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Old 07-10-14, 05:38 PM   #3271
THEBERBSTER
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A warm welcome ‘Skywalk’ 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

Useful Download Links

http://www.subsim.com/radioroom/showthread.php?t=211804
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Old 07-11-14, 07:02 AM   #3272
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Welcome Aboard Skywalk
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Old 07-12-14, 02:20 PM   #3273
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Hi Skywalk

See my Tutorial Post #41

Step By Step Tutorials & How To Do It

http://www.subsim.com/radioroom/showthread.php?t=211804

Peter
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Old 07-20-14, 09:59 PM   #3274
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Hi TheDarkWraith,

I've been poking around your mod to see if I can make it work with steam.
I was able to turn off the intro movies via your genericpatcher software and launch it via steam. (Intro was disabled)
I am unsure if others have been able to do this or not?

Thanks a lot for all these mods and things for me to play with
I really appreciate everybody being so open about modding on the forum.

Thanks again

Last edited by sirrawrsalot; 07-20-14 at 10:38 PM.
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Old 07-21-14, 12:46 AM   #3275
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Quote:
Originally Posted by sirrawrsalot View Post
Hi TheDarkWraith,

I've been poking around your mod to see if I can make it work with steam.
I was able to turn off the intro movies via your genericpatcher software and launch it via steam. (Intro was disabled)
I am unsure if others have been able to do this or not?

Thanks a lot for all these mods and things for me to play with
I really appreciate everybody being so open about modding on the forum.

Thanks again
the patcher doesn't work with the steam version of the game ...
see here
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Old 07-21-14, 04:27 PM   #3276
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Quote:
Originally Posted by Sjizzle View Post
the patcher doesn't work with the steam version of the game ...
see here
I think I got it to work is what I'm saying.
Sorry for not being clear enough.
I am asking the mod creator for a way to verify that what I say is true.
The only way I can say that it is working is that I'm clicking on my steam game and its launching it with the intro movie disabled (an option in his genericpatcher).

Sorry for being unclear, english is not my first language.

Kind Regards

EDIT: I just opened a new thread because I did not want to mess up this one.
http://www.subsim.com/radioroom/showthread.php?t=214687

Last edited by sirrawrsalot; 07-21-14 at 06:09 PM.
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Old 07-29-14, 07:48 AM   #3277
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v1.0.165.0 released. See post #1

Starting with v1.0.165.0 added a new patch to SHSim_act: RPM inertia. Player's unit and AI unit's shafts/props will now have inertia and thus will not 'spin up' or 'spin down' at ridiculous speeds. See the Notes= of the patch for how to change the multipliers

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Old 07-29-14, 08:08 AM   #3278
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Quote:
Originally Posted by TheDarkWraith View Post
v1.0.165.0 released. See post #1

Starting with v1.0.165.0 added a new patch to SHSim_act: RPM inertia. Player's unit and AI unit's shafts/props will now have inertia and thus will not 'spin up' or 'spin down' at ridiculous speeds. See the Notes= of the patch for how to change the multipliers

thx tdw
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Old 07-29-14, 02:08 PM   #3279
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Quote:
v1.0.165.0 released.
Many thanks and welcome back.

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Old 07-29-14, 02:36 PM   #3280
vdr1981
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Very needed patch TDW, tnx!
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Old 07-31-14, 07:16 AM   #3281
gap
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Quote:
Originally Posted by TheDarkWraith View Post
v1.0.165.0 released. See post #1

Starting with v1.0.165.0 added a new patch to SHSim_act: RPM inertia. Player's unit and AI unit's shafts/props will now have inertia and thus will not 'spin up' or 'spin down' at ridiculous speeds. See the Notes= of the patch for how to change the multipliers

Well done TDW

Off topic: the other day I had another of my ideas on a possible new patch: what about radio and gramophone enhancing crew morale when they are switched on, but at the cost of a bigger underwater noise signature for the boat? Would such a feature be possible at all?
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Old 07-31-14, 11:16 AM   #3282
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Thank you for the great work you did on the patcher since I left b/c of broken puter ... I look forward to using it

One little question, what are the patchers dependancies ? I am running on a Linux box, and would probably have to install a few things in my wineprefix before I get it to work ?

Right now, it opens, asks for the usual file locations, but then comes with a rather useless exception: <see attached screenshot>

I suspect, based on the error, that I'm gonna need another version of the .net framework, besides 2 ?


EDIT: You need .NET 3.5 in order to run the patcher. Issue solved, thanks again for the patcher!
Attached Images
File Type: jpg Patcher_error.jpg (20.8 KB, 14 views)
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Last edited by plj; 07-31-14 at 11:27 AM.
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Old 08-03-14, 04:17 AM   #3283
moha14881
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Quote:
Originally Posted by stoianm View Post
Here i made some tests with the sh5.exe patch by tdw ideea:

i used hydro and my sonar reported me:

1)an merchant contact at 61 degree and at 2980 range
2) i run cronometer for 5 minutes
3) the sonar guy reported me the same contact at 49 degrees at 2170 range
4) i made the ploting for 1 contact and mark1 and i made the ploting for second contact report (after 5 min) and i mark2
5) i draw a line between mark 1 and mark 2 and i measured the distance between mark 1 and mrark2 - the distance was 950 metters
6) i used the speed chart speed from tdw uis and i saw that for an distance of 950 metters in 5 minutes the speed is 6 knots
so now i have all the data i need for that ship (wiothout to make an visual contact - only by hidro)
7) i go at periscope dept and i checke on map to see how acurate were my readings:

look what i found:



Just amaising... the cource and speed of ship is SO ACURATE... i never had such an acurate reading in my life (using the stady or any other methode) - so TDW thank you so much for this patch ideea
I don't know why but when you hover the mouse over where a unit is you get the unit's type. For me I get nothin' not that small pop up box! I need it because I don't know if to go after that contact and what its speed is!!!!
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Old 08-03-14, 06:12 PM   #3284
THEBERBSTER
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I think you can make this change in TDW's Options File Editor Viewer.

Have a look in the TAI and Nav map options?

I think it is 'Contact Spotted Info'!

You will need to scroll down to find it.
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Old 08-10-14, 11:50 AM   #3285
Dogfish40
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Default Deck Gun/What am I doing wrong?!

I'm Using the latest Patcher. When I man the deck gun for a surface attack, I call up the deck gun commands menu from the Watch Officer Pic.
The first time I order "Fire at Will" the gun fires. Then, say I order Cease Firing for some reason.
The problem comes when I order fire at will again, Nothing happens.
I have wondered if the firing key has been changed (space bar).
So, to get the gun to resume firing, I have had to resort to unmanning and remanning the gun crew, which works.
In the patcher, I have enabled the "Stop Auto Firing" patch, but have NOT enabled the "no yellow triangle" patch.
Coould this somehow be the problem. Has anyone else had this firing problem?
Wondering...
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