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Old 07-22-12, 05:47 AM   #1
Maki4444
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Hey Trevally!

Fantastic news

One question pops into my head. Where do you change TC drop settings?? For plane, ship and so on. You say you have 32 for ship, what if i wanted to have 1 for ship. How would I go about changing that??
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Old 07-22-12, 06:17 AM   #2
Trevally.
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Quote:
Originally Posted by Maki4444 View Post
Hey Trevally!

Fantastic news

One question pops into my head. Where do you change TC drop settings?? For plane, ship and so on. You say you have 32 for ship, what if i wanted to have 1 for ship. How would I go about changing that??
Goto - C:\Ubisoft\Silent Hunter 5\data\Cfg\Main.CFG

open with notepad and look here:-

[TIME COMPRESSION]
; The first value is the default one, the second value is used when 'travel mode' is activated.
; The two values should be separated by a comma.
; If only one value is specified, that value is used for both default and travel mode.
TimeStop=0
RealTime=1
LandProximity=8,8192
CriticalDamage=1,1024
CrewEfficiency=128
AirEnemyDetected=1,8<<<<<<<<<
SoundEffects=2
CharacterAnim=32
FriendDetected=32,8192
EnemyDetected=8,32<<<<<<<<<<
RadioReport=32,8192
Particles=32
PrayState=8,32
HunterState=8,32
3DRender=32
Maximum=8192

When you change these it will restrict your TC in game.
So with the above, If I am close to ships (enemy detected) and try to increase TC above 64, it will goto TC 1 on the next press.

For more and better control of your TC
Use TDWs UI options.

Things to look for are:-

Time Compression tab
This one will restrict your TC to your set rate when a contact gets within a radius.
You can set the TC rate and the Radius size.

Message Box Tab
The message box messages - here you can add messages that when they appear on your message box i.e. "Detecting Radar Signals" your TC will drop.
Time compression level set when TCxonmessage triggers - here is the TC that it will drop to when one of those messages is posted.
Set time compression level defined by TCxOnMessage..... - this one will switch this feature on (select true)


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Last edited by Trevally.; 07-22-12 at 06:28 AM.
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Old 07-22-12, 07:05 AM   #3
Trevally.
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@ TDW

I am just about to test the radar again looking at a large tanker at 90 deg in foggy weather - just to find the max range of the radar.

So far both the radar and the radar warning as a range of 8km max.
Could it be that the watch crew is in control of these sensors (surfaced)?
I am sure I have seen a setting in your options.py where the watch crew has a limit set at 8km (I can't find this setting in the options editor - perhaps it is edited in file only)

Edit: cant find it - it must have been the setting for max distance before TC drops

Could this be restricting the radar too
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Old 07-22-12, 07:29 AM   #4
Slow_Target
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Default Don't get Benno to talk

I was following the discussion here and I was trying to motivate Benno as well to inform me about incoming hydro contacts with the described methods.
But no way, he didn't want to talk me.

I ended up now with a complete re-install of SH5, cleaned all saves and removed all mods, only latest patch with version v1.046 applied.
After some days of experimental work I'm running out of ideas now.
What else could be messed up?

By the way I'm using the german version.

/Slow_Target
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Old 07-22-12, 07:34 AM   #5
TheDarkWraith
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Quote:
Originally Posted by Slow_Target View Post
I was following the discussion here and I was trying to motivate Benno as well to inform me about incoming hydro contacts with the described methods.
But no way, he didn't want to talk me.

I ended up now with a complete re-install of SH5, cleaned all saves and removed all mods, only latest patch with version v1.046 applied.
After some days of experimental work I'm running out of ideas now.
What else could be messed up?

By the way I'm using the german version.

/Slow_Target
Could be you're not patched to v1.2 of the game. In data\Support\GameUpdater run the gu.exe to ensure you are patched to latest version.

Do you get messagebox entries even though the crew doesn't talk?
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Old 07-22-12, 07:51 AM   #6
Slow_Target
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[QUOTE]Could be you're not patched to v1.2 of the game. In data\Support\GameUpdater run the gu.exe to ensure you are patched to latest version.

Do you get messagebox entries even though the crew doesn't talk? [/QUOTE]

So I've checked my game version and I can see v.1.2.0 on the main screen.
Should be O.K.

When it comes to entries in the messagebox, there are none caused by any hydro detection.
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Old 07-22-12, 08:14 AM   #7
Trevally.
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Radar Testing

Here my radar first finds the larger tanker (90 aob)
This pic shows a power reading (Contocte?) 158
I was slow here - the first reading was about 85 to 90


When "Contocte:" reached 260 - I got the radar call out.
Perhaps this could be reduced to about 100 or so to better the chance of a radar call out



512 is the max ower reading you can get with this radar
Note the radar target bearing


Here you can see the target is bearing 357 (3 deg port)
My radar is pointing 3 deg startboard



The radar bearing is wrong - it is reversed on the bearing wheel.
See here when I point radar at 357deg - no contact



So perhaps this power setting of 260 being the trigger could be reduced to make the radar op quicker to call out.

Fixing the radar wheel? - Is this something BigRed could look at
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Old 07-23-12, 10:52 AM   #8
Dogfish40
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Quote:
Originally Posted by Slow_Target View Post
I was following the discussion here and I was trying to motivate Benno as well to inform me about incoming hydro contacts with the described methods.
But no way, he didn't want to talk me.

I ended up now with a complete re-install of SH5, cleaned all saves and removed all mods, only latest patch with version v1.046 applied.
After some days of experimental work I'm running out of ideas now.
What else could be messed up?

By the way I'm using the german version.

/Slow_Target
I had problems at the start as well. You did good to clean your game saves. This patch changes some important parameters and your likely to have crashes anyway. I did a full reinstall I am using all but three of my mod list (I plan to see if those cause a problem later) so I am now back at the beginning of the war iin a class VIIA boat.
I don't really think it makes a differance where you place the patcher but I created a file, Ubisoft/SH5/Patches and unzipped in there. (I'm just running down everything I can think of here 'cause mine is working now)
Not much more to tell.
When you reinstalled, did you remember to patch to 1.2.
I ask because I forget to do that sometimes and freak out when nothing works or the game just crashes. Let's see... apart from that, post back and tell us if you're still having problems with it.
D40

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Old 07-23-12, 03:23 PM   #9
Slow_Target
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Quote:
Originally Posted by Dogfish40 View Post
I had problems at the start as well. You did good to clean your game saves. This patch changes some important parameters and your likely to have crashes anyway. I did a full reinstall I am using all but three of my mod list (I plan to see if those cause a problem later) so I am now back at the beginning of the war iin a class VIIA boat.
I don't really think it makes a differance where you place the patcher but I created a file, Ubisoft/SH5/Patches and unzipped in there. (I'm just running down everything I can think of here 'cause mine is working now)
Not much more to tell.
When you reinstalled, did you remember to patch to 1.2.
I ask because I forget to do that sometimes and freak out when nothing works or the game just crashes. Let's see... apart from that, post back and tell us if you're still having problems with it.
D40
Thank you Dogfish40!

Looking good now.

I was doing my clean install again.

Next step: Patch to V1.2 using Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe
(Last time I was using two patch files from my HD)

After that: Using Generic Patcher v1.0.46.0, enabling everything except colour changes.

Last but not least: Checking contacts.cfg and updating following two lines
Decay Time For Imprecise Sensor Contacts=60 ;[>0] seconds
Decay Time For Precise Sensor Contacts=15 ;[>0] seconds

For my first test I was using Trevallys Hydro_Test file.
Looks like Benno got hyperactive now.

Now I will continue and start adding mods.
I want to play with TDW UI/Real Nav & OHII.

/Slow_Target
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Old 07-23-12, 05:02 PM   #10
Mikemike47
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Patched to V1.2
Using Generic Patcher v1.0.45.0, enabling everything except certain color changes.

Using Mods:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (light) V2.1
Foam_Mod_0.3
sobers 3D deck spray mod V7
Capthelms Audio+SV Touch Ups
Window_Lights_Redone_V1
SMission - D-Day Landings
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
SteelViking's Bunker Fixes V1.0
sobers Lights Cfg V4 SH5
German U-Boat Hydrophone SFX
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_jimimadrids_map_tools
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Reworked Morale and Abilities v.1.01
OPEN HORIZONS II_full v1.9
OHIIv1.9 Patch1
OH II Minefield map for TDWs Ui
OH II v1.9_TDW_Mines_Subnets_Detectable_in_hydro
OHII_traffic_speed_Fix_v2
sobers green crew training V3 SH5
TDW FX Fix for Sobers chimney smoke
Trevally TDC Help v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers hud sounds V1 SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers bad weather deck gun V1 SH5
Repaired_Equipment_MOD_by_Xrundel_TheBeast_1.2
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Grossdeutscher Rundfunk
WolfPack Wotan
Speech fixes and additions (english version)
Voice, Help, & Menu - My own combination of things.

I found out that Benno got hyperactive calling out sonar contacts when the lock target button was still on. Disengaged lock button and crazy sonar contacts stopped. I was using time compression from 1024 to 4096, too.

Could sonar man not calling out contacts for some fellow submariners because the lock target button is NOT engaged?
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Old 07-28-12, 03:16 PM   #11
Slow_Target
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Quote:
Originally Posted by Slow_Target View Post
Thank you Dogfish40!

Looking good now.

I was doing my clean install again.

Next step: Patch to V1.2 using Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe
(Last time I was using two patch files from my HD)

After that: Using Generic Patcher v1.0.46.0, enabling everything except colour changes.

Last but not least: Checking contacts.cfg and updating following two lines
Decay Time For Imprecise Sensor Contacts=60 ;[>0] seconds
Decay Time For Precise Sensor Contacts=15 ;[>0] seconds

For my first test I was using Trevallys Hydro_Test file.
Looks like Benno got hyperactive now.

Now I will continue and start adding mods.
I want to play with TDW UI/Real Nav & OHII.

/Slow_Target
After enabling my wanted MOD config I have to report that Benno is no longer cooperative. Should I shoot him?

Here is my current configuration:

[MODS]
Dynamic Environment SH5 Basemod (normal ) V2.1=1
Dynamic Environment SH5 Atlantic Floor V2.1=2
Dynamic Environment SH5 Sounds V2.1=3
sobers better terrain v3 SH5=4
Small_trees_SH5_V1=5
sobers_realistic_underwater_FX2=6
sobers 3D deck spray mod V7=7
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0=8
SteelViking's Interior Mod V1.2=9
SteelViking's Interior Mod V1.2.2 Patch=10
Fuel Gauge WoGaDi_SteelViking's Interior=11
MightyFine Crew Mod 1.2.1 Stock faces=12
FX_Update_0_0_19_ByTheDarkWraith=13
NewUIs_TDC_7_1_0_ByTheDarkWraith=14
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo=15
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke=16
NewUIs_TDC_7_1_0_Real_Navigation=17
Manos Scopes-patch for 8x5=18
IRAI_0_0_37_ByTheDarkWraith=19
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3=20
TDW_Ship_Inertia_1_1_0=21
Cerberus62 Corrected Depth Charge Projector 1.0=22
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith=23
OPEN HORIZONS II_full v1.9=24
OHIIv1.9_Patch1=25
OH II Minefield map for TDWs Ui=26
R.E.M_by_Xrundel_TheBeast_1.2=27
Equipment_Upgrades_Fix_v1_4_byTheBeast=28
Equipment_Upgrades_Fix_v1_4_Patch_1=29
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix=30
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2=31
Grossdeutscher Rundfunk=32
Trevally Tutorial - All v0.2(for OHIIv1.3)=33
Trevally Harbour & Kiel Canal Pilot v2.9=34
Trevally Automated Scripts v0.6=35
Nauticalwolf's_Torpedo_Textures_v1.2=36
DEUTSCHMOD_1.0.4=37
OHII_traffic_speed_Fix_v2=38
Accurate German Flags=39
AOB slide ruller for TDW UIs and MO by stoianm (german)=40
EQuaTool 01.01 by AvM - Medium Faber-Castell Style=41
DBSM_Music_1_0_4=42
DBSM_Speech_1_0_4=43
Kriegsmarine Grid Map for MO and TDW UIs by stoianm=44

I'm now trying to figure what ingredient in my mod soup is causing this trouble.

Update to follow.

/Slow_Target
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Old 07-22-12, 07:32 AM   #12
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
@ TDW

I am just about to test the radar again looking at a large tanker at 90 deg in foggy weather - just to find the max range of the radar.

So far both the radar and the radar warning as a range of 8km max.
Could it be that the watch crew is in control of these sensors (surfaced)?
I am sure I have seen a setting in your options.py where the watch crew has a limit set at 8km (I can't find this setting in the options editor - perhaps it is edited in file only)
Nothing in the options file will control any of the sensors. I was able to detect radar signals at > 23KM. All the sensor parameters are in the \data\Objects\Sensors\UBoot_Sensors.sim file for the sub and crew. For the units it's in \data\Library\AI_Sensors.sim
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Old 07-22-12, 07:46 AM   #13
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
So far both the radar and the radar warning as a range of 8km max.
I just checked in Goblin and the sub's radars have a max range of 7500m. The RWR has a max range of 20KM so what you are seeing for the radars appears correct. Don't know why your RWR isn't detecting from further out
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