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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1156 |
Ocean Warrior
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FX Update 0.21 is in the download section since January 2013...
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1157 | ||
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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First I delete the shells**. ** and try both ways. Using my gigantic modlist with silentotto. Code:
Accurate German Flags RemoveLogoIntroTheDarkWraith sobers game loading tips V8 SH5 DBM Background Video sobers green spinning thing SH5 sobers green crew training V4 SH5 SMission - D-Day Landings Grossdeutscher Rundfunk WolfPack Wotan Messervy_s_gramophone_pack1 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch Fuel Gauge WoGaDi_SteelViking's Interior Fix clock rear torpedo room VIIA Depth Charge Range Fix Capthelms Audio+SV Touch Ups German U-Boat Hydrophone SFX sobers multi color mod V5 DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters DynEnv v2.9 - 8.b Wave Mechanics - Gale (Improved) DynEnv v2.9 - 9. Sobers Best Ever Tweaks DynEnv v2.9 - 12. Sounds DynEnv v2.9 - No Underwater Impurity Patch Moon_light_mod Water reflections intensity varied by available sunlight 1.2 sobers more trees SH5 sobers smoke screen V1 SH5 (DynEnv compatible) sobers better terrain v4 SH5 sobers storm Clouds v1 SH5 Window_Lights_Redone_V1 Torpedo_Door_Sound_Mix Pascal-sh5-Crew-Uniforms SH5_7A_Conning_Fix SteelViking's Bunker Fixes V1.0 Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober EUF_UBoat_FX_v0_0_3_ byTheBeast FX_Update_0_0_22_ByTheDarkWraith FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches) NewUIs_TDC_7_5_0_ByTheDarkWraith NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_5_0_jimimadrids_map_tools NewUIs_TDC_v7_5_0_Page TDC_Update HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7_1_0_To_7_5_0 Manos Scopes-patch for 16x9 Sjizzle's - Charts for NewUIs part 1_07.06.2013 Sjizzle's - Charts for NewUIs part 2_07.06.2013 Sjizzle's - Charts for NewUIs part 3_24.06.2013 Submarine's .sim&cfg (mod engine ratio + ind cont patches) gap - armaments & equipments patch v 0.2 IRAI_0_0_39_ByTheDarkWraith & Patch R.E.M_by_Xrundel_TheBeast_1.2 Cerberus62 Corrected Depth Charge Projector 1.0 Reworked Morale and Abilities v.1.1 MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible Speech fixes and additions (english version) V1.0 OPEN HORIZONS II v2.3 OPEN HORIZONS II v2.3 patch1 beta Reworked Submarine Damage v5.5 Reworked Submarine Damage v5.5 - OHII v2.3 Comp Patch R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface) TDW FX Fix for Sobers chimney smoke sobers Lights Cfg V9 Krauters Automated Scripts (v5_0_0 compatible) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v3.1 Trevally Tutorial - All v0.2(for OHIIv1.3) Trevally TDC Help v2 Patrolsearch autoscripts V04 Sonar Sound Collection v 1.0 for SH5 - Distorted sobers hud sounds V1 SH5 sobers Realistic contrast V10 SH5 sobers realistic underwater FX7 sobers bad weather deck gun V5 SH5 Reworked U-boat Guns (incomplete version) sobers map colors SH5 V1 Shadow Improvement Mod TDW_GenericPatcher_v_1_0_149_0 sobers reduced file sizes SH5 V2 Voice & Help [changes commands.cfg for voice recognition and compatibility] Dialogs(xx) and sound cfg [wip voices]
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JSGME help links and common error solutions |
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#1158 |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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I may be getting a little off topic about CTDs since this is not related directly to FX update. We have talked about CTDs and major mod soups in multiple threads. Many of us are making comments about too too many mods. Now I believe that statement is true, too. I have been testing and retesting JSGME like crazy and it is working smoothly and like it should.
Now every campaign would CTD using silentotto before I changed things in the next paragraph. Using my modlist plus removing the Shells*.* in above post, at least I do NOT get CTDs using silentotto. One of the mods I took out which could be substantial due to size of file in U-Boat Watch Crew Routine SFX mod, amb_OceanSkyline_Q sound file is 450,000 KB. It does not overwrite anything else. ((Removed AI Sub Crew mod between IRAI and R.E.M by Xrundel TheBeast 1.2. I had to remove silentmichal's 1.2.4 interior mod which was immediately after R.E.M by Xrundel TheBeast 1.2 for silentotto CTDs to finally stop. These were in my previous mod list for many weeks.)) I started happy times and black pit; Yahhhh ![]() Old references: Old mod list PLJ's stubborn attempt to track CTD's In the past, all my mods worked from previous list, but has soon as I added RSD 5.4 or new than CTDs with silentotto became regular occurrence. I would CTD only with a version VIIC or newer sub type THEN with Mare Nostrum campaign or later campaigns. VIIB or older version subs still worked fine. That is the part that got me stuck, (VIIC or newer sub type) and running in circles trying to solve. won't be able to test further for another 5 hours +.
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JSGME help links and common error solutions Last edited by Mikemike47; 12-27-13 at 04:04 PM. Reason: Added new paragraph between (( and )) |
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#1159 | |
Navy Seal
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I will update to v22 shortly ![]() |
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#1160 | |
Navy Seal
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#1161 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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Does anyone use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches), if you what is your opinions on it?
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#1162 |
Black Magic
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#1163 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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OK, thanks! I will use this since I have all failures on in the patcher.
The reason why I asked aboutFX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches), I don't see a lot of people using it in their mod soup. They tend to use FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches). Just wondering why. |
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#1164 | |
Ocean Warrior
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![]() EDIT: @Raven the same package you can find in the Generic Patcher archive, MODS folder.. and there is readme file you can read about these fixes..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1165 |
Black Magic
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#1166 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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Yeah I read the README file, its pretty basic.
So I would use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches) instead of wanting the stock 2m? See I didn't know it was 2m, I didn't have any idea what it was. So now I know what stock setting is, it makes sense. I've been away for 2 years, things get confusing when I am not in the wave frequency of SH5. ![]() |
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#1167 | |
Black Magic
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#1168 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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I can access readme files and notes. Just didn't know what one mod was, just wanted a little more insight. Some things might be pretty basic to one and a little confusing to another.
Thanks found another way to access them. |
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#1169 | |
Swabbie
![]() Join Date: Jun 2011
Posts: 9
Downloads: 118
Uploads: 0
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I have never been able to get the magnetic detonators to work, ever. To test the magnetic detonators I use “Shooting Range single mission” by Arclight, which has 4 stationary targets. I set the depth of the torpedo to 1 meter under the ship and shoot using the slow speed and the magnetic detonator setting. The result is the torpedo swims under the keel without detonation. For these test I do use the external view and watch the torpedo to ensure the correct depth and speed. My mod list is below and I have TDW’s Generic Patcher installed with the correct settings. Any suggestions would be appreciated. Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 8.c Wave Mechanics - Hurricane FX_Update_0_0_21_ByTheDarkWraith MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible NewUIs_TDC_7_5_0_ByTheDarkWraith NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n Manos Scopes-patch for 16x9 IRAI_0_0_39_ByTheDarkWraith IRAI_0_0_39_Inertia_Damage Sub_Exhaust_1_0_5_byTheDarkWraith TDW_Ship_Inertia_1_1_0 Critical hits 1.1 Torpedos sobers best ever fog V25 SH5 New Torpedoes Explosion - FX Update add-on FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches) Thanks, SHunter |
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#1170 | |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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I can probably get 2 out of 5 to hit, most time its 1 out of 5. There were problems with depth keeping in torpedoes that cause them to go deeper. There were a lot of problems with magnetic torpedoes, they could detonate early. This was based on ships wake or different magnetic fields around the globe. These triggers act differently in what ever ocean you operated in. Magnetics were so unreliable that it was restricted to use them after so many failures.
So you mods are probably OK. Quote:
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