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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3331 |
A-ganger
![]() Join Date: Mar 2007
Posts: 79
Downloads: 180
Uploads: 0
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#3332 |
Growing Old Disgracefully
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Thanks TDW
All back up and running again. ![]() Peter
__________________
LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#3333 | |
Black Magic
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First disable the RPM inertia patch. Set Code6= to this in the \Patches\SH5\TDW_SHSim_Patch.s5p: Code6=0x60,6F12833ACDCC4C3DCDCC4C3D0000803F This will set the warship multiplier to 0.001 from the 0.1 I had it originally at. Re-enable the RPM inertia patch. Realize this is only changing the multiplier for warships - it doesn't affect merchants or anything else. Go to external cam when you know this is going to happen and watch the props of the warship. Let me know your findings ![]() |
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#3334 | |
A-ganger
![]() Join Date: Mar 2007
Posts: 79
Downloads: 180
Uploads: 0
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#3335 |
A-ganger
![]() Join Date: Aug 2009
Location: 51° 31′ N, 7° 28′ E
Posts: 76
Downloads: 158
Uploads: 0
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Hi, Im getting the following Error message when i try to open the files:
Code:
Error Reading Patchfile X:PATH Exeption is: Method not found:'SystemStringTheDarkWraith.SilentHunter5.TDWFileUtils.FindPatchentryInFileStartingAtHeaderEndingAtHeader(SystemString.etc Boolean. etc) Sometimes it works with backupped files |
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#3336 | |
A-ganger
![]() Join Date: Mar 2007
Posts: 79
Downloads: 180
Uploads: 0
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HELP!
I have the _168 version the 3 orbit listener patches enabled and I get this old bug Fifi describes here. As I read it was fixed then. Something broke on the way ? I realy need the disable the listener becuse I get a ctd every few hour because it "can't read.." (I tryed online ad offline mode too ) Quote:
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#3337 |
Watch
![]() Join Date: Aug 2013
Posts: 25
Downloads: 82
Uploads: 0
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Hello,
I don't know if it is the good thread (sh5. exe or irai), so i post here ![]() i have a question about the airplanes carrieres : i did some test on them, but i can't get them to have scout airplanes. are there something to do to get some scout airplanes for an aircraft carrers, and in case they find a "target" they launch a strike ? Perhaps some parameters to update ? I have another problem, is i can't get airstrike from aircraft carrier when a friendly unit encounter an ennemy unit. (ps : i modified airstrike.cfg and put 80 % default for airstrike). If someone has some ideas about this ? ![]() Thanks ! ![]() |
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#3338 |
Watch
![]() Join Date: Aug 2013
Posts: 25
Downloads: 82
Uploads: 0
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@TDW :
i found this post concerning what mentionned above : http://www.subsim.com/radioroom/show...postcount=2170 i am not sure it is implemented or not concerning the scout planes, but in case it is or in case you will implement some days, would it be possible to have a parameter for the distance of the scout plane (instead of 20 km) ? Or perhaps using, but more complicated, the type of airplane group (300, 303, ...) for a carrier, if it is a plane able to scout and take the distance in the plane ".cfg" file ?. I don't know of there are ariplanes type saying that this one is a scout one (searched but found nothing about a scout ability for an aircraft, i just saw that there are different types of aicraft like 300, 303 in the .cfg files. |
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#3339 | |
A-ganger
![]() Join Date: Mar 2007
Posts: 79
Downloads: 180
Uploads: 0
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Quote:
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#3340 |
A-ganger
![]() Join Date: Mar 2007
Posts: 79
Downloads: 180
Uploads: 0
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Ok im stupid for Hexa , help me plz
" ; +0x0 = the start of nighttime value for player's unit - 0.6 ; +0x4 = the nighttime multiplier addition for player's unit - 2.5 Code5=0x50,9A99193F00002040 " How do I make my sub crew see less in dark ? they spot things much sooner than I can. What is the match to modifie this (9A99193F00002040) number ? Edit: I figured it out you just have t write the bit backwards .. lol I was so confused ![]() Last edited by Balu0; 09-06-14 at 03:53 AM. |
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#3341 | |
Medic
![]() Join Date: Dec 2009
Posts: 168
Downloads: 389
Uploads: 1
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At this point, I am about 98% sure that this is the issue. I am now shining the TDW Bat Signal into the clouded sky's over subsim Gotham Save us! |
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#3342 |
Medic
![]() Join Date: Jan 2008
Location: Oulu, Finland
Posts: 162
Downloads: 368
Uploads: 0
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Hi!
Nice to see that things go forward but there is still one or two ugly SH5 bugs that needs fix. 1. Is there anyway to fix my crew x-ray vision. They spot ships at 15000meters away even there is thig fog and about 100 meters visiblity. ![]() *And small but anoying thing, if i load save weather can be totally difrent than it was when i saved game ![]() Thank you for all other fixes you have made. Gives hope that SH5 is good to play in someday. ![]() |
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#3343 |
A-ganger
![]() Join Date: Aug 2009
Location: 51° 31′ N, 7° 28′ E
Posts: 76
Downloads: 158
Uploads: 0
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There is another bug with the ghost destroyer that only disappears when you reload the game, and that's the next problem. Correct me if I'm wrong, but I may have noticed that destroyers "forget" you when you load a save game where they were hunting you. Another thing that's very annoying is that map marks are deleted when reloading a save. Thus I'm going back to shiii. I'm sick of all these bugs. Flak doesn't aim right, torpedoes doesn't hit despite of correct data and depth and so on. Eyecandy alone does not make a game.
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#3344 | |
A-ganger
![]() Join Date: Aug 2009
Location: 51° 31′ N, 7° 28′ E
Posts: 76
Downloads: 158
Uploads: 0
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#3345 |
A-ganger
![]() Join Date: Mar 2007
Posts: 79
Downloads: 180
Uploads: 0
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The mod is already there I just modified a parameter in it per the instructions by TWD in the read me. I was just confused about the hexa characters.
My problem was that I use a "darker nights" visual mod but my AI didn't "know" about it ![]() |
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