firing in the next minute if need be. :yep:

And guess: for this there is no tutorial...


Don't let you carry away by all these tutorial videos and complex solution methods. Use your instincts and your OWN methods. That sounds stupidly simple, but all Kaleuns had their own methods for getting tonnage, some with very bolt tactics (like Otto Kretschmer going inside convoys because he understands that he's invisible, or Dick O'Kane the 'Wild' man etc.). Find out what best suits to YOU. In war, and WWII there is no forum or advisor that helps you...:yep:
But of course: go on asking questions!

ljekio
04-24-24, 02:11 AM
Is there any method for showing destroyed marks anyway?
Sometimes they appear after loading a save, but I've never seen them without that. Maybe there is a way to make them always visible?

The second question is that the time compression is reset to 1 if there is any visible contact there. Those. I can set 64, but 128 already resets to 1. Can this be changed?

The third question in general regarding SH5 is whether it is possible to run in the background so that the game does not pause when switching to another window?

Kal_Maximus_U669
04-25-24, 08:22 AM
Is there any method for showing destroyed marks anyway?
Sometimes they appear after loading a save, but I've never seen them without that. Maybe there is a way to make them always visible?

The second question is that the time compression is reset to 1 if there is any visible contact there. Those. I can set 64, but 128 already resets to 1. Can this be changed?

The third question in general regarding SH5 is whether it is possible to run in the background so that the game does not pause when switching to another window?

Hey ljekio... welcome on Subsim the best forum simulation Submarine :D

1 create your own brands if you wish but normally it works (sometimes with a little delay in lighting)

2 yes via TWoS - OptionsFileEditorViewer or by double clicking in game on the icon

3 no it is really not recommended to do this..!!! considering the stability of the game with the mods...

ljekio
04-25-24, 12:45 PM
thanks for the answers, I'll look into OptionsFileEditorViewer
3. I think I found a solution by setting it to windowed mode and making the resolution slightly smaller than the screen resolution. It works quite stable.

Another observation - TWos is a super mod and I really like how everything is organized there, but there are things that hardcore people love, but I don’t like. For example, I don’t like being regular attacked by planes at night 100 km from the coast in 1939 (without previous contacts wiht enemies) and the fact that destroyers at the beginning of 1940 were already really angry and they don’t let you go even >100m (where is my happy times :). Although in the stock game it’s the other way around, it was annoying that the planes never attacked even during the day, and it wasn’t worth any effort to fool the dd.

Kal_Maximus_U669
04-25-24, 03:12 PM
thanks for the answers, I'll look into OptionsFileEditorViewer
3. I think I found a solution by setting it to windowed mode and making the resolution slightly smaller than the screen resolution. It works quite stable.

Another observation - TWos is a super mod and I really like how everything is organized there, but there are things that hardcore people love, but I don’t like. For example, I don’t like being regular attacked by planes at night 100 km from the coast in 1939 (without previous contacts wiht enemies) and the fact that destroyers at the beginning of 1940 were already really angry and they don’t let you go even >100m (where is my happy times :). Although in the stock game it’s the other way around, it was annoying that the planes never attacked even during the day, and it wasn’t worth any effort to fool the dd.


Hey ljekio :03:
look into OptionsFileEditorViewer
https://image.noelshack.com/fichiers/2024/17/4/1714074199-capture.png

Destroyers by definition... don't try to attack them, especially if you're a novice...
You can attack them but you will need a certain amount of experience otherwise you will pay dearly for the repairs or you will end up with the HiHi fund...Besides that is what I like about these mods the game takes on another dimension which is great.. .
I add that the commanders of Uboat were not looking for the attacked... unless an opportunity presented itself to them... for the planes I was not far enough into the game to tell you... I broke my installation at several times more I have several mods installed whether it is sh3 NYGM by Fifi ..Onealex..LSH2015&2020 by Urmel..CcoM11&12by Rowie.. GWX enhanced by Toyotagt86(to discuss but very good)sh4 FOTRSU by Probehanie & s7rikeback.. RFB 2.0... TMO BH..KSD II wolfpack.. sh5 TWOS...etc so many I tried I don't remember them all.. I'm entering my 8th year here my learning curve is far from being finish you can believe me there are so many mods and things to know for custom editing..what I like to do.. if you follow me here in terms of screens shoot..
you understand that I can't test them all thoroughly.. what's more, I don't just play this kind of game.. I can't play them all..!!! all the time...Real Life obliges
I'll tell you more soon... I restarted the campaign I'm still in Attack Poland 1939..I tested so many mods on sh5 in order to have the best custom assembly that suits me and as I'm demanding especially graphically it's long...besides I plan to try the Sober one which seems very Hardcore according to Peter but I will see because I have to find the necessary time because there is a lot to worry about before putting it together as I wish..
I even have the work of my friend GrenSo on these interiors, I haven't had time to try it yet, that's to say... besides, I recommend it, go here for that
:Kaleun_Wink:https://www.subsim.com/radioroom/showthread.php?t=252773

ljekio
04-28-24, 11:51 AM
https://image.noelshack.com/fichiers/2024/17/4/1714074199-capture.png
Thanks, i managed to set everything up the way I wanted.

Destroyers by definition... don't try to attack them, especially if you're a novice...
You can attack them but you will need a certain amount of experience otherwise you will pay dearly for the repairs or you will end up with the HiHi fund...Besides that is what I like about these mods the game takes on another dimension which is great.. .
I add that the commanders of Uboat were not looking for the attacked... unless an opportunity presented itself to them... for the planes I was not far enough into the game to tell you... I broke my installation at several times more I have several mods installed whether it is sh3 NYGM by Fifi ..Onealex..LSH2015&2020 by Urmel..CcoM11&12by Rowie.. GWX enhanced by Toyotagt86(to discuss but very good)sh4 FOTRSU by Probehanie & s7rikeback.. RFB 2.0... TMO BH..KSD II wolfpack.. sh5 TWOS...etc so many I tried I don't remember them all.. I'm entering my 8th year here my learning curve is far from being finish you can believe me there are so many mods and things to know for custom editing..what I like to do.. if you follow me here in terms of screens shoot..
you understand that I can't test them all thoroughly.. what's more, I don't just play this kind of game.. I can't play them all..!!! all the time...Real Life obliges
I'll tell you more soon... I restarted the campaign I'm still in Attack Poland 1939..I tested so many mods on sh5 in order to have the best custom assembly that suits me and as I'm demanding especially graphically it's long...besides I plan to try the Sober one which seems very Hardcore according to Peter but I will see because I have to find the necessary time because there is a lot to worry about before putting it together as I wish..
I even have the work of my friend GrenSo on these interiors, I haven't had time to try it yet, that's to say... besides, I recommend it, go here for that
:Kaleun_Wink:https://www.subsim.com/radioroom/showthread.php?t=252773

It so happened that I was always interested in the content more than the visual component and I would have had enough views from the combat control posts + of course the external environment. I'm almost satisfied with the appearance here, but I want maximum stability (yes, some bugs will remain forever, like loss of sound and other known problems). But when I tried interface mods, the stability often dropped unacceptably. That's why I appreciate the TWos build, which introduces a lot of innovations into the game and at the same time remains stable at the level of the stock patch. The only complaint is that the map looks like it was taken from SH3 and looks bad, but I haven’t seen a replacement that would display the Kriegsmarine grid.

ljekio
04-28-24, 12:27 PM
By the way, I’ve been wanting to know for a long time: do my contact reports affect anything? Sometimes it turns out funny - I send a report about the contact, and later I get a message from BdU: radio contact was recently reported and investigate if suitable. And the place that I sent is indicated.

Kal_Maximus_U669
04-29-24, 03:35 PM
By the way, I’ve been wanting to know for a long time: do my contact reports affect anything? Sometimes it turns out funny - I send a report about the contact, and later I get a message from BdU: radio contact was recently reported and investigate if suitable. And the place that I sent is indicated.

Hey ljekio..:D

For the reports I don't proceed like you...the Bdu gives me these instructions...then I applied it if I did it a little depending on the conditions...after torpedoing I possibly make a report...but I don't do it contact report unless it is requested..

"The only complaint is that the map looks like it was taken from SH3 and looks bad, but I haven’t seen a replacement that would display the Kriegsmarine grid."

The lack of reading provided in the documentation by the creator can alter the judgment...:D :hmmm::timeout:
you have everything you need here watch...
Reading the doc can answer a lot of questions sometimes..I know..people don't like reading anymore..lol
So here it is for you.. :o
https://image.noelshack.com/fichiers/2024/18/1/1714422452-sh5img-2024-04-29-22-09-19.png

ljekio
04-30-24, 01:42 AM
Hello, no no, I know about these tools, it’s just that the map itself is quite rough, with thick lines and large pixels, that’s what I meant. Although I'm almost used to it now. And I always sent a report about contacts when either I couldn’t attack myself, or the target was too fat. And then I often receive a yellow message from the BDU about radio contact in the same area - they say, investigate it out.

Kintanar
04-30-24, 04:05 AM
Hello, no no, I know about these tools, it’s just that the map itself is quite rough, with thick lines and large pixels, that’s what I meant. Although I'm almost used to it now. And I always sent a report about contacts when either I couldn’t attack myself, or the target was too fat. And then I often receive a yellow message from the BDU about radio contact in the same area - they say, investigate it out.

It is not that the map has been taken from SH3, because that is how the Kriegsmarine naval maps were like, rough. Even some grid elements have been removed in the game for better readability.

Take a look at this:
https://www.german-navy.de/kriegsmarine/articles/feature6.html

Regarding the contact reports, if there are other submarines in the area, they will also attack, in a way like wolfpacks. Even if there are any allied air bases, they will also send some planes to attack the convoy.

In the Atlantic it is less common to form a wolfpack derived from your contact report because the submarines are further away from each other, but in the Mediterrean campaign I have seen that it is much more common, since the space is smaller and the submarines are closer to each other.

ljekio
04-30-24, 02:04 PM
I still talked more about the interface, but oh well. On the good side, I met a whale and the cargo ship I attacked crashed into the destroyer and recorded it as a frag for me. A lot of good things happened here with SH3, but I'm a little confused by the color of the sea in this mod. I have already begun to miss the blue water, which does not exist anywhere and in any weather.

Kal_Maximus_U669
04-30-24, 05:34 PM
I still talked more about the interface, but oh well. On the good side, I met a whale and the cargo ship I attacked crashed into the destroyer and recorded it as a frag for me. A lot of good things happened here with SH3, but I'm a little confused by the color of the sea in this mod. I have already begun to miss the blue water, which does not exist anywhere and in any weather.

It's very strange, I've never had a collision between ships so far...that surprises me..!!!
Now for the water... there are loads of mods here.. when you give yourself the means to read lol... go to the screens shoot section you will see it for yourself the water is not always blue as you claim... We are not in SH3 here the graphics engine is much better...the problem and elsewhere for the modders here..
If you don't like the mod don't play it!!! return to sh3!!! ...Yet the modders here have done phenomenal work, especially with this damn graphics engine...
Now the questions are over... read the documentation provided... the questions then... get to work... you have members here offering their soup of mods, there's plenty to do...
Completing your profile would be a plus thank you..When you register on a forum we follow the rules thank you for your understanding have good fun...

ljekio
05-06-24, 03:45 PM
Playing for the third week and gradually complicating the task (while ful real without real nav), having solved many questions thanks to searching on this forum, I just can’t solve one annoying factor: when you sit down at the hydrophone, the crew always tramples and makes noise with their steps. Even in quiet mode F8. I want to drown them all for this, but I can’t. I tried different methods, started with the sober's mod, then made my own mod based on it, where there is silence instead of steps in all files, and not just on footstepsMetal. Finally, I went to GenericPatcher and found the Hydrophone background noise option, but I still had no success. The team stomps and rustles constantly. Is there any way out?

KaleunMarco
05-07-24, 09:03 AM
Playing for the third week and gradually complicating the task (while ful real without real nav), having solved many questions thanks to searching on this forum, I just can’t solve one annoying factor: when you sit down at the hydrophone, the crew always tramples and makes noise with their steps. Even in quiet mode F8. I want to drown them all for this, but I can’t. I tried different methods, started with the sober's mod, then made my own mod based on it, where there is silence instead of steps in all files, and not just on footstepsMetal. Finally, I went to GenericPatcher and found the Hydrophone background noise option, but I still had no success. The team stomps and rustles constantly. Is there any way out?
i have not played SH5 in quite some time, however, look in the SH5 folder list for a Sound folder. if there is one, look for a file named sh.sdl. use S3ditor to look at sh.sdl and find the sound for your "crew footsteps" and lower the volume. that is how Ubi did it in SH4.
good luck!
:Kaleun_Salute:

ljekio
05-07-24, 01:01 PM
i have not played SH5 in quite some time, however, look in the SH5 folder list for a Sound folder. if there is one, look for a file named sh.sdl. use S3ditor to look at sh.sdl and find the sound for your "crew footsteps" and lower the volume. that is how Ubi did it in SH4.
good luck!
:Kaleun_Salute:

Thank you, I’ll have to remember how I once worked with this editor about 15 years ago.

p.s. It seems that the sh file refers to already existing footstep sounds, which should be empty in my folder (except for the sounds of the stairs), just in case, I set the volume to 0 for all of them and will try.

p.p.s. no, it didn’t work out, they’re still stomping at the central post.

ljekio
05-12-24, 01:01 PM
Assuming I am understanding you correctly you only need to leave it on with the current target.

No they have gone to change their socks.
This is an irritating and annoying SH5 feature which has no flexibility as such compared with SH3 and 4 where you can adjust the config files.


When the deck dives under water, it would really be strange to use this gun (I removed it from the boat altogether in 1941 for the sake of submerged performance). But what really infuriates me is the constantly disappearing AA gunner. I even installed a first type turm (with one turret), just so that the gunner would remain there always, but no, he runs away after the first wave (just like the radar turns off). It’s good that the watchman doesn’t run away.
Does anyone know if the use of different turms affects the detection of the asdic and the underwater speed?

ljekio
05-14-24, 08:55 AM
Hello again, can i use hotkeys for teleports between periscope/hydrophone?
I found hotkey only for teleport to bridje (sh+U).
But SH_Keymapper cant it (i didnt find commands for it)

p.s. Is it possible to display messages about the launch of depth charges (wasserbomb) in the message box? There are situations when a sound bug crash the sound completely turned off, and without this there is no way to know when you are being attacked. If these messages could be displayed, there would be a slightly greater chance of escape.

ljekio
05-17-24, 10:29 AM
Who knows why, when leaving the base, the flags on the ships have animation, but then at sea (possibly after loading the save, but even without a reload) there is no animation on the flags of the ships?
Tried to find it on the forum, but no mention. Is it really just me who has this problem?

propbeanie
05-17-24, 12:17 PM
Who knows why, when leaving the base, the flags on the ships have animation, but then at sea (possibly after loading the save, but even without a reload) there is no animation on the flags of the ships?
Tried to find it on the forum, but no mention. Is it really just me who has this problem?
That is indeed odd... can you run JSGME and "Export activated mods list" and post that here?

ljekio
05-17-24, 01:34 PM
That is indeed odd... can you run JSGME and "Export activated mods list" and post that here?

TWoS FX_Reduc. Fires and Expl._Incr. Flooding via Zones
TWoS Remove Map Plastic Cover
TWoS Ship Auto Recognition
TWoS Env Settings - Brighter Nights
TWOS restore captain's icon 10 by JCWolf
TWoS Remove Sub Flags
no sounds from central post
Overlay for TAI and Navigation maps by Shmal