SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-25-11, 05:04 PM | #751 | |
Silent Hunter
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Best regards, Magic |
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01-25-11, 05:31 PM | #752 |
A-ganger
Join Date: May 2005
Posts: 75
Downloads: 67
Uploads: 0
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01-25-11, 07:12 PM | #753 | |
Swabbie
Join Date: Aug 2007
Posts: 6
Downloads: 34
Uploads: 0
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I was able to play again and during my days on sea I started to wonder why my watch crew always has better eyes than I do. They spot smoke on the horizon at a maximum of 18000 to 20000 meters under best conditions. The good old Kaleun wasn't able to spot anything until the ships could be seen at the horizon at around 12000 meters. Depending on mast height of course. Now the smart Kaleun remembered having some old pictures of steamers downstairs and suddenly remembered how smoke looked like. http://www.subsim.com/radioroom/show...d+Funnel+Smoke - [REL] Enhanced Funnel Smoke SH5 by HanSolo78 It seems to be 100% compatible with the mega mod. Maybe that could be a nice addition to your mod pack. I am sure Han would be happy to contribute to this mega mod if you ask him TDW. On a related note I know that the modders (The "Aces of the Deep" gents) of the [RDA]Rueckkehr der Asse had some pretty smoke as well, which could be spotted at the horizon even better if I recall right. Not sure if they were using similar stuff like Han did, or completely different smoke. Keep up the great work TDW and thanks again for saving SH5 for me |
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01-25-11, 09:14 PM | #754 |
Swabbie
Join Date: Jan 2011
Posts: 8
Downloads: 35
Uploads: 0
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OK - since using TDW 32-bit fix my game has been running perfectly... almost too perfectly. Not one CTD with Magnum Opus installed. Started a new campaign. Did a few tutorials. Even a couple of historical missions. No CTD.
2x quick things: Firstly, The only mod I have installed is the Magnum Opus and the Arclight scopes (patched to the right resolution for my set up). So Im curious, is the Arclight scopes the "best scopes" (in terms of working out RAOBF etc) or is there another scope mod that works with Magnum Opus that people recommend? and finally, I saved my game last night and tried different targeting methods on a Carrier. On three attempts it only took a single torpedo each time to sink the carrier. However when Im up against a Battleship I can hit it with 4 torpedoes and it floods a little but limps away. I have not changed the difficulty or editted any files in the Magnum Opus but was wondering: Is this normal? Shouldnt a Aircraft Carrier be able to withstand a few torpedos? |
01-26-11, 02:37 AM | #755 | |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Trevally made an excelent ,,tutorial,, from where you can learn to use the RAOFB: http://www.subsim.com/radioroom/show...=177725&page=4 The one that i speak is the last one ,,RAOFB,, and you will see that he recomand to use the ,,manos scope,,. |
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01-26-11, 03:00 AM | #756 | |
Silent Hunter
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Can anybody please tell me how the "Canal Pilot" works and have a Link to the Original Thread of the MOD please ? Is this an Auto-Plot through the "Kiel Canal" similar in SH3 with GWX ? Best regards, Magic |
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01-26-11, 03:52 AM | #757 | |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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For example you are in the bunker at Kiel an ready to go for a mission. Open the automations and start ,,Kiel canal outbound,,. You will understand better reading the thread: http://www.subsim.com/radioroom/show...174525&page=13 |
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01-26-11, 04:00 AM | #758 | |
Silent Hunter
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01-26-11, 05:04 AM | #759 |
Seasoned Skipper
Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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To TDW:
Would it be possible for you to add the "wasserbomben soundfix" mod to your mega mod? I tried to enable it but there's a conflict with SH.SDL. Thread is here: http://www.subsim.com/radioroom/show...=1#post1582871 Thanks for you excellent work
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01-26-11, 06:03 AM | #760 |
Ace of the deep .
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Seems to me instead of having TDW UI mod and IRAI mod and mega mod and try to put real navigation mod with mega mod but first patch UI mod then put navigation mod with mega mod......AAAAAAHHHHHHHH. Maybe a mega mod beginner and a mega mod hardcore with manos scopes and real navigation already in the hardcore .
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01-26-11, 07:09 AM | #761 | |
Frogman
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Ahhhh......well said sober. All this is getting a wee bit complicated not too mention frustrating.
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Bird Lives! |
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01-26-11, 07:43 AM | #762 |
Mate
Join Date: Jun 2005
Location: Ireland
Posts: 53
Downloads: 370
Uploads: 0
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I'm trying to install this mod but SH5 crashes after selecting a mission and just as I am about to enter it. I am guessing I am not configuring it properly.
The only MOD I have enabled is Magnus Opus with Patch 2. To install, I copied the contents of Patch 2 into the v001 folder (overwriting the files within), then enabled with JSGME. I am not running any other mods. Perhaps I should enable v001 with JSGME then enable Patch 2 with JSGME (however they both use the same folder name). Running Win 7 x64, 6GB Ram, GTX470 GPU, UAC disabled. Any advice? [EDIT] I've tried running without Patch 2 (ie just v001) and getting the same result. [EDIT] Bah..have just tried running SH5 stock and it's crashing also...something has gone wrong with my install it seems. Will re-install and try again. Last edited by kraszus; 01-26-11 at 07:54 AM. |
01-26-11, 09:14 AM | #763 |
Silent Hunter
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Hi !
Are these two MODs with MO compatible? http://www.subsim.com/radioroom/show...48#post1316448 http://www.subsim.com/radioroom/showthread.php?t=166121 I think these MODs are not included in MO ?! Or I don´t need these two MODs, because there are better / newer / other MODs in MO included ? Thanks for help, Magic |
01-26-11, 09:15 AM | #764 | |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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hi kraszus, Maybe you must to start a new campaign. Enable the mod in the way that you did before (only patch 2) and after that start a new campaign. |
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01-26-11, 09:22 AM | #765 | |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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I think it is not a problem to install this 2 mods - perhaps you will have conflicts only with SteelViking's Interior Mod v1.2 (wich is incorporate in the megamod). These 2 mods are diferent from other mods and i do not think there are better / newer / other MODs included |
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