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Old 01-10-11, 06:12 AM   #466
Schütze
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Mightyfine crew alt. faces
http://www.subsim.com/radioroom/show...163591&page=21

I notice that stock faces are incorporated in Magnus Opus but does that mean you could enable the option alternative faces in the Mega Mod? IMHO the alternative faces reflects a realistic german sub-crew than a 50+ Navigator and an eye-patched 1 WO.

A lots of CTD could be tracked to the "Improved Shadows" mod depending on your computer settings and graphic card. I suppose NVIDIA-users is a victim of this. I used "Improved Shadows" and experienced CTD as early as when uploading.
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Old 01-10-11, 07:24 AM   #467
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
Magnum Opus v0.0.1 (BETA version for testing/feedback purposes)
TDW: could you use another version of numbering of this mod?
0.1.2 means: 0 - pre-release (beta) version, 1 - last vesrion available, 2 - patch for last version

This numbering is more natural to follow and understand which version is in use, like your Multiple UI 6.3.4.
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Old 01-10-11, 08:31 AM   #468
Rongel
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You fixed most of the things that i was complaining about already! Performance is great now, lights work and I can choose the maps. Okay here's more!

1. I would also like to decide which faces the crew has. I had grown accustomed to the stock faces and I miss them. I don't like the beards that much. And it's unrealistic that they have it already when the patrol starts.

2. The new radio features are exciting! The bad thing is that when I'm navigating through Kiel, i'm bombarded by messages from another ships that see me! And they are friendly! I really like the idea that I can hijack a message and know if the enemy boat has seen me, but maybe there should be only a small chance of that (25 % for example.)

3. The beginning of the first campaign was totally different now! I don't know which mod does it but the Poland aspect worked really well. The bad thing was that I couldn't select the first Poland mission where you need to sink three polish ships. I could read the assigment but no "Request mission"- button.

4. Some german speech was replaced by english version, for example "Fire at will" -sound when using binoculars to attack with deck gun.

Graphically I think that it's better to stay quite close to the stock version (with env 5 and interior mod) of the game. So that you can select which new things you want to use. For example I miss also the previous deck watch crew clothes. Somehow these new look a bit lowres. And the violet caps are too violet for the games look (my opinion). I'm satisfied if I can manually change them back myself. But anyway great work It's getting better all the time!
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Old 01-10-11, 09:13 AM   #469
TheDarkWraith
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Quote:
Originally Posted by Rongel View Post
1. I would also like to decide which faces the crew has. I had grown accustomed to the stock faces and I miss them. I don't like the beards that much. And it's unrealistic that they have it already when the patrol starts.

2. The new radio features are exciting! The bad thing is that when I'm navigating through Kiel, i'm bombarded by messages from another ships that see me! And they are friendly! I really like the idea that I can hijack a message and know if the enemy boat has seen me, but maybe there should be only a small chance of that (25 % for example.)

3. The beginning of the first campaign was totally different now! I don't know which mod does it but the Poland aspect worked really well. The bad thing was that I couldn't select the first Poland mission where you need to sink three polish ships. I could read the assigment but no "Request mission"- button.

4. Some german speech was replaced by english version, for example "Fire at will" -sound when using binoculars to attack with deck gun.
1. They can easily be replaced by whatever you want. Just a simple .dds file change.

2. The game gives me no way to discern if a contact is friendly or not. Thus there's no way to filter out these radio messages. We either live with this or I remove the feature totally. Personally, it's a very small annoyance versus the immersion that it provides.

3. Not sure why that is happening

4. Someone will have to compile a list of which sounds have been replaced and put together a sound pack for it to be included with the mod then.
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Old 01-10-11, 09:25 AM   #470
panosrxo
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Quote:
Originally Posted by TheDarkWraith View Post
4. Someone will have to compile a list of which sounds have been replaced and put together a sound pack for it to be included with the mod then.
It is the Chief Engineer's sounds:
data\Sound\Speech\ChiefEngineer
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Old 01-10-11, 09:36 AM   #471
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I think you have to use the german version of KarlKoch's speech fixes and additions.
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Old 01-10-11, 10:00 AM   #472
Danevang
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This mod collection has made me install SH5 again. Absolutely great! Also, I'm honored to find that my VIIC shadow map has found its way into the mega mod, via TheBeast's "North Atlantic Grime Weathered" skin. Nice, glad to contribute.

Rock on, and full speed ahead!

EDIT: Keep getting CTDs in the very first mission...damn.
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Old 01-10-11, 12:14 PM   #473
Rongel
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Quote:
3. The beginning of the first campaign was totally different now! I don't know which mod does it but the Poland aspect worked really well. The bad thing was that I couldn't select the first Poland mission where you need to sink three polish ships. I could read the assigment but no "Request mission"- button.
Oops! That was my mistake ! I skipped the tutorial and the Poland-mission was just a reminder of the tutorial. There really is no Poland mission. But it would be a great introduction to the game and to the campaign! It would work well with all the new radio news about the war...

If I want to change the heads, what .dds-file I should change? I tried to look for the right one but no luck. I have no idea what file says add beards.

And for the missing sounds, isn't KarlKoch's speech fixes and additions already installed with MO?
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Old 01-10-11, 12:27 PM   #474
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Quote:
Originally Posted by Danevang View Post
EDIT: Keep getting CTDs in the very first mission...damn.
try this: load up career and when in bunker save career. Exit game. Restart game. Load saved career. See if that works.
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Old 01-10-11, 12:29 PM   #475
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Quote:
Originally Posted by TheDarkWraith View Post
What did you use? Stock or LR version for the shadows? I have a GTX480 and I can run everything at max settings with this and still get 60 fps (locked to v-sync) @ 1920 X 1200
Thats interesting. There is no way i can enable V-sync with my Overclocked GTX570 + 1920x1200 res!!.

I get roughly 45fps when in harbour and approx 60+ when out at sea!, what settings do you have in the Nvidia control panel though?. If i use 8xQ it uses all my 1280mb of V-Memory up! so i leave just the max in-game setting of AA, and use the Nvidia control panel to force 16xAF.

I also have textures and all settings in Nvidia control panel set to the best quality. Technically we should be getting the same results, and i have my 570 clocked to 820 / 2000.

As for further mods i would suggest "critical hits for torps and guns", anything that makes for more realistic damage / sinking.

However, my biggest shock of all is the devs did not supply the sim with manual TDC and stadimeter, this is even more unbelivable than not supplying a U-boat number!, I've read your excelent tutorial on using the outer ring for finding range and AOB (though AOB i just judge myself anyway), but how do you find the enemy's speed?? and what about the different magnifications used for the UZO and Ob-Periscope?

I think this must surely be the biggest need for the game as of now??

Thanks
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Old 01-10-11, 12:39 PM   #476
TheDarkWraith
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Quote:
Originally Posted by Poacher886 View Post
As for further mods i would suggest "critical hits for torps and guns", anything that makes for more realistic damage / sinking.

However, my biggest shock of all is the devs did not supply the sim with manual TDC and stadimeter, this is even more unbelivable than not supplying a U-boat number!, I've read your excelent tutorial on using the outer ring for finding range and AOB (though AOB i just judge myself anyway), but how do you find the enemy's speed?? and what about the different magnifications used for the UZO and Ob-Periscope?

I think this must surely be the biggest need for the game as of now??

Thanks
Critical hits for torps and guns, hmm, I'm not sure that the mod is historically accurate in it's regards. Actually I'm not sure what is historically accurate so I haven't made any changes to those.

We have a full manual TDC and stadimeter. It's in the scopes. In the torpedo box select either full or minimal to show the TDC. In the XO TDC dialog box select range and then use stadimeter.

You have access to a U-boat hull number also. It's in the options file (\data\Scripts\Menu\TheDarkWraithUserOptions.py)

To change zoom levels in the obs/attack scopes move the mouse wheel forward/backward.

To find speed you can turn navigator assist on (in the options file) or you can use the speed estimator (follow target has to be enabled first - WEPS-->Follow target)
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Old 01-10-11, 01:00 PM   #477
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Quote:
Originally Posted by TheDarkWraith View Post
Critical hits for torps and guns, hmm, I'm not sure that the mod is historically accurate in it's regards. Actually I'm not sure what is historically accurate so I haven't made any changes to those.

We have a full manual TDC and stadimeter. It's in the scopes. In the torpedo box select either full or minimal to show the TDC. In the XO TDC dialog box select range and then use stadimeter.

You have access to a U-boat hull number also. It's in the options file (\data\Scripts\Menu\TheDarkWraithUserOptions.py)

To change zoom levels in the obs/attack scopes move the mouse wheel forward/backward.

To find speed you can turn navigator assist on (in the options file) or you can use the speed estimator (follow target has to be enabled first - WEPS-->Follow target)
Thanks again.

I was aware of the Manual TDC dials but not "In the XO TDC dialog box select range and then use stadimeter.",

"You have access to a U-boat hull number also. It's in the options file (\data\Scripts\Menu\TheDarkWraithUserOptions.py)"
i need an explanation here...are you saying this puts a random number on the boat itself?, where will the number be? is it random? do i need to uninstall your mod then change files, then re-install, why would you not have included as default?

"To change zoom levels in the obs/attack scopes move the mouse wheel forward/backward".
Lol, you mis-read me here, what i ment is your tutorial for using the outer rings was for 1.5x / 6x only, what i ment, was this will not work for the different mags of the op and UZO!


"To find speed you can turn navigator assist on (in the options file) or you can use the speed estimator (follow target has to be enabled first - WEPS-->Follow target)"
Follow target button..where?
WEPS-->Follow target?

Sorry, you've lost me here!

Thanks
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Old 01-10-11, 01:08 PM   #478
TheDarkWraith
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click on the WEPS officer icon (he's the third from left) and then click on follow target. When you click on WEPS an order category bar will appear above him. If you hover the mouse over those icons a tooltip will tell you what each does. Some of those order category icons open up an order bar above it when clicked.
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Old 01-10-11, 01:24 PM   #479
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Thanks,

A quick question regarding installing Patch 2 ....i've downloaded it and extracted, do i chuck the whole folder into JSGME or open the folder and place each of the five files i.e "Nvidia missing lights" into JSME separately?

Im learning... slowly!
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Old 01-10-11, 01:24 PM   #480
Danevang
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Quote:
Originally Posted by TheDarkWraith View Post
try this: load up career and when in bunker save career. Exit game. Restart game. Load saved career. See if that works.
The thing is, the CTDs come before I complete the very first mission, that is I'm never in bunker after starting the campaign. I get that "the war has begun" scenes and such, and before I sink all the Polish merchants, i get CTD.
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