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-   -   [WIP] Mega-Mod for SH5 (https://www.subsim.com/radioroom/showthread.php?t=176123)

Magic1111 01-25-11 05:04 PM

Quote:

Originally Posted by TheDarkWraith (Post 1582418)
The OptionsMigrater app migrates your old options settings to your new options settings. You can find it in \data\Applications. To use click File and then the rest should be fairly obvious :yep:

Aaah, found it ! Many thanks ! :yeah:

Best regards,
Magic

harag 01-25-11 05:31 PM

Quote:

Originally Posted by stoianm (Post 1582142)
Hi,

Can you share the link for Nvidia missing lights mod. I can not find that one.

Thanks


I've found this in the patch 2 sub folder. Would someone care to say what it is exactly as I've not used it and no readme.txt file exists for it.

Cheers

Giganto 01-25-11 07:12 PM

Quote:

Originally Posted by stoianm (Post 1582142)
Hi,

Can you share the link for Nvidia missing lights mod. I can not find that one.

Thanks

Happy that you've found it already. And nope, sorry. I have no clue which lights could have been missing either.


I was able to play again and during my days on sea I started to wonder why my watch crew always has better eyes than I do. They spot smoke on the horizon at a maximum of 18000 to 20000 meters under best conditions. The good old Kaleun wasn't able to spot anything until the ships could be seen at the horizon at around 12000 meters. Depending on mast height of course.

Now the smart Kaleun remembered having some old pictures of steamers downstairs and suddenly remembered how smoke looked like.

http://www.subsim.com/radioroom/show...d+Funnel+Smoke - [REL] Enhanced Funnel Smoke SH5 by HanSolo78
It seems to be 100% compatible with the mega mod.

Maybe that could be a nice addition to your mod pack. I am sure Han would be happy to contribute to this mega mod if you ask him TDW. :DL

On a related note I know that the modders (The "Aces of the Deep" gents) of the [RDA]Rueckkehr der Asse had some pretty smoke as well, which could be spotted at the horizon even better if I recall right. Not sure if they were using similar stuff like Han did, or completely different smoke.

Keep up the great work TDW and thanks again for saving SH5 for me :sunny:

Azixx 01-25-11 09:14 PM

OK - since using TDW 32-bit fix my game has been running perfectly... almost too perfectly. Not one CTD with Magnum Opus installed. Started a new campaign. Did a few tutorials. Even a couple of historical missions. No CTD.

2x quick things:

Firstly, The only mod I have installed is the Magnum Opus and the Arclight scopes (patched to the right resolution for my set up). So Im curious, is the Arclight scopes the "best scopes" (in terms of working out RAOBF etc) or is there another scope mod that works with Magnum Opus that people recommend?

and finally, I saved my game last night and tried different targeting methods on a Carrier. On three attempts it only took a single torpedo each time to sink the carrier. However when Im up against a Battleship I can hit it with 4 torpedoes and it floods a little but limps away. I have not changed the difficulty or editted any files in the Magnum Opus but was wondering: Is this normal? Shouldnt a Aircraft Carrier be able to withstand a few torpedos?

stoianm 01-26-11 02:37 AM

Quote:

Originally Posted by Azixx (Post 1582704)
OK - since using TDW 32-bit fix my game has been running perfectly... almost too perfectly. Not one CTD with Magnum Opus installed. Started a new campaign. Did a few tutorials. Even a couple of historical missions. No CTD.

2x quick things:

Firstly, The only mod I have installed is the Magnum Opus and the Arclight scopes (patched to the right resolution for my set up). So Im curious, is the Arclight scopes the "best scopes" (in terms of working out RAOBF etc) or is there another scope mod that works with Magnum Opus that people recommend?

and finally, I saved my game last night and tried different targeting methods on a Carrier. On three attempts it only took a single torpedo each time to sink the carrier. However when Im up against a Battleship I can hit it with 4 torpedoes and it floods a little but limps away. I have not changed the difficulty or editted any files in the Magnum Opus but was wondering: Is this normal? Shouldnt a Aircraft Carrier be able to withstand a few torpedos?

I understud the best scope that is for using the RAOFB is the Manos Scope: http://www.subsim.com/radioroom/show...=179068&page=4

Trevally made an excelent ,,tutorial,, from where you can learn to use the RAOFB:

http://www.subsim.com/radioroom/show...=177725&page=4

The one that i speak is the last one ,,RAOFB,, and you will see that he recomand to use the ,,manos scope,,.

Magic1111 01-26-11 03:00 AM

Quote:

Originally Posted by TheDarkWraith (Post 1516072)
Magnum Opus consists of the following mods so far (# means permission has been obtained for use):

# - Trevally: Trevally Harbour & Kiel Canal Pilot v2.4

Hi !

Can anybody please tell me how the "Canal Pilot" works and have a Link to the Original Thread of the MOD please ?

Is this an Auto-Plot through the "Kiel Canal" similar in SH3 with GWX ?

Best regards,
Magic

stoianm 01-26-11 03:52 AM

Quote:

Originally Posted by Magic1111 (Post 1582825)
Hi !

Can anybody please tell me how the "Canal Pilot" works and have a Link to the Original Thread of the MOD please ?

Is this an Auto-Plot through the "Kiel Canal" similar in SH3 with GWX ?

Best regards,
Magic

Hi,

For example you are in the bunker at Kiel an ready to go for a mission. Open the automations and start ,,Kiel canal outbound,,. You will understand better reading the thread:

http://www.subsim.com/radioroom/show...174525&page=13

Magic1111 01-26-11 04:00 AM

Quote:

Originally Posted by stoianm (Post 1582844)
Hi,

For example you are in the bunker at Kiel an ready to go for a mission. Open the automations and start ,,Kiel canal outbound,,. You will understand better reading the thread:

http://www.subsim.com/radioroom/show...174525&page=13

Many thanks ! That helps !!!!! :rock::salute::rock:

Ragtag 01-26-11 05:04 AM

To TDW:

Would it be possible for you to add the "wasserbomben soundfix" mod to your mega mod?
I tried to enable it but there's a conflict with SH.SDL.
Thread is here: http://www.subsim.com/radioroom/show...=1#post1582871

Thanks for you excellent work :)

THE_MASK 01-26-11 06:03 AM

Seems to me instead of having TDW UI mod and IRAI mod and mega mod and try to put real navigation mod with mega mod but first patch UI mod then put navigation mod with mega mod......AAAAAAHHHHHHHH. Maybe a mega mod beginner and a mega mod hardcore with manos scopes and real navigation already in the hardcore .

bart 01-26-11 07:09 AM

Quote:

Originally Posted by sober (Post 1582890)
Seems to me instead of having TDW UI mod and IRAI mod and mega mod and try to put real navigation mod with mega mod but first patch UI mod then put navigation mod with mega mod......AAAAAAHHHHHHHH. Maybe a mega mod beginner and a mega mod hardcore with manos scopes and real navigation already in the hardcore .


Ahhhh......well said sober.

All this is getting a wee bit complicated not too mention frustrating.

kraszus 01-26-11 07:43 AM

I'm trying to install this mod but SH5 crashes after selecting a mission and just as I am about to enter it. I am guessing I am not configuring it properly.

The only MOD I have enabled is Magnus Opus with Patch 2. To install, I copied the contents of Patch 2 into the v001 folder (overwriting the files within), then enabled with JSGME. I am not running any other mods.

Perhaps I should enable v001 with JSGME then enable Patch 2 with JSGME (however they both use the same folder name).

Running Win 7 x64, 6GB Ram, GTX470 GPU, UAC disabled.

Any advice?

[EDIT]
I've tried running without Patch 2 (ie just v001) and getting the same result.

[EDIT]

Bah..have just tried running SH5 stock and it's crashing also...something has gone wrong with my install it seems. Will re-install and try again.

Magic1111 01-26-11 09:14 AM

Hi !

Are these two MODs with MO compatible? :hmmm:

http://www.subsim.com/radioroom/show...48#post1316448

http://www.subsim.com/radioroom/showthread.php?t=166121


I think these MODs are not included in MO ?!

Or I donīt need these two MODs, because there are better / newer / other MODs in MO included ? :hmmm:

Thanks for help,
Magic:salute:

stoianm 01-26-11 09:15 AM

Quote:

Originally Posted by kraszus (Post 1582926)
I'm trying to install this mod but SH5 crashes after selecting a mission and just as I am about to enter it. I am guessing I am not configuring it properly.

The only MOD I have enabled is Magnus Opus with Patch 2. To install, I copied the contents of Patch 2 into the v001 folder (overwriting the files within), then enabled with JSGME. I am not running any other mods.

Perhaps I should enable v001 with JSGME then enable Patch 2 with JSGME (however they both use the same folder name).

Running Win 7 x64, 6GB Ram, GTX470 GPU, UAC disabled.


[EDIT]
I've tried running without Patch 2 (ie just v001) and getting the same result.

[EDIT]

Bah..have just tried running SH5 stock and it's crashing also...something has gone wrong with my install it seems. Will re-install and try again.

Any advice?

hi kraszus,

Maybe you must to start a new campaign. Enable the mod in the way that you did before (only patch 2) and after that start a new campaign.

stoianm 01-26-11 09:22 AM

Quote:

Originally Posted by Magic1111 (Post 1582991)
Hi !

Are these two MODs with MO compatible? :hmmm:

http://www.subsim.com/radioroom/show...48#post1316448

http://www.subsim.com/radioroom/showthread.php?t=166121


I think these MODs are not included in MO ?!

Or I donīt need these two MODs, because there are better / newer / other MODs included ? :hmmm:

Thanks for help,
Magic:salute:

Hi,
I think it is not a problem to install this 2 mods - perhaps you will have conflicts only with SteelViking's Interior Mod v1.2 (wich is incorporate in the megamod). These 2 mods are diferent from other mods and i do not think there are better / newer / other MODs included


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