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FX Update 0.21 is in the download section since January 2013...
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First I delete the shells**. ** and try both ways. Using my gigantic modlist with silentotto. Code:
Accurate German Flags |
I may be getting a little off topic about CTDs since this is not related directly to FX update. We have talked about CTDs and major mod soups in multiple threads. Many of us are making comments about too too many mods. Now I believe that statement is true, too. I have been testing and retesting JSGME like crazy and it is working smoothly and like it should.
Now every campaign would CTD using silentotto before I changed things in the next paragraph. Using my modlist plus removing the Shells*.* in above post, at least I do NOT get CTDs using silentotto. One of the mods I took out which could be substantial due to size of file in U-Boat Watch Crew Routine SFX mod, amb_OceanSkyline_Q sound file is 450,000 KB. It does not overwrite anything else. ((Removed AI Sub Crew mod between IRAI and R.E.M by Xrundel TheBeast 1.2. I had to remove silentmichal's 1.2.4 interior mod which was immediately after R.E.M by Xrundel TheBeast 1.2 for silentotto CTDs to finally stop. These were in my previous mod list for many weeks.)) I started happy times and black pit; Yahhhh:woot:, both loaded fine at bunker. (The only thing I see different, IIRC, I haven't played game in a month due to too many CTDs,.... the ceiling is blinking on and off. Most obvious near the light next to Harbor Chief and KMO, and light at pennant flag at rear of sub. ) Old references: Old mod list PLJ's stubborn attempt to track CTD's In the past, all my mods worked from previous list, but has soon as I added RSD 5.4 or new than CTDs with silentotto became regular occurrence. I would CTD only with a version VIIC or newer sub type THEN with Mare Nostrum campaign or later campaigns. VIIB or older version subs still worked fine. That is the part that got me stuck, (VIIC or newer sub type) and running in circles trying to solve. won't be able to test further for another 5 hours +. |
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I will update to v22 shortly:up: |
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Does anyone use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches), if you what is your opinions on it?
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OK, thanks! I will use this since I have all failures on in the patcher.
The reason why I asked aboutFX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches), I don't see a lot of people using it in their mod soup. They tend to use FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches). Just wondering why. Quote:
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EDIT: @Raven the same package you can find in the Generic Patcher archive, MODS folder.. and there is readme file you can read about these fixes.. |
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Yeah I read the README file, its pretty basic.
So I would use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches) instead of wanting the stock 2m? See I didn't know it was 2m, I didn't have any idea what it was. So now I know what stock setting is, it makes sense. I've been away for 2 years, things get confusing when I am not in the wave frequency of SH5. :doh: Quote:
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I can access readme files and notes. Just didn't know what one mod was, just wanted a little more insight. Some things might be pretty basic to one and a little confusing to another.
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Magnetic detonator not working
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I have never been able to get the magnetic detonators to work, ever. To test the magnetic detonators I use “Shooting Range single mission” by Arclight, which has 4 stationary targets. I set the depth of the torpedo to 1 meter under the ship and shoot using the slow speed and the magnetic detonator setting. The result is the torpedo swims under the keel without detonation. For these test I do use the external view and watch the torpedo to ensure the correct depth and speed. My mod list is below and I have TDW’s Generic Patcher installed with the correct settings. Any suggestions would be appreciated. Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 8.c Wave Mechanics - Hurricane FX_Update_0_0_21_ByTheDarkWraith MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible NewUIs_TDC_7_5_0_ByTheDarkWraith NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n Manos Scopes-patch for 16x9 IRAI_0_0_39_ByTheDarkWraith IRAI_0_0_39_Inertia_Damage Sub_Exhaust_1_0_5_byTheDarkWraith TDW_Ship_Inertia_1_1_0 Critical hits 1.1 Torpedos sobers best ever fog V25 SH5 New Torpedoes Explosion - FX Update add-on FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches) Thanks, SHunter |
I can probably get 2 out of 5 to hit, most time its 1 out of 5. There were problems with depth keeping in torpedoes that cause them to go deeper. There were a lot of problems with magnetic torpedoes, they could detonate early. This was based on ships wake or different magnetic fields around the globe. These triggers act differently in what ever ocean you operated in. Magnetics were so unreliable that it was restricted to use them after so many failures.
So you mods are probably OK. Quote:
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