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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Aug 2011
Posts: 3
Downloads: 15
Uploads: 0
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No not yet, just learned about them recently... was just playing the stock install for first time. Still going over the incredibly vast and varing list of mods and there install orders =(
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#2 |
Navy Seal
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When playing the campaign you will get two types of missions.
Type 1 This is you campaign objective. You can select it when in the briefing. It is selected by clicking on the "request mission" button. You have a time limit (date) to complete (usually a few months). It will ask you to sink a tonnage of shipping etc. The area where the ships will count are either coloured grey or a shipping line. You can see this by clicking on the marker when in the map view. You can re-arm or end patrol when back at base as many time as you like. Re- arm gives you fuel and ammo and take no time to happen End patrol will give you the option to re-arm and upgrade equipment when in the bunker. It takes about 14 days to end patrol and then get back out. As you sink tonnage, a progress bar will fill. (click marker in map to view). It will finish on the date or when progress bar is full. If you finish it on time - you will get campaign stars. With enough stars you can win each campaign. Type 2 This is missions objective. You get it automitically when you set sail. You can see it as an orange marker on the map view. You can see what you must do by looking at the captains log. If it is patrol area - draw a 80km circle and stay within it for 72hrs. Note: some patrol areas can be as big as 200km and some even bigger. You can't tell sostay within 80km to be sure. This areas sizes apply to all these mission types. You may get a sink ship mission. As above stay inside 80km. (fishing boats count if you use OH II ![]() When complete you may or may not get another automitically. Eash one is worth 200 renown points. Use these renown points at the end of a patrol to upgrade your boat. Each mission will be within the area for you campaign objectives so you can do both at the same time. You will get a new mission objective with each new patrol. Remember - you do not have to do any of this. You can just go out and sink ships to get renown and upgrade your boat. |
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#3 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Trevally knows of which he speaks
![]() Once the bar is full the mission will remain on the map, but will no longer be selectable when in port, and you'll get the campaign star. Then you can move on to the next one. Trevally modestly didn't mention it, but one of the best mods at the moment (definately a 'must have', along with IRAI, FX Update & New UIs with TDC) is his & Zedi's 'Open Horizons II' - a fully redesigned campaign with much better objectives. If (when, lol) you start to get annoyed with the stock campaign, that mod should be your first port of call. And if you get lost in the mods (or our suggestions don't solve your problem), just ask. ![]() ![]() |
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#4 |
Nub
![]() Join Date: Aug 2011
Posts: 3
Downloads: 15
Uploads: 0
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Generic Mod Enabler - v2.6.0.157
[C:\Games\SH5 Mod Loader\MODS2] Magnum_Opus_v0_0_1 Magnum_Opus_v0_0_1_Patch_2 IRAI_0_0_30_TheDarkWraith TDW_Add_On_Mods_v1_0_0 NewUIs_TDC_6_7_0_TheDarkWraith OPEN HORIZONS II Church's Compass Dials Mod v2.2 Those Are what i just downloaded today will be another week before i can download any others. Hopefully all goes well and it will be more playable. |
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#5 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Firstly your folder. When you first loaded JSGME it should have asked you to create a mod folder. This folder should have been created in C:\Ubisoft\Silent Hunter 5/ - or wherever your game is actually located. The correct path for JSGME would be C:\Ubisoft\Silent Hunter 5\MODS, or wherever your SH5 folder is located. I honestly don't know if having your mod folder somewhere other than the game folder could cause problems, but it should be easy enough to make another 'MODS' folder in your SH5 folder, point JSGME at it and use that. Having the mod folder in the game folder was part of the readme, or install instructions I read ages ago, most likely at Subsim, so it's a 'best practice' thing I think. Best to be on the safe side Secondly, 'TDW Add On Mods' is not a mod in itself - you can't enable it that way. If you go into that folder, you'll find another called 'MODS', and a text file with descriptions of the mods in the pack. Going into the 'MODS' folder, you will see each individual mod folder - those are the ones you need to put in your main mod folder and enable with JSGME. This is probably what's causing your problem, as you're kinda trying to enable them all at once and this is probably causing conflicts. Hope this helps, let us know how you get on! ![]() |
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Tags |
british coastal waters, game mechanics, mission system, starting help |
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