SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-11-14, 05:59 PM   #1
Defiance
Grey Wolf
 
Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
Default

Go into generic patcher

Can't rem offhand, but enable everywhere it says about the radio units blah blah blah

Those are the patches peter means

The other patches were for testing in SM (single missions) to check em

Irai comes to life more with those

Well should do, sometimes ships come in from all bearings lol

hope that helps
__________________
Have Fun

Bye

Def
Defiance is offline   Reply With Quote
Old 06-11-14, 06:21 PM   #2
7Infanterie19
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

So we don't have to add those zon files like TDW mentioned?
  Reply With Quote
Old 06-11-14, 09:24 PM   #3
Katze
Loader
 
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
Default

Quote:
Originally Posted by 7Infanterie19 View Post
So we don't have to add those zon files like TDW mentioned?
The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files are included.
http://www.subsim.com/radioroom/showthread.php?t=174511

Patch note:
v0.0.22.....
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
....
Katze is offline   Reply With Quote
Old 06-12-14, 01:22 AM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Katze View Post
The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files.
That's correct
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 06-11-14, 06:22 PM   #5
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Hythe - Southampton
Posts: 9,609
Downloads: 1133
Uploads: 0


Default

Hi 7infanterie19

Those 2 patches tell other ships in the vicinity that there is an attack taking place and they will respond.

Without the patches they will not take any action against you.

Hence the ship under attack radios for help and sends for the cavalry.

Peter
THEBERBSTER is offline   Reply With Quote
Old 06-11-14, 06:48 PM   #6
Defiance
Grey Wolf
 
Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
Default

I have zon/s enabled in patcher

Running fx update so can have them enabled in patcher

But so far no need for ship zon files patch (mod in case you ctd when attacking ai ships or near them or somert)

Again, hope that helps
__________________
Have Fun

Bye

Def
Defiance is offline   Reply With Quote
Old 06-13-14, 06:43 PM   #7
7Infanterie19
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by THEBERBSTER View Post
Hi 7infanterie19

Those 2 patches tell other ships in the vicinity that there is an attack taking place and they will respond.

Without the patches they will not take any action against you.

Hence the ship under attack radios for help and sends for the cavalry.

Peter
Wait a minute ... so we WANT them to call in the cavalry? That means these patches help them, not us.


Quote:
Originally Posted by Defiance View Post
Irai comes to life more with those

Well should do, sometimes ships come in from all bearings lol

hope that helps
So it comes to life for the AI and possible death for me.

Man, you guys are killin' me here! .. lol .. have I not paid my dues troubleshooting all those CTDs that I deserve to at least sail around and shoot some ducks in a barrel once in a while?


Quote:
Originally Posted by Defiance View Post
I have zon/s enabled in patcher

Running fx update so can have them enabled in patcher

But so far no need for ship zon files patch (mod in case you ctd when attacking ai ships or near them or somert)

Again, hope that helps

Quote:
Originally Posted by Katze View Post
The necessary files were added into FX Update for SH5 by TDW, so if you have it installed the files are included.
http://www.subsim.com/radioroom/showthread.php?t=174511

Patch note:
v0.0.22.....
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
....

(sigh) That info should also be in the "Units_must_use_radio" readme.


For now, I'm not sure if I'm going to apply this patch if it helps AI rather than me, but thanks to all of you for clarifying everything and for letting me know. Much appreciated as always!
  Reply With Quote
Old 06-13-14, 06:50 PM   #8
Katze
Loader
 
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
Default

Quote:
Originally Posted by 7Infanterie19 View Post
{snip}
For now, I'm not sure if I'm going to apply this patch if it helps AI rather than me, but thanks to all of you for clarifying everything and for letting me know. Much appreciated as always!
I think you're confused. The patches give us the ability to destroy (and thus silence) the AI radio so it can not be used to call for help.


In order for a unit to call for help it must have a working radio.
In order for a unit to receive a distress call it must have a working radio.
Normally the AI can always call for help.
The patches give us the ability to destroy the radio room and/or masts to prevent radio transmission and receipt.

I hope that clears things up!
Katze is offline   Reply With Quote
Old 06-13-14, 07:27 PM   #9
7Infanterie19
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Oooh baby! now I'm really confused, Katze!

So TheBerbster said they don't normally radio in by default, but activating the patch allows them to. You say opposite. I'd prefer that you were right. hehehe (sorry Peter! ).

When I'd use my deck gun, I'd usually aim for the command deck first. As you described it, this patch gives us incentive to take out the radio AND it has the chance to work if the patch is enabled. I think this is what I initially thought it did, but second guessed myself. More so with the explanations. Maybe I will activate the patch next time I'm in port, then.

oops! Stanley Cup game is on .. gotta go!

go Kopitar go!!!
  Reply With Quote
Old 06-14-14, 06:49 AM   #10
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Hythe - Southampton
Posts: 9,609
Downloads: 1133
Uploads: 0


Default

Shaefer commenting on Scapa

I was allso somewhat baffled that no ships came looking for me, I felt like this was a little "cheaty", sinking all those ships for free.

I was sure that I would get hunted in a situation like that, inflicting such a heavy loss upon the British Navy.

I am sure though, that the brits will have more than one opportunity to settle the score later.

Originally Posted by sober

Radio patch enabled . Enterered scapa for a raid . 2 torps fired and now there are destroyers actively searching

I wonder if Shaefer had the patch anabled while he recorded his last video

Courtesy acknowledgement to shaefer, gap and sober for the info

Last edited by THEBERBSTER; 06-14-14 at 10:49 AM.
THEBERBSTER is offline   Reply With Quote
Old 06-14-14, 06:55 AM   #11
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Hythe - Southampton
Posts: 9,609
Downloads: 1133
Uploads: 0


Default

Have a look at the file Patchers 5 and 6 again in the descriptions.
THEBERBSTER is offline   Reply With Quote
Old 06-14-14, 10:52 AM   #12
Katze
Loader
 
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
Default

Quote:
Originally Posted by 7Infanterie19 View Post
Oooh baby! now I'm really confused, Katze!

So TheBerbster said they don't normally radio in by default, but activating the patch allows them to. You say opposite. I'd prefer that you were right. hehehe (sorry Peter! ).

When I'd use my deck gun, I'd usually aim for the command deck first. As you described it, this patch gives us incentive to take out the radio AND it has the chance to work if the patch is enabled. I think this is what I initially thought it did, but second guessed myself. More so with the explanations. Maybe I will activate the patch next time I'm in port, then.

oops! Stanley Cup game is on .. gotta go!

go Kopitar go!!!
If you want to see how it all developed you can find it in the sh5 patcher thread starting here: http://www.subsim.com/radioroom/show...81433&page=145

Synopsis:
  • TDW wanted to get Carriers to launch aircraft as they were getting the contact sighted info but not launching.
  • After fixing that he worked on getting airfields functioning as well so that when you were sighted by a freighter, for example, the airfield would scramble aircraft after getting the report.
  • The discussion then started about whether all contact messages could be routed through radio equipment ( EG: check unit has a working radio)
  • This then lead to the reworked destroyable radio / antenna zones and the 'units must use radio patch'.
Even before the destroyable zones patch was created, the ships would send contact reports, and destroyers in range would respond.
If the carrier and airfield patch was enabled then carriers and airfields would respond as well. That was all developed before the ability to destroy the unit's radio equipment (at which point the patch forces the check for 'working radio equipment' before sending out the report.)




As for the other discussion about Scapa Flow, it's a known issue that the 'docked' dummy ships don't wake up during an attack and that the active Destroyer AI gets locked up when they get in shallow waters and the collision avoidance routine kicks in.

Last edited by Katze; 06-14-14 at 01:23 PM.
Katze is offline   Reply With Quote
Old 06-21-14, 07:29 AM   #13
DieReeperbahn
Henke
 
DieReeperbahn's Avatar
 
Join Date: Feb 2012
Location: Mississauga
Posts: 85
Downloads: 197
Uploads: 1
Default Ship Inertia

I was wondering what IRAI_0_0_41_Inertia_Damage does and if I have to install TDW_Ship_Inertia_1_1_0 as well. The reason I ask is because I am also using RPM Hydrophone v2.2.1 and in the text it says:

* SHIP INERTIA 1_1_0 is TOTALLY INCOMPATIBLE with this mod as it leaves many merchant sound speeds below 10 and 9 knots. If installed, uninstall it first or overwrite my mod above. Preferably uninstall.

So if I follow this instruction does it negate the first two MODS?
__________________
"Water is pointed"
DieReeperbahn is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:51 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.