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Old 10-07-11, 04:43 PM   #1
Trevally.
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@Vlad
Quote:
One more note re. OHII v.1.4: tried to play the '4 bearings' training mission, but no enemy contact was spotted. The U-boat was positioned at 25 m depth at the same place for quite a long time, but neither me nor my sonarguy could hear something interesting. In main campaign with the same mod configuration the hydrophone is working correctly
I have just tested this and if you use the Tutorial for OHII it should work.
Ensure you select "the four bearing" from the tutorial menu.
Then click historical missions - See post 2 for more info on how to start a tutorial.

The four bearing tutorial is split into part:-
Map work (parallel lines etc)
The four bearing (demo by me on map)
The hunt (a step by step guide to T4Bearings as it happens) ***this is where a real ship will appear for you to track
Fast90 attack with real nav (using the info to possition for a fast 90)

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Old 10-08-11, 05:21 AM   #2
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Quote:
Originally Posted by Trevally. View Post
@Vlad


I have just tested this and if you use the Tutorial for OHII it should work.
Ensure you select "the four bearing" from the tutorial menu.
Then click historical missions - See post 2 for more info on how to start a tutorial.

The four bearing tutorial is split into part:-
Map work (parallel lines etc)
The four bearing (demo by me on map)
The hunt (a step by step guide to T4Bearings as it happens) ***this is where a real ship will appear for you to track
Fast90 attack with real nav (using the info to possition for a fast 90)

Thanks Trevally! The tutorial is great and it works.
I did put my question wrong last time, sorry
I ment the situation when I try just a historical '4bearings' mission to play (without tutorial), there is no any ship appears for at least 10 min May be I had to wait more?
The hydro (patched) is working good in main campaign, at least I can hear all the ships in the harbour and they are displayed in hydro-window
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Old 10-08-11, 05:59 AM   #3
Trevally.
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Quote:
Originally Posted by vlad29 View Post
Thanks Trevally! The tutorial is great and it works.
I did put my question wrong last time, sorry
I ment the situation when I try just a historical '4bearings' mission to play (without tutorial), there is no any ship appears for at least 10 min May be I had to wait more?
The hydro (patched) is working good in main campaign, at least I can hear all the ships in the harbour and they are displayed in hydro-window
Hi Vlad

The historical mission T4Bearings is set to fit the tutorial.
So in the tutorial - a lot of time is spent explaining how it works.
The user also has to copy map work as it goes along.
The problem I had with making the tutorial was that I had no control over how long a user would take to do these things.

For the tutorial to work - it was very important the the user was ready when the ship appeared - and this was solved by TDW.
He added a command "wait untill" - this command enabled me to give the user as long as they needed to learn the mapwork stage.

When the demo stages are over the tutorial gives a message "sync tutorial"
When this happens - I set the TC to x512 and bring the game back to TC1 when the ship arrives.
I had this set at many hours (gives lots of time for stage 1+2) before the "hunt" stage starts.

If you try the tutorial again - you will see these thing happening and you can then note the time that the ship arrives. This will let you try the mission without the tutorial and you can advance time to fit
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Old 10-08-11, 02:29 PM   #4
vlad29
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Ok, I'll try to use high TC and to wait for the result

Before I've being refering in my mind to Stoianm's videotutorial, where he after the mission start mooves in couple of minutes to hydrostation and detects the target-ship immediately So may be he made some cuts of his moovie or some other "producer's tricks" in order to safe time, who knows

Anyway, thank you, Trevally, and do not bother with this issue anymore - not worth of it The tutorial is working - and that's fine!
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Old 10-08-11, 03:53 PM   #5
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Managed to catch the contact approaching after 3,5 hours of gametime since the historical mission "4 bearings" starts. So the issue is over - Trevally was right re. x512 TC needed
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Old 11-02-11, 08:52 AM   #6
Zs4zet
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Default Where is the Hog Island?

Hi Trevally!

I like to learn from great totorals the RAOBF practice.
Starting, run, and I not found the Hog Island ship at 221 degree.

See the picture:
https://picasaweb.google.com/Zs4zet/...87472254074450

I run these mods after the Trevally Tutorial:

Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
OPEN HORIZONS II_full v1.4
OHII v1.4 Patch2 Full
OH II Minefield map
GramophoneShuffler
Grossdeutscher Rundfunk
Accurate German Flags at Bismarck

I remembered so early as if would have worked. I thought that it is the problem with possible the OH2, the another mods may be harmless.
And yes... deactivate back to the OH2, and found the ship...

I read in the OH2 description, than OH2 must be the last activated mod. (Early always was that the Trevally Tutorial.)
I can activate the tutorial after the OH2, and working good both, and not problem with OH2?
Or the tutorial have incompatible with the OH2 ?

UPDATE:

I try to activate the tutorial (and another 2 Trevally mods) after the OH2 mods. Not conflict, but I not see the ship at 221 deg in the RAOBF tutorial...
Not conflict never, and after any OH2 activate not see it... why? and what I do?

Last edited by Zs4zet; 11-02-11 at 01:35 PM.
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Old 11-02-11, 02:27 PM   #7
Trevally.
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Hi Zs4zet

When you use OHII - it changes some ship types from the stock way of using them. So the tutorial is written for that.

For players who use OHII - you need TerevallyTutorials for OHII
http://www.subsim.com/radioroom/down...o=file&id=3329

Note: the mod says for v1.3 - this means for 1.3 and above
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Old 06-02-13, 05:15 PM   #8
Delta Wolf
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Hey Trevally,

I wanted to give your Tutorials a go but i'm getting a strange error see below




I have removed your Tutorial Mod deleted it and downloaded another copy....
but still the same issue, Any idea what it might be?

I have no other issues in game currently, here are my current Mod list

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

TDW_GenericPatcher_v_1_0_94_0
German U-Boat Crew Language Pack
Wordeees' Actual Footage Menu
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fix SteelViking-HotSoup-WaterDrips
Fuel Gauge WoGaDi_SteelViking's Interior
silentmichals interior mod 1.2.1
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.a Wave Mechanics - Breeze
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
sobers best ever fog V22 SH5
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#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
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys_DBSM_additional_creaks_and_noises_1.0
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_New_radio_messages_German
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_4_2_WWIIInterface_by_naights
Church's Compass Dials Mod v2.2 - Option Two
Manos Scopes-patch for 16x9
gap - HD 1 deg Scope Bearing v 1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
SubFlags_0_0_8_byTheDarkWraith
DBSM_Music_1_0_4
OPEN HORIZONS II_full v2.2
TDW Round Fire Button v11 by Torpedo
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
stoianm pitch&roll for SH5 V1 (low)
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Change days in bunker
MyKey
Sjizzle's - Charts for NewUIs part1_27.05.2013
SH5 Longer Repairs v.1
Trevally Tutorial - All v0.2(for OHIIv1.3)

I'm going to install the new version of the New UI's but i'm just waiting for this patrol to finish for a bunker save.
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Old 06-03-13, 06:45 AM   #9
Trevally.
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hi TiberiusXIV

When writting tutorials for TDWs automation scripts - I write them using the SH5 UI style (this only matters for some tutorials). SO if you have another style of UI - the tutorial may not work.

Corrupt files will happen when there is an error with just one. This will then effect them all.
When you mouse over the other tutorials - are there more that have error warnings
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Old 06-03-13, 07:58 AM   #10
Delta Wolf
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Quote:
Originally Posted by Trevally. View Post
hi TiberiusXIV

When writting tutorials for TDWs automation scripts - I write them using the SH5 UI style (this only matters for some tutorials). SO if you have another style of UI - the tutorial may not work.

Corrupt files will happen when there is an error with just one. This will then effect them all.
When you mouse over the other tutorials - are there more that have error warnings
Hey Trevally

Ahh, i understand now with regard to the UI style and that it will not work with the SH3 UI style i have.

Some of the other Tutorials work and they are great to play especially to a new player like myself. I'm going to change UI style back to SH5 just to run the rest of the Tutorials and change back to SH3 UI after.

Great job on the Tutorials really enjoying them
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