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Old 01-13-11, 04:53 PM   #1
Capt Sinbad
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where is the link to patch 1?
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Old 01-13-11, 05:27 PM   #2
Topo65
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Link to Patch 1 must be deleted by TDW when he post the Patch 2 in the first post.
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Old 01-13-11, 07:04 PM   #3
Capt Sinbad
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Quote:
Originally Posted by Topo65 View Post
Link to Patch 1 must be deleted by TDW when he post the Patch 2 in the first post.

don't you require patch 1 if you patch with 2?
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Old 01-13-11, 07:20 PM   #4
Obelix
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Quote:
Originally Posted by Capt Sinbad View Post
don't you require patch 1 if you patch with 2?
No. Enough patch 2.
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Old 01-13-11, 07:40 PM   #5
Capt Sinbad
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Quote:
Originally Posted by Obelix View Post
No. Enough patch 2.
cheers
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Old 01-14-11, 03:25 AM   #6
Erdem
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I started a new carrier with this mod(only this mod installed), and I ordered periscope depth in the Atlantic(by clicking the button on the left) to my suprise the periscope depth was only 8 meters and the Bridge stayed over water

I also have too much "micro-stutters" while playing with this mod. The motion of the boat is not smooth, it's constantly lagging a bit. Anyone knows a solution?

Other than that, great job starting a mega mod
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Old 01-14-11, 12:48 PM   #7
Silent Steel
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Quote:
Originally Posted by Erdem View Post
I started a new carrier with this mod(only this mod installed), and I ordered periscope depth in the Atlantic(by clicking the button on the left) to my suprise the periscope depth was only 8 meters and the Bridge stayed over water

I also have too much "micro-stutters" while playing with this mod. The motion of the boat is not smooth, it's constantly lagging a bit. Anyone knows a solution?

Other than that, great job starting a mega mod

Hi Erdem
To solve the lagging try this one: http://www.filefront.com/user/BadgerFinn

Just follow the instructions, there are just two files to copy into:
C:\Ubisoft\Silent Hunter 5

The .cfg file is quite simple and the one where you set the values.
I suggest you try these settings:
RenderAheadLimit=2
FPSlimit=35
You can always try other settings if you like.

I think you'll be happy with it.
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Old 01-14-11, 03:25 AM   #8
Crécy
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Outstanding work, DarkWraith! Already downloaded this and now I'm installing SHV again. Don't have to spend two days installing the mods now .
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Old 01-15-11, 12:56 AM   #9
Silent Steel
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Quote:
Originally Posted by Capt Sinbad View Post
where is the link to patch 1?
You don't need patch 1, just patch 2

//
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Old 01-15-11, 01:53 AM   #10
dcb
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Hi TDW
Just a few ideas, resulting from the test and TDC training missions I've played so far.

- Maybe you could implement some sort of delay or even randomness in the way ships spot the Uboat, because now, as soon as I raise the scope above water, every ship instantly reports 'periscope sighted.' This is uber, I think.

- As you're updating the radio message feature with checkboxes that allow selecting the messages to be received, maybe you could implement a random factor for you to receive the report. Say, a ship issues the 'Uboat sighted' report, but the radioman only has a - let's say - 15% chance to intercept it, based on his skill, if feasible.

- Most ships I torpedo blow up into a fireball instantly, at the first torpedo hit, and sink within 1 minute. Based on what I've read, this behavior was rather an exception than a norm. I don't know what should be done to make it more realistic, but perhaps toning down torpedoes would do the trick, allowing a certain random factor, or it's related to the ship cargo...

I repeat, this is just what I noticed after playing the test missions, so I wouldn't know if things go differently in campaign.
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Old 01-15-11, 04:08 AM   #11
PJMaybe
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Quote:
Originally Posted by dcb View Post
Most ships I torpedo blow up into a fireball instantly, at the first torpedo hit, and sink within 1 minute. Based on what I've read, this behavior was rather an exception than a norm. I don't know what should be done to make it more realistic, but perhaps toning down torpedoes would do the trick, allowing a certain random factor, or it's related to the ship cargo...
I think the critical hits mod addressed this in some way, made the hits made by torpedoes and deck guns slightly more random in the amount of damage they did. Maybe it could be implemented into Magnum Opus? Or just activate it alongside the mega mod.
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