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Old 04-27-12, 12:04 AM   #31
ADMIRALTIA
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Ok So I just Applied the magnetic detonator fix. And It works great finally.


I managed to split a ship right down the middle.
But for some reason I lost the XO portrait when I target a ship.

Ship: Large Liner
How: Four Torpedoes Detonated under the hull.
Mechanics of sinking: Split right down the middle






Last edited by ADMIRALTIA; 04-27-12 at 12:23 AM.
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Old 04-28-12, 04:49 PM   #32
Moldycheese
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Holy crap!! I haven't' looked at this thread I started for awhile and when I come back I find this! Thank the stars for you TDW! You rock out loud!

Last edited by Moldycheese; 04-28-12 at 04:59 PM.
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Old 04-29-12, 11:06 AM   #33
Moldycheese
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Default How to use patcher

O.k So I used the patcher but I must have done something wrong because the torpedoes will not detonate magnetically. Can someone please explain exactly how to use the patcher and what to do?

Thanks
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Old 04-29-12, 11:51 AM   #34
TheDarkWraith
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Quote:
Originally Posted by Moldycheese View Post
O.k So I used the patcher but I must have done something wrong because the torpedoes will not detonate magnetically. Can someone please explain exactly how to use the patcher and what to do?

Thanks
There are two 'problems' with SH5 regarding magnetic detonators still. The fix will make the magnetic detonators work but in order to detonate:
- torpedo must be in the middle of the ship (this is due to the SH5 ships missing collision spheres on everything but the middle of the ship)
- torpedo must be <= 2m from keel of ship (this is what the magetic detonator range is set for in the stock torpedoes .sim file)

The fix for the magnetic detonators will also allow your sub to incur hull damage from DCs (a nice side benefit!)
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Old 04-29-12, 11:57 AM   #35
Moldycheese
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@TDW How many meters wide is the zone that detonates the torpedoes?
Also, will you be adding spheres in a later fix?
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Old 04-29-12, 12:01 PM   #36
Rongel
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Quote:
Originally Posted by TheDarkWraith View Post
There are two 'problems' with SH5 regarding magnetic detonators still. The fix will make the magnetic detonators work but in order to detonate:
- torpedo must be in the middle of the ship (this is due to the SH5 ships missing collision spheres on everything but the middle of the ship)
- torpedo must be <= 2m from keel of ship (this is what the magetic detonator range is set for in the stock torpedoes .sim file)

The fix for the magnetic detonators will also allow your sub to incur hull damage from DCs (a nice side benefit!)
I tried this myself, but didn't get the expected results, it seemed that the torpedoes explode if they are basically touching the bottom of the ship, like 0.1 meters from the bottom. So still not sure if it's working for me. I aimed at the middle of the ship but no luck.
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Old 04-29-12, 12:05 PM   #37
Trevally.
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Just a wee reminder for the tool that allows you to measure when testing
http://www.subsim.com/radioroom/showthread.php?t=179718
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Old 05-05-12, 02:30 PM   #38
Moldycheese
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Default Error message when patching

I recently had to uninstall and reinstall SH5 but after reinstalling the patch comes up with an error message saying "file version is different than expected version" Help!
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Old 05-05-12, 02:59 PM   #39
TheDarkWraith
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Quote:
Originally Posted by Moldycheese View Post
I recently had to uninstall and reinstall SH5 but after reinstalling the patch comes up with an error message saying "file version is different than expected version" Help!
That means what it was expecting to see in the memory address (actually file location) the patch file specifies does not equal either the 'as designed' values or the patch. Are you sure you are patched to v1.2?
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Old 05-07-12, 01:11 PM   #40
Moldycheese
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Quote:
That means what it was expecting to see in the memory address (actually file location) the patch file specifies does not equal either the 'as designed' values or the patch. Are you sure you are patched to v1.2?
I patched but it still says the same thing! Although I have a question. I did at one point set the default type of program to open act files to word-pad. Would that have any effect? If so how do I reset it to default?
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Old 05-07-12, 03:06 PM   #41
TheDarkWraith
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Quote:
Originally Posted by Moldycheese View Post
I patched but it still says the same thing! Although I have a question. I did at one point set the default type of program to open act files to word-pad. Would that have any effect? If so how do I reset it to default?
Sounds like your act file you are trying to patch is already patched or is corrupt. Load a backup copy of it into the \Silent Hunter 5 folder and try patching it again
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Old 05-07-12, 04:24 PM   #42
col_Kurtz
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Quote:
Originally Posted by TheDarkWraith View Post
Sounds like your act file you are trying to patch is already patched or is corrupt. Load a backup copy of it into the \Silent Hunter 5 folder and try patching it again
I have noticed something similar. It`s looks like the SH5.exe is already patched - without Hex Editor. Clear installation (the second one or next no matter). I can open the patcher and change the "Falses" to "True" values. But I can`t edit with Hex editor - problem above.
Is it possible that a previous installation and modification of Hex Editor had an influence?
Yes, I think - yes! I can`t describe this - sorry, my English. Maybe this screens.
1. Picture - Clear SH5.exe - patched to 1.2
http://www.subsim.com/radioroom/pict...pictureid=5637
2. Hex is showing value 75! I didn`t touch this.
http://www.subsim.com/radioroom/pict...pictureid=5638
3. Closed the Hex Editor. Open the Patcher. I changed these values False to True. And have a look on the Hex value! Changed to 74 now!
http://www.subsim.com/radioroom/pict...pictureid=5639

Also, if it was made to re-install the game do not need to re-use Hex Editor - if you've done this before. Just patch the SH5.exe via patcher
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