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Old 08-08-15, 08:47 AM   #4156
THEBERBSTER
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Hi JT

It is unlikely that they will find you at 180m.

I would just sit it out, or creep away at 1 knot.

Peter
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Old 08-08-15, 09:02 AM   #4157
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Hi JT

It is unlikely that they will find you at 180m.

I would just sit it out, or creep away at 1 knot.

Peter
1Knot? rig silent running is 1.8knots,,i will try 1k next time,,,
btw,,sit it out is uesless,,dd will depth charged you to the bottom...,,i always think the dd is a bug,,when submerged,you cant get away anyway,,i mean surrounded by more than 5dds
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Old 08-08-15, 10:08 AM   #4158
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Hi JT

At 180m that is nearly 600ft.
At 180m that should be difficult for any DD to find you.
The deepest I have ever dived is 140m in 3 years of playing.
I usually dive to around 80-85m unless I am in real trouble.
If you attack a task force closer than 2000m you are asking for trouble.
The DD's will immediately make for your presumed firing position.
At ranges 2000m + you have the opportunity as soon as firing the torpedo/s to start going deep and turning away from the 90 degree firing position.

In BCW I had 9 DD's after me.
I sat it out for a while and then sneaked away at 1knot going to full rudder every few minutes.
Stopping the engine for a few minutes, starting again at 1 knot full rudder.
Its all about time and patience.

Each gamer will have their own way of dealing with the situation.

Peter
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Old 08-10-15, 09:58 PM   #4159
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Originally Posted by THEBERBSTER View Post
Hi JT

At 180m that is nearly 600ft.
At 180m that should be difficult for any DD to find you.
The deepest I have ever dived is 140m in 3 years of playing.
I usually dive to around 80-85m unless I am in real trouble.
If you attack a task force closer than 2000m you are asking for trouble.
The DD's will immediately make for your presumed firing position.
At ranges 2000m + you have the opportunity as soon as firing the torpedo/s to start going deep and turning away from the 90 degree firing position.

In BCW I had 9 DD's after me.
I sat it out for a while and then sneaked away at 1knot going to full rudder every few minutes.
Stopping the engine for a few minutes, starting again at 1 knot full rudder.
Its all about time and patience.

Each gamer will have their own way of dealing with the situation.

Peter
Thanks for your advise..another question,load a save game near an enemy harbor.then ctd..
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Old 08-11-15, 05:25 AM   #4160
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Hi JT

I think the sensible approach is do not make any manual saves within 60km of any AI or destroyed marks.

Harbours for me would be a distance of 100 to 200km, manual save then exit to desktop and reload.

Peter
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Old 08-12-15, 06:32 AM   #4161
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Hi JT

I think the sensible approach is do not make any manual saves within 60km of any AI or destroyed marks.

Harbours for me would be a distance of 100 to 200km, manual save then exit to desktop and reload.

Peter
oh,I see...

could sh5 read the contact report like sh3(4),for example,in sh3,,you find a task force(or Convey)somewhere,then order your radioman send a contack report,then you can read the report find some useful information,,like enemy course,estimate speed and so on,? when you get this information,the attack wil be very easy..
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Old 08-12-15, 11:49 AM   #4162
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Hi JT
I am not aware that can be done with SH5.
Your game can depend on various settings that are selectable in the game.
The game difficulty level chosen when you start a new career.
The game play settings that can be customised.
The changes that can be made in TDW,s Options File Editor Viewer can be customised by you to a certain level.
Some of these changes that can be enabled do not always work because of the game play level chosen to play at.
At the easy level most selections should work if you specifically want to see the targets speed etc.
In JSGME you need to disable the mods so that TDW,s NewUI is disabled.
This will allow any changes made in the OFEV to be accepted when the mod is enabled again.
The easiest way to move your mods is by creating a map file.
Look in my tutorials if you need to know how to do this.
Peter
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Old 08-13-15, 09:18 AM   #4163
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Quote:
Originally Posted by THEBERBSTER View Post
Hi JT

I think the sensible approach is do not make any manual saves within 60km of any AI or destroyed marks.

Harbours for me would be a distance of 100 to 200km, manual save then exit to desktop and reload.

Peter
Is There any hope that this save/load thing is not needed in future? Or is it impossible to fix?

Only thing that drives me off from SH5 now , even with ssd drive it still breaks my immersion too much etc
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Old 08-13-15, 10:12 AM   #4164
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Hi H

I have been playing SH5 now for a about 3 years and I do not find saving the game a problem.
The game makes automatic saves every 25 minutes.
You make your own manual save that is supposed to be more reliable than the automatic one.

Believe it or not I only found out a couple of months ago how to make a manual save so I have always overwritten automatic saves for the last couple of years and more.

Play the game how you want to, save the game how you want to.
The way to save games is a recommendation based on gamers experiences, it is not written in stone.
If the saved game ctd's when you try and load it, delete it and use the one before it.

Enjoy the game, do not let it rule you, its your game so do as you want.
Its not the end of the world if you have to reload a previous save, just a minor inconvenience.

Peter
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Old 08-27-15, 10:47 PM   #4165
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Support Issue with GeForce GTX 960M card

Dear Forum Members,

I've been a big fan of Sober's Mega mod since the original version and I recently had the opportunity to get a gaming laptop:

Lenovo Y50, Intel Core i7-4720 HQ CPU @ 2.60GHz running on Windows 8 with plenty of nice features including 16GB RAM, ITB HDD, GeForce GTX 960M card and GeForce Game Ready Driver version 355.60 (8/13/2015) ...

I noticed the SH5 installer complained about the Graphics Driver version 150 something but my driver is version 355.60 ...

As I anticipated, I can't run SH5 properly after installation from the original SH5 installation CD and patching to 1.2. All I see is the intro movie in windowed mode and the game never comes up.

I'm not sure what to do next, please advise.
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Old 08-27-15, 11:06 PM   #4166
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radar Issue with GeForce GTX 960M card

All I had to do was to reduce the screen resolution to run SH5 ...

It seems to be working fine ...

Quote:
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Dear Forum Members,

I've been a big fan of Sober's Mega mod since the original version and I recently had the opportunity to get a gaming laptop:

Lenovo Y50, Intel Core i7-4720 HQ CPU @ 2.60GHz running on Windows 8 with plenty of nice features including 16GB RAM, ITB HDD, GeForce GTX 960M card and GeForce Game Ready Driver version 355.60 (8/13/2015) ...

I noticed the SH5 installer complained about the Graphics Driver version 150 something but my driver is version 355.60 ...

As I anticipated, I can't run SH5 properly after installation from the original SH5 installation CD and patching to 1.2. All I see is the intro movie in windowed mode and the game never comes up.

I'm not sure what to do next, please advise.
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Old 08-28-15, 08:23 AM   #4167
Indexrts1
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please help with my problem! (please help with my problem (do not extend the mission (
http://www.subsim.com/radioroom/show...postcount=1706
I think it is here on this post.
Quote Vecko
''This test patch with banned tonnage bar (Alleluia!) is aiming to allow all players , even with stuck tonnage bar issue, to experience OHII in full power, with fully free, open and nonlinear gameplay with multiple area of operations visible almost all the time.
Even though the patch is optimized for the people with infamous tonnage bar bug I could recommend it for anyone else who is annoyed by arcade looking tonnage bar, a really strange feature of SH5 IMO.''

IMPORTANT NOTICE!
Make sure to be On PATROL (not in base afaik) when deadline date of last mission is reached, , preferably somewhere at the open seas without AI units in your vicinity .You can check campaign ending dates in OHII Campaign dates document or in the main OHII thread.


How to solve it?
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Old 08-31-15, 11:04 PM   #4168
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as soon as i start to activate the mods in a clean jgsme they conflict with each other....what did i do wrong?
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Old 09-01-15, 01:23 AM   #4169
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Quote:
Originally Posted by saipan View Post
as soon as i start to activate the mods in a clean jgsme they conflict with each other....what did i do wrong?

Its normal.
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Old 09-03-15, 10:06 AM   #4170
JT1981
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Quote:
Originally Posted by saipan View Post
as soon as i start to activate the mods in a clean jgsme they conflict with each other....what did i do wrong?
The number of sobers mega mod is more than 80,,so some mods conflict with each other for sure,,so you should eable them with an right order...i adivse you to download sobers MEP file in here:

http://www.subsim.com/radioroom/down...o=file&id=3492
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