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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#976 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
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my last meeting with a convoy protected by 5 escorts all 5 came after me for about 10 game hours
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#977 |
Black Magic
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that tells me that an HK group was with the convoy then. The convoy itself had no escorts. There's an easy way to tell if a convoy has escorts escorting it or not. If there isn't an escort 'leading' the convoy then it's an HK group with the convoy.
Last edited by TheDarkWraith; 11-14-10 at 09:03 AM. |
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#978 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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Good to know
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What we do in life echoes in Eternity |
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#979 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
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But surely even one or more of the HK group would stay with the convoy it was unprotected. sorry to be such a pain !
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#980 |
Black Magic
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#981 |
Watch
![]() Join Date: Nov 2010
Posts: 17
Downloads: 28
Uploads: 0
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How do I know if this installed correctly. I have other mods that I have installed but I dont think this one is working. I see planes and they never attack...but it is early 1939 still.
Does that matter? Does this still need a double mod folder to work? If so it is different then than the other installed mods? |
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#982 |
Watch
![]() Join Date: Nov 2010
Posts: 17
Downloads: 28
Uploads: 0
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How do I know if this installed correctly. I have other mods that I have installed but I dont think this one is working. I see planes and they never attack...but it is early 1939 still.
Does that matter? Does this still need a double mod folder to work? If so it is different then than the other installed mods? |
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#983 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
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TDW have written:
1) FX_Update 2) New_UIs_TDC_5_1_0_ByTheDarkWraith (ensure you have the patche) 4) IRAI_0_0_26
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U-552 Tiger IDF |
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#984 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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Well I have many of the best mods I can find on this forum and it must be said they have made incredible progress with this game
However I'm just not getting some of the stuff folks are referring to here - I've included an active mods list below - I think the Environment Mod is fixed as I havent had any CTDs for ages - however I'm still not getting any real challenge from the enemy AI, ships or aircraft and I keep coming accross unescorted convoys even in mid 1941 Last night I came accross a huge convoy mid atlantic - it was stationary - a couple of ships milling around but most were stationary in formation - until one destroyer and freighter exited stage left While they were still within visual distance I started my attack and hit a tanker - so now the fun....didnt start - the destroyer did not come back to investigate, no others came from the convoy to defend - and the rest of the convoy just sat there with no evasive action. To make matters worse - there were no flares, nor secondary explosions - just another ho hum day at the office Dont get me wrong I'm not criticising this or any other mod. It seems the simple fact is that there are now so many mods required to make the game interesting that its almost pot luck to get them in the right order in order to enjoy the fruits of the modders hard work I know there is work being done on a Mega Mod and I am inclined to wait for this - at the moment I just cant seem to get the URAI to work nor do I get much luck with FX mods - the Multiple UI's look good but I'm not sure which of these to go for and I want to make sure I get German speech Can any one look at my mods list an offer any advise, is there any correct order in which to install the mods, or am I missing a crucial mod that would give the game play or AI a bit of a boost Cerberus62 Additional Merchant Ships 1.0 Cerberus62 Historical Ship Equipment 1.2 Environment 4.5 MOD EQuaTool - Elite Quality Map Tools for SH5 v. 01.01 by AvM Loading Screens Mod 2.0 Shadow Improvement Mod sobers no shoe sound mod sobers talking conning crew mod SteelViking's Sky Banding Mod SV&Com Underwater Mod Wordeees' Actual Footage Menu V2 U-Boat Watch Crew Routine SFX German U-Boat Hydrophone SFX Grossdeutscher Rundfunk Unterseeboot SFX U-Boat Ballast Tanks SFX U-boat Historical Specifications 1.4 Old Style Explosions V1.1 Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1 IRAI_0_0_29_ByTheDarkWraith FX_Update_0_0_5_ByTheDarkWraith MightyFine Crew Mod 1.2.1 Alt faces NDB,NDH OM#1 - No Dialog Indicator SteelViking's Interior Mod V1.2 AirTorpedoes ImprovedWaves_Improved Pitch&Roll BRF 1.3 full Enhanced FunelSmoke_by HanSolo78 Ui-Boat V2.2 sobers ultimate base wave mechanics for SH5 |
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#985 |
Bosun
![]() Join Date: Oct 2010
Location: UK
Posts: 65
Downloads: 56
Uploads: 0
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Hi rascal,
SH5 was my first experience of adding Mods to a subsim and I had real trouble activating TheDarkWraiths Mods. I had already set up JSGME and placed a MODS folder in SH5 directory. When I downloaded these Mods and unzipped them and placed them in the MODS folder I didn't realize that TDW had already placed them in a folder named MODS of his own. Hence they didn't activate because the path had MODS in it twice. Hope this makes sense. Your describing game play that sounds like the Mods haven't activated. I just went into TDW's Mod's folder and added the Mods to JSGME from there,one path lower than TDW,s folder Headed MODS. I am in no way very adept in these things but I hope this helps.
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Don't dive, ram . |
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#986 |
中国水兵
![]() Join Date: Mar 2010
Location: 47°46′46″N, 37°14′51″E
Posts: 271
Downloads: 231
Uploads: 0
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#987 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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Thanks for the suggested fixes I have changed the order and hope this will make some difference - however no one has commented on my main problem which is basically the lack of significant challenge by the escort AI
Does anyone know from the mod list posted previously why other folks say they are being attacked and activly hunted by the escorts, yet I just dont seem to excite any interest from the destroyers, no matter how many ships I sink I do have a couple of unactivated mods: The Elite Campaign 1.1 Killer AI V1.02 Haramirs Escort Self Awareness Mod 1.1 Does any one reccommend any of these or should my currently activated be providing enough challenge, in which case there is something wrong Regards to all Rascal |
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#988 | |
Black Magic
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#989 | |
中国水兵
![]() Join Date: Mar 2010
Location: 47°46′46″N, 37°14′51″E
Posts: 271
Downloads: 231
Uploads: 0
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any fashion FX_Update_0_0_5_ByTheDarkWraith any fashion IRAI_0_0_29_ByTheDarkWraith any fashion and the sweet life you will be provided ![]() ![]() ![]() |
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#990 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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What a difference - Re-started a new career - went off to check out East Coast of UK inshore - was way to relaxed got jumped by two Hurricanes and severely shot up - had to return to base - kept getting jumped by air patrols on the way - now the air patrols mean something! - havnt even seen what happens with surface AI but if the air patrolls are anything to go by this game has just aquired a new lease of life as far as I'm concerned
Well done and thanks One thing - am still not seeing the flares, red or white - also I noticed one modder has different coloured smoke affect - can this be incorporated as it would be more realistic - white steam when sea water hits the boilers for coal burners would be good Still not seen secondary explosions after the ship is declared sunk - in SH3 there was a mod where ships would sometimes have secondary exposions even after they were destroyed, I mean still on the suface but sinking, sometimes there were big explosions even after they were going under Would love to see explosions slowed down - they still seem to flash by too quickly - depth-charges for instances the spalsh seems to go up and down too quick - can explosions be slowed down slightly? Rascal |
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