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Missing Ship (Four Bearings Scenario)
Ahoy all,
I am working my way through stoianm's brilliant video tutorials and have hit a problem. When I put to sea with the 'Four Bearings' historical mission to go with that video, there is no ship there :ping: I have listened; I have surfaced...wandered around for 12 hours (TC)...nada. Any ideas? I notice stoianm seems to have a lot more historical missions in his list; mine appears stock. Here are the mods loaded so far: Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] NewUIs_TDC_6_9_0_ByTheDarkWraith FX_Update_0_0_19_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 1 degree bearing RibAr A Fistful of Emblems v1.51 (Weathered) AOB slide ruller for TDW UIs and MO by stoianm Church's Compass Dials Mod v2.2 - Option Two Church's NavMap v1.0 - Illyustrator's Version Critical hits 1.1 Torpedos Critical hits v 1.2 Enhanced FunelSmoke1.2_by HanSolo78 MightyFine Crew Mod 1.2.1 Stock faces EQuaTool 01.01 by AvM - Large Style EQuaTool 01.01 by AvM - add-on - Coloured Simple Tools Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 Trevally Tutorials - All v0.2 (for TDW UI) Kriegsmarine Grid Map for MO and TDW UIs by stoianm Dynamic Environment SH5 Basemod (light) V2.1 Dynamic Environment SH5 Sounds V2.1 Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast IRAI_upgrade_to_v_0_0_31 OPEN HORIZONS II_full v1.7 OHII v1.7 patch1 TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7) sobers hud sounds V1 SH5 Speech fixes and additions (english version) NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_6_9_0_Real_Navigation Cheers, Charteris |
Hi Charteris:salute:
You should replace this mod - Trevally Tutorials - All v0.2 (for TDW UI) with the one for use with OHII - it is on the same thread and can be found in the download area. Then in the main menu - select tutorials. Pick the four bearings. click on the selected historical mission. The tutorial should now start and take you through the process for using 4 bearings. There are several stages and the ship will only show up in later stages. As the tutorial plays through - TC will be set by the tutorial and the ship will then appear. Just let me know if you have any problems. see here for starting tutorials http://www.subsim.com/radioroom/show...94&postcount=2 |
Hi Trevally, thank you.
It worked fine for a couple of runs...then...I dunno. When I run the tutorial it worked fine. When I use the map on its own well...are the ships supposed to zig-zag or alter course? I thought my calcs must be going wrong as the bearing appeared right but the course line was in a different place. Then I watched the ship and it was turning or zig-zagging occasionally. Is it supposed to do that? I wonder if the IRAI or some other mod was messing with the tutorial. Then I tried on patrol and the course was out with the same results. Is there a way of checking the tutorial ship to see if it is behaving normally? I am using the same steps as the tutorial in all cases. Cheers, Charteris |
Here is my soup now:
Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_6_9_0_Real_Navigation FX_Update_0_0_19_ByTheDarkWraith TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 A Fistful of Emblems v1.51 (Weathered) AOB slide ruller for TDW UIs and MO by stoianm Enhanced FunelSmoke1.2_by HanSolo78 MightyFine Crew Mod 1.2.1 Stock faces EQuaTool 01.01 by AvM - add-on - Coloured Simple Tools EQuaTool 01.01 by AvM - Large Style Kriegsmarine Grid Map for MO and TDW UIs by stoianm Dynamic Environment SH5 Basemod (normal ) V2.1 Dynamic Environment SH5 Sounds V2.1 OPEN HORIZONS II_full v1.7 OHII v1.7 patch1 Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 Trevally Tutorial - All v0.2(for OHIIv1.3) TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7) Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast sobers hud sounds V1 SH5 Speech fixes and additions (english version) Church's Compass Dials Mod v2.2 - Option Two Church's NavMap v1.0 - Illyustrator's Version Church's SHV 1.01 Keyboard Commands v1.1 Critical hits 1.1 Torpedos Critical hits v 1.2 1 degree bearing RibAr d3d_antilag101 |
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Is it far away - or could it be spotting you:06: What do you mean by "when I use the map":06: Quote:
I have however made a mastake when making this tutorial:yep: That was showing off the power of the 4 bearing by even setting up a solution based on the readings. So this is great, but I feel now that the best use of the four bearings is just to get into a good attack position. Then set solution on visual checks as normal. To get the level set in the tutorial means you have to be spot on with every mark you make on the map. You must zoom in af close as you can and set all lines through your boat, use upgraded map tools etc |
Thank you for the response!
By 'map' I mean 'scenario'. I am faithfully (I think) copying the tutorial instructions, including zoom-adjustments of mark positions. I am happy if you tell me that the target WILL change course for whatever reason. :ping: Though I think a four-bearing tutorial map with targets that change course is a little self-defeating! I do agree with the comment on getting in position though. Might be worth just stressing this issue in the tutorial. Thanks for all your work on this. Cheers, Charteris P.S. I have to say, though, I didn't get within 10k yards so what is triggering a non-random response? |
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I would guess then that IRAI does not load in a tutorial then- or is it just luck that it did not change course and speed as the tutorial worked:06: @Charteris - am I right in thinking that when run in tutorial mod - it did work ok:06: |
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I did remove the IRAI as I suspected it might be responsible. The behaviour is persisting though. Is it possible that removal is not re-instating the docile configuration? I think I will like the random AI but not while I'm trying to learn in the early stages! Cheers, Charteris |
@Trevelly
No, the tutorial ship also acts with the IRAI random factor. I think this is valid behaviour but not for me when I am learning. I am going to re-install the game and put all the mods back, saving IRAI for a bit later. Cheers, Charteris |
Re-installed and all working fine. Saving IRAI for a more experienced time.
Cheers, Charteris |
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