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Old 03-18-19, 11:34 AM   #1
Capt Codetrucker
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Originally Posted by Sjizzle View Post
your mod it's not 100% compatible with TWoS...if somebody use TWoS Campaign Advance Verifier Testing your mod will overwrite the Page layout.py from Campaign Advance Verifier Testing and will not work anymore....

If this has to do with anything combat related other than dodging enemies I'm okay with that, but I *have* to have Real Navigation. As far as I know, TWoS is the only mod which gives me a real world experience (as far as it can). Am I incorrect? Are there other possibilities?



So what am I to do? Also, is the damage already done or am I safe to let JGSME remove the incompatible mod? Guidance please.
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Old 03-18-19, 11:44 AM   #2
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Originally Posted by Capt Codetrucker View Post
If this has to do with anything combat related other than dodging enemies I'm okay with that, but I *have* to have Real Navigation. As far as I know, TWoS is the only mod which gives me a real world experience (as far as it can). Am I incorrect? Are there other possibilities?



So what am I to do? Also, is the damage already done or am I safe to let JGSME remove the incompatible mod? Guidance please.
this text is from the mod documentation
Quote:
" Campaign transfers in TWoS are date controlled. This means that, in order to trigger the campaign transfer, you will have to be ON PATROL when ending date of your current campaign chapter is reached.
Campaign transfer should then be initiated, or it will be at least few days after the ending date. This is important so pay special attention not to skip these dates due to badly timed docking...
The end date of first "Coastal Waters" campaign is on 1st June 1940, "Happy Times" ends on 1st march 1941 ect.

However, due to certain broken aspects of SH5's launcher, there is a possibility that even upon reaching campaign chapter ending date, campaign transfer still may fail to initialize (your patrol just goes on without any visible flotilla objectives).

This add-on should inform you will the automatic campaign transfer at designated date be successful upon loading a gamesave. Note that if you are getting persistent "problem detected" messages even after 2-3 reloads, the message may be false positive actually.

The addon is not necessary until you're just a few days away from your designated campaign transfer date. Also, occasional "problem detected" messages after you enter or leave the bunker can be ignored. "
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Old 03-18-19, 12:08 PM   #3
Capt Codetrucker
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@Sjizzle - Thanks for you trying to explain, but I don't think I am understanding? FYI - I have not been using any specific campaign, mission or scenario, so the time matching may not be applicable to my style of simming? When I started my campaign and talked to the officer who passes out the missions I told home to start the patrol. He asked if I wanted to leave without a mission (or something like that) and I told him yes. I got on my sub at 2100z, piloted out of Memal Harbor and ordered a heading of 315* to get me away from land and sort of lost in order to test the capabilities of the sextant and SH5. I hope this makes sense?


So, if Yellow Submarine's sextant mod is in conflict with TWoS then I need to...
  • Remove it and use the stock sextant
  • Find another mod which will replace TWoS's Real Navigation capabilities and use the SH5NewSextant mod.
What I need you to tell me is if I have already broken TWoS's Real Navigation functions or if I only need to use JGSME to remove it? If I have already corrupted SH5 and/or TWoS then I need to cut my losses, delete and start over.


The fact is I am woefully ignorant of the workings SH5 and TWoS. I try to read, but in a very short while I end up really confused with the complexity of details unless I have a good day mentally (doesn't happen often). Maybe I am trying to follow a path which does not exist? I also wonder if I am beginning to take up too much of this community's time?


Please let me know whether I need to reinstall SH5 or remove the new sextant mod. Thank you for your time.
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Old 03-18-19, 12:11 PM   #4
Sjizzle
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Quote:
Originally Posted by Capt Codetrucker View Post
@Sjizzle - Thanks for you trying to explain, but I don't think I am understanding? FYI - I have not been using any specific campaign, mission or scenario, so the time matching may not be applicable to my style of simming? When I started my campaign and talked to the officer who passes out the missions I told home to start the patrol. He asked if I wanted to leave without a mission (or something like that) and I told him yes. I got on my sub at 2100z, piloted out of Memal Harbor and ordered a heading of 315* to get me away from land and sort of lost in order to test the capabilities of the sextant and SH5. I hope this makes sense?


So, if Yellow Submarine's sextant mod is in conflict with TWoS then I need to...
  • Remove it and use the stock sextant
  • Find another mod which will replace TWoS's Real Navigation capabilities and use the SH5NewSextant mod.
What I need you to tell me is if I have already broken TWoS's Real Navigation functions or if I only need to use JGSME to remove it? If I have already corrupted SH5 and/or TWoS then I need to cut my losses, delete and start over.


The fact is I am woefully ignorant of the workings SH5 and TWoS. I try to read, but in a very short while I end up really confused with the complexity of details unless I have a good day mentally (doesn't happen often). Maybe I am trying to follow a path which does not exist? I also wonder if I am beginning to take up too much of this community's time?


Please let me know whether I need to reinstall SH5 or remove the new sextant mod. Thank you for your time.
in your case no need TWoS Campaign Advance Verifier Testing so u can go and sail role play where u wish .... u didn't broke anything
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Old 03-18-19, 12:16 PM   #5
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Originally Posted by Sjizzle View Post
in your case no need TWoS Campaign Advance Verifier Testing so u can go and sail role play where u wish .... u didn't broke anything

Whew! Thank you! That is the best news I've heard.
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Old 03-18-19, 12:58 PM   #6
Capt Codetrucker
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@YellowSubmarine, I am enjoying your mod, but I've seen a strange anomaly I hope can be explained.

  • 2100z - Departed Memal sub tent.
  • 2148z - Cleared Memal Harbor and ordered a 315 heading at 10kts
  • 2349z - Shot Polaris at 56*6.9' elevation @ 20:34:08??
You can see the anomaly is the time of the shot sighting was off by 3hrs 15mins. What am I missing or doing wrong? Is there an adjust ment I need to make?



Standing by.
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Old 03-18-19, 01:16 PM   #7
Sjizzle
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Quote:
Originally Posted by Capt Codetrucker View Post
@YellowSubmarine, I am enjoying your mod, but I've seen a strange anomaly I hope can be explained.

  • 2100z - Departed Memal sub tent.
  • 2148z - Cleared Memal Harbor and ordered a 315 heading at 10kts
  • 2349z - Shot Polaris at 56*6.9' elevation @ 20:34:08??
You can see the anomaly is the time of the shot sighting was off by 3hrs 15mins. What am I missing or doing wrong? Is there an adjust ment I need to make?



Standing by.
The angle of Polaris above the horizon is equal to the degree latitude that you are standing on. Therefore at the equator, Polaris is 0 degrees above the horizon and at the north pole, Polaris is 90

Edit: here is a online almanac also a good celestial software is Stellarium to see where polaris and any other celelstial body was in game time and date

31.08.1939
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