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Old 10-18-14, 05:35 PM   #1
THEBERBSTER
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Default Need a Tonnage Bar Work Around

There seem to be a lot of us having problems with the tonnage bar not recording anything even though we are positioned correctly within the designated areas.
Although you can move missions with the stand alone ‘Active Campaign Selector for SH5 v0.06’ which is useful this does not help with the individual patrols within the missions.
With sinkings not being recorded in the tonnage bar is it possible to edit/make file changes so that the patrol can be completed.
You would then hopefully be able to move on to the next patrol in that mission?
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Old 10-19-14, 05:44 AM   #2
Choum
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Did you try to disable RPM intertia in TDW generic patcher if you used it.
For me it fix the problem of bar not filling (I restart campaign between change).
I play with Uplay fully online and sync save on.



my mod list :
Quote:
Shadow Improvement Mod
Conus' Graphic Mod 1.1
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
SteelViking's Interior Mod V1.2.2
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
gap - Real Diveplane Gauges v. 1
AilBubbles 1.0
AilClimateZones 1.1
AilClouds 3.0
AilDeckwave 1.0
AilImpurity 1.2 light
AilRain 1.0
RealSizeMoon
Balus Stuka LOD fix
gap - HD 1 deg Scope Bearing v 1.0
No Damn Bubbles, No Damn Halo Mod
SH5_7A_Conning_Fix
Small_trees_SH5_V1
sobers no footstep sound mod SH5 V2
Equipment_Upgrades_Fix_v1_4_byTheBeast +P1+ hotfix1
Equipment_Upgrades_Fix_v1_4_Patch_1 Hotfix_2.2(date)
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
Water reflections intensity varied by available sunlight by TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
TDW-patcher
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
EQuaTool 01.01 by AvM - Large Style
Emtgufs Aspect ratio 16_9
Church's Compass Dials Mod v2.2 - Option Two
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
IRAI_0_0_41_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M. - hydrophone mute for player fix (TDW compatible)
OPEN HORIZONS II v2.5
OH II v2.5 Flag_Wind_Patch
OH II v2.5 Grid Request fix Patch SH5
Clavier_sh5_fr_ZQSD_1.7.1 (azerty keyboard layout)
FRA (french txt translation)
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Old 10-19-14, 07:02 AM   #3
THEBERBSTER
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No I do not use it and it shows as disabled.

My GFP settings are still the same as when I was not getting problems.

I even tried changing the GFP168 back to 165

I do not think that it is a mod issue as I still get the same problem with stock + using the FX_Update 0.0.22 + patch to stop the circling torpedoes.
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Old 10-19-14, 02:33 PM   #4
pythos
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What is RPM inertia for anyways?
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Old 10-21-14, 10:29 AM   #5
Comvas
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Default The Kluge work around

This unsatisfactory workaround seems to work. I edit the safe game files and then use the "Active campaign selector for Silent Hunter 5" Mod to move onto the next major campaign step if I'm blocked. It keeps your history unlike silentotto http://www.subsim.com/radioroom/down...o=file&id=1817

It is a bit of a pain but it works until a real fix appears. I may continue to use the mod even after a fix. It may release me a bit from the tyranny of only set missions in the campaigns of SH5 & OH.
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Old 10-21-14, 10:36 AM   #6
Comvas
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Default Pythos

The RPM patch in TDW patcher provides more realistic inertia setting to your subs propeller shafts. The result that you can't accelerate or decelerate as rapidly by the conservation of momentum in the spinning shafts. It may also work on the ships you hunt, but I haven't confirmed that.
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