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Old 06-14-14, 03:43 PM   #3226
vdr1981
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Quote:
Originally Posted by Defiance View Post
vdr

Nothing in the dropbox !!!

ps : what does this do to tdw's subflags ? , i mean, i've only recently got subflags installed, they seem to blow pretty fast even at stop

So not sure if that's just the subflags or not
Now?

I don't know , I don't use Sub Flags because of CTD's in Kiel...
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Old 06-14-14, 04:30 PM   #3227
Defiance
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Working now vdr

Thanks

ps : Added mediafire to shallow water mod, that usable by latest browsers ? , working anyways lol
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Old 06-15-14, 07:18 AM   #3228
vdr1981
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So Defiance , you are not experiencing CTD's when approaching or starting "silentotto" campaign in Kiel, right?
Show me your modlist please?
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Old 06-15-14, 10:01 AM   #3229
Defiance
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I don't use silentotto i do the vanillamission

Mods

Accurate German Flags
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - No Underwater Impurity Patch
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers best ever fog V27 SH5
Small_trees_SH5_V1
sobers more trees SH5
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
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
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
MightyFine Crew Mod 1.2.1 Alt w beards
Speech fixes and additions (german version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
TDW_No_contact_shapes_or_colors_dashed_contact_lin e_1_1_0
IRAI_0_0_41_ByTheDarkWraith
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.4
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.7 - German Patch
TDC Graphics by Naights v1.0
TDW Round Fire Button v12 by Torpedo
Trevally Harbour & Kiel Canal Pilot v3.1
sobers no footstep sound mod SH5 V2
EQuaTool 01.01 by AvM - Large Style
gap - HD 1 deg Scope Bearing v 1.0
Moon_light_mod
Reboot's Water Drips 1.1
Reworked U-boat Guns (incomplete version)
Silent Seagulls
Grossdeutscher Rundfunk
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Popular German Music From The 30s
Messervy_s_gramophone_pack1
sobers No bullet trasers SH5
sobers NO water drops V1
sobers see thru wake fix SH5
MadMaxs_SH5_Subdiesel (mono) v2
gap - destructible searchlights test 1
Radio Paris French Music Full Version 1.2
Pascal-sh5-Crew-Uniforms-Updated
SubFlags_0_0_8_byTheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
Menu Etc
Soldati Fix
SkyBaron's Bold SFX for SH5 1.0
AilClouds 3.0
Shadow Improvement Mod
Shallow Waters Voice Be Gone
My Sound Mods

Subflags i think i got figured out and working for me on north western approaches

Ailclouds 3.0/Soldati Fix i added around same time nw approches

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Old 06-18-14, 02:30 PM   #3230
mrpodebras
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Default Independent engines

Hello there!

Well, first of all, I am new to SH 5 and although the stock version was buggy as hell, some of you guys made this game completely awesome!!

I did manage to install MODS through JSGME. I did install the new ehanced UI which I love.

My problem is this. I downloaded the .exe patcher TDW made for us (latest version). I enabled some patches but it seems like the Independent engines isn't working. (Other patches are working)

At first, I made sure any dependencies are enabled (which they are). Secondly, I checked if there was an option in the new UI (which I set to true in TDW options app). Still, I do not find anywhere a button to activate one shaft and not the other

What am I doing wrong?
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Old 06-18-14, 02:50 PM   #3231
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Quote:
Originally Posted by mrpodebras View Post
Hello there!

Well, first of all, I am new to SH 5 and although the stock version was buggy as hell, some of you guys made this game completely awesome!!

I did manage to install MODS through JSGME. I did install the new ehanced UI which I love.

My problem is this. I downloaded the .exe patcher TDW made for us (latest version). I enabled some patches but it seems like the Independent engines isn't working. (Other patches are working)

At first, I made sure any dependencies are enabled (which they are). Secondly, I checked if there was an option in the new UI (which I set to true in TDW options app). Still, I do not find anywhere a button to activate one shaft and not the other

What am I doing wrong?
http://www.subsim.com/radioroom/show...ostcount=11249
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Old 06-18-14, 04:03 PM   #3232
mrpodebras
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Thanks Sober!

However, I was under the impression independent engines meant I could set the port engine to run but not the starboard.

If this is the case, then version 7.5 isn't giving me the option
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Old 06-18-14, 04:11 PM   #3233
vdr1981
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Quote:
Originally Posted by mrpodebras View Post
Thanks Sober!

However, I was under the impression independent engines meant I could set the port engine to run but not the starboard.

If this is the case, then version 7.5 isn't giving me the option
Have you checked this option?

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Old 06-18-14, 04:14 PM   #3234
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Yes I did but still no option...
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Old 06-18-14, 04:27 PM   #3235
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Quote:
Originally Posted by mrpodebras View Post
Thanks Sober!

However, I was under the impression independent engines meant I could set the port engine to run but not the starboard.

If this is the case, then version 7.5 isn't giving me the option
You have to be at all stop first or you will break something .
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Old 06-18-14, 04:37 PM   #3236
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I am at all stop but I can't seem to find where to click to select which engine I want to run
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Old 06-18-14, 06:45 PM   #3237
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A warm welcome ‘mrpodebras ’ to the Subsim family.

You will always find someone here to help you.

Link to my SH5 – SH4 posts:

Step By Step Tutorials & How To Do It

http://www.subsim.com/radioroom/showthread.php?t=211804
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Old 06-18-14, 07:36 PM   #3238
Comvas
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SHO sh5 exec via your patcher - suggested change.

Suggest that to make your decks awash feature fully functional your new patch for the SH5 exec should lower the surface depth to 8 meters so the problems below do not occur.

I notice when I go to deck's awash the SH5 icon shows me under water and the watch officer will not report on the nearest target even when I go up to the bridge myself and see it fully staffed. Also radio messages can't be sent even with the radio antenna up. The exhaust on type VII is not down by the waterline, but high behind just under the flak gun. It appear that SH3 had this correct and that SH5 does not.

I'm using your new UI by TDW and most of the equipment mods, plus your TDW_GenericPatcher_v_1_0_164_0. Is there an easy way to signal SH5 that 7 meters is not truly underwater crippling decks awash?

You probably are aware that your private message space ifs full. perhaps deliberately since are likely bombarded with messages.

Accurate German Flags
SteelVikings Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
Equipment_Upgrades_Fix_v1_4_byTheBeast_mitDoc
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_TheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
No Damn Bubbles, No Damn Halo Mod
Moon_light_mod V2 SH5
Water reflections intensity varied by available sunlight by TheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Shadow Improvement ModLR
silentmichal's interior mod 1.2.4
sobers base sky mechanics V1
sobers best ever fog V27 SH5
sobers Lights Cfg V10 SH5
SH5_7A_Conning_Fix
smaller flags for Warships 1_0b
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
Fifi mods for NewUIs V2
EQuaTool 01.01 by AvM - Large Style
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
R.E.M. - hydrophone mute for player fix (TDW compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5 Longer Repairs v.1.01
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
No magic skills v1.5 MCCD compatible
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. v5.7 - Indestructible UZO patch
R.S.D. v5.7 - German Patch
Trevally Harbour & Kiel Canal Pilot v3.1
IRAI_0_0_41_ByTheDarkWraith
Change days in bunker
Trevally Automated Scripts v0.6

Last edited by Comvas; 06-19-14 at 06:26 PM.
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Old 06-18-14, 08:23 PM   #3239
mrpodebras
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Quote:
Originally Posted by THEBERBSTER View Post
A warm welcome ‘mrpodebras ’ to the Subsim family.

You will always find someone here to help you.

Link to my SH5 – SH4 posts:

Step By Step Tutorials & How To Do It

http://www.subsim.com/radioroom/showthread.php?t=211804
Thanks Theberster, your Tutorials were indeed very helpful That's how I figured out what to look for before I post regarding my issue
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Old 06-19-14, 11:38 AM   #3240
THEBERBSTER
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Your problem could be that you need to disable the NewUi mod and then make any changes in the OFEV.

Once you have enabled all your changes enable the mod again.

The easiest way to do this is in JSGME create a mep file.

In your case you would create the mep file.

Disable your mods.

Make the changes in the OFEV

Load the mep file and all your mods are now enabled again.

See my Tutorial Post #5

If you want to just test OFEV before you go to all this bother.

Go to the 'Hud Tab'

'Travel Mode Enabled At Game Start'

Change it from True to False

Start your game up and see if it is lit or not.

If it is not lit then you are able to make changes without disabling the mod.
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