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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Nov 2010
Posts: 10
Downloads: 43
Uploads: 0
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Hi, any way to fix this ? In external cam view the surface ships are fine, only in scope view these merchant is pretty funky (U-Boat wannabee
![]() Could it be mod order (did quite some research to get order right) Also the UZO magnification from 6x back to 1.5x very often doesn't work (Obs and Att scope are fine) ![]() Uploaded with ImageShack.us Generic Mod Enabler - v2.6.0.157 [D:\Silent Hunter 5\MODS] Cerberus62 Historical Ship Equipment 1.3 Environment 4.5 MOD BARF 1.3 full U-boat Historical Specifications 1.4 RemoveLogoIntroTheDarkWraith Conus00's Graphic Mod+SV's work SteelViking's Interior Mod V1.2 SteelViking's Sky Banding Mod North Atlantic Green 1.1 AilBubbles 1.0 Micro AilClouds 3.0 AilDeckwave 1.0 AilImpurity 1.2 AilSmoke 1.7 FX_Update_0_0_5_ByTheDarkWraith FX_Update_0_0_5_BARF_1_3_Full_Fix FX_Update_0_0_5_UHS_Fix Window_Lights_Redone_V1 Floor Blue NewUIs_TDC_4_9_0_ByTheDarkWraith NewUIs_TDC_4_9_0_6x_6x_7x_RAOBF_patch NewUIs_TDC_4_9_0_Das_Boot_Crew_Mod_by_Illyustrator NewUIs_TDC_4_9_0_ERM_Reaper7_NightVision NewUIs_TDC_4_9_0_jimimadrids_map_tools NewUIs_TDC_4_9_0_No_Color_Dashed_Contact_Line NewUIs_TDC_4_9_0_No_Contact_Colors NewUIs_TDC_4_9_0_No_Contact_Tails NewUIs_TDC_4_9_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting NewUIs_TDC_4_9_0_Sub_Warship_Merchant_Same_Shape NewUIs_TDC_4_9_0_U-Jagd_Chrono NewUIs_TDC_4_9_0_Waypoint_Contacts_No_Symbols NewUIs_TDC_4_9_0_Waypoint_Contacts_No_Tails NewUIs_TDC_4_9_0_Waypoint_Contacts_Same_Shape_No_C olor MightyFine Crew Mod 1.2.1 Alt w beards MightyFine Less Annoying Footsteps 1.0 Critical hits 1.1 Torpedos Critical hits v 1.2 IO_StrategicMap_MOD_for_TDW_4.9.3 IO_Map_ShapeTexturesColor Capthelms Audio+SV Touch Ups EngineSoundsImproved_v1.0 GramophoneShuffler IRAI_0_0_29_ByTheDarkWraith IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM Lite Campaign LC 1.2 No Umark Old Style Explosions V1.1 A Fistful of Emblems v1.51 A Fistful of Emblems v1.51 (Weathered) PGF_SubEmblems_V1.02 AFOE sobers realistic hydrophone operator SH5 Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120 Shadow Improvement ModLR McHub532s SH4 German Stopwatch v 1.0.0 IO_MapCourseLine_normal pencil_mod SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered Radio Paris French Music Full Version 1.2 RAF Bomber Command Radio Frequency 77.00 MHz RAF Fighter Command Radio Frequency 66.00 MHz Rel_SH4_BBC_1939_to_1945 Rel_SH4_Trans-Atlantic_Radio Luftwaffe Combat Radio Frequency 88.00 MHz Enhanced FunelSmoke_by HanSolo78 MRP 1.3+OPCF MRP 16x9 patch Cerberus62 Additional Merchant Ships 1.0 (Part 1) Cerberus62 Additional Merchant Ships 1.0 (Part 2) Trevally Automated Scripts v0.2 Thanks ! |
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#2 |
Black Magic
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#3 |
Swabbie
![]() Join Date: Nov 2010
Posts: 10
Downloads: 43
Uploads: 0
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Ah ok, thanks. So having UZO 1.5 is actually a bonus
![]() Now only those semi-sub merchants ![]() |
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#4 |
Navy Seal
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You should also update to UI v5.0 as Trevally Automated Scripts v0.2
requires v4.9.3 or later to work. |
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#5 |
Swabbie
![]() Join Date: Nov 2010
Posts: 10
Downloads: 43
Uploads: 0
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Thanks will do.
Just ran game without any mods and still have weird semi-sub ships through scopes so guess something got fishy and need fresh install. On sidenote; pretty weird game design : in Main Menu you can customize gameplay settings to your personal prefences (a.o. map settings) but when actually starting a campaign you can only select one of 4 predefined game settings; medium, hard etc. which overwrites the Main Menu settings. So you can not have a fully realistic game with external cam enabled. For external cam you can only select 'hard' (or lower) setting when starting campaign but this automatically also enables map updates. In short, the custom settings in Main Menu are useless as any user specific settings will be overwritten anyways. By the way; what is difference between tactical and nav map ? Look pretty similar to me ... An diff between Obs and Attack scope ? Also look pretty smilar to me. Newbie here ![]() |
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#6 |
Swabbie
![]() Join Date: Nov 2010
Posts: 10
Downloads: 43
Uploads: 0
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Nevermind Obs versus Att scope question :
Wiki: "The observation scope, used to scan the sea surface and sky, typically had a wide field of view and no magnification or low-power magnification. The targeting or "attack" periscope, by comparison, had a narrower field of view and higher magnification." So diff is magnification and field of view (guess in SH5 magnification of the two is equal though). |
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#7 | |
Black Magic
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#8 |
Swabbie
![]() Join Date: Nov 2010
Posts: 10
Downloads: 43
Uploads: 0
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Yeah, also noticed that difference but that is a diff that imo doesnt justify adding a whole 2nd scope to a boat (less is more).
I mean the longest scope does not necessarily needs to be extended to its max. So in that respect only one scope would have sufficed. Also diff of magnification does not seem to justify the extra engineering efforts of adding a whole extra scope; I mean, again, the scope does not need to be necessarily magnified to its max (also a lower magn could be chosen I guess). Only diff that seems somewhat substantial seems the field of view. But I don't really see why a more narrow view would be more beneficial than a more broad field of view. Especially considering that via magnification levels the view field can be narrowed down. But anyways, that's just me newbie lay-man first impression on the matter. Of course there must be a good reason for placing two scopes (maybe it is also not too much extra effort in terms of cost, weight, space etc) otherwise they would not be there, so I am of course wrong, but on firts sight I do not immediatley see the extra benefits of the Attack scope above the Obs scope. Maybe the diameter of the scope itself is also a factor where the attack scope is thinner resulting in less wake resulting in less chance of detection. |
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#9 |
Black Magic
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being an engineer type myself I see a perfect reason for two scopes: redundancy. In any mission critical 'environment' it is necessary to have backups and failsafes.
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#10 |
Swabbie
![]() Join Date: Nov 2010
Posts: 10
Downloads: 43
Uploads: 0
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Good point ! Totally oversaw that one
![]() ps. answering my own above question on costs; an extra scope does bring costs to the table (monetary, safety and engineering costs), as can be derived from following wiki passage on photonic masts, a 21st century alternative to traditional scopes: "While the cables carrying the signal must penetrate the submarine's hull, they use a much smaller and more easily sealed—and therefore less expensive and safer—hull opening than those required by periscopes. Eliminating the telescoping tube running through the conning tower also allows greater freedom in designing the pressure hull and in placing internal equipment." |
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#11 |
Ace of the deep .
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I do recall the issue with the half floating ships was fixed in a patch for SH4 but returned for SH5 .
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#12 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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![]() Is it possible to extract it from SH4 part?
__________________
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#13 |
Swabbie
![]() Join Date: Nov 2010
Posts: 10
Downloads: 43
Uploads: 0
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Thanks Sober (also for your mods by the way
![]() For info ; above I state that it's not possible to use custom gameplay settings but apparently it is, as someone explained in another thread : " To set Custom settings you have to hit escape before you go on patrol. Accept your mission, then hit escape and go to options. You can change things.. " That's the advantage of getting into a game long after its release : many of the questions/issues have already been answered/resolved. Ok gonna hunt and sink my first moving target now ![]() Got so into the mods and fiddling around that I actually did not yet started playing ![]() |
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#14 | |
Ace of the deep .
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#15 |
Black Magic
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