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10-02-15, 06:32 PM | #5701 |
Growing Old Disgracefully
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Hi Sandman
Glad to see you up and running ok. This might be of interest to you. Post #35 Mod List Ideas From TheBerbster and Other Options Post #38 Download Links To The Mods In Post #35 Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
10-09-15, 02:51 PM | #5702 |
Ensign
Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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Hello,
any idea how I can go to "Happy times" ? From one part to second part of campaign. More info is here: http://www.subsim.com/radioroom/show...postcount=2780 |
10-09-15, 07:10 PM | #5703 |
Growing Old Disgracefully
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Hi YoYo
I am basing my answer mainly on logic.. This could be down to the mods you are using. TWOS for example works differently to other mega mods. It is essential with this mod that you have to do a manual save in the bunker before starting each mission/patrol. Also you cannot be in the bunker when Happy Times is due you have to be at sea. In some cases when you complete Operation Wesserbung it automatically ends the game and you start with Happy Times. I have not reached that part in my game yet so I am not completely sure how it rolls from one campaign into the next. Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
10-22-15, 08:03 AM | #5704 | |
Watch
Join Date: Feb 2005
Posts: 29
Downloads: 90
Uploads: 0
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Quote:
I dont have the grid as shown in picture 4. I am using OH2.5 and TDW 7.4.2 Any ideas? Thank you |
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10-22-15, 12:05 PM | #5705 |
Growing Old Disgracefully
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Hi Lt Werner
The problem you have with 7-4-2 IIRC is that you cannot stretch it to fit the grid. You need to use 7-5-0. Post #38 Download Links To The Mods In Post #35 I do not know what mods you are using but you will find most of what you need by looking at it. Also worth checking out is this with the downloads on post #2. Sober Mega Mod Thread (Posts 1-2-3-4-5-6 If you are not using Steam then I highly recommend these. Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
10-22-15, 01:13 PM | #5706 |
Watch
Join Date: Feb 2005
Posts: 29
Downloads: 90
Uploads: 0
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Excellent thanks for the help. I have not played SH5 for almost 2 years. I think I will try one of the mega mods
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10-22-15, 02:41 PM | #5707 |
Growing Old Disgracefully
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Hi Lt Werner
If you like your officer to be able to identify targets for you then always keep this mod enabled last. The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
11-28-15, 09:17 AM | #5708 |
Navy Seal
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I've noticed that airplanes over-spawn bug is pretty common in SH5 during Atlantic patrols (HT for example) and gamesaving in the area where bug occurs will corrupt that particular save making it unusable.
This can be very unpleasant if player has deleted all previous gamesaves... Can anyone tell me a bit more about game's ability to spawn airplanes in players area far in the Atlantic and about this bug in particular? Could it be due to TDW "airplanes spawn patches" or maybe some campaign files? Are those planes connected in any way to airbases campaign layer or are they just spawned in players area regardless of campaign settings? Any info on this subject will be appreciated...
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
12-05-15, 03:17 PM | #5709 | |
Navy Seal
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Quote:
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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12-06-15, 05:44 AM | #5710 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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This is the little information I have on the topic: in stock game (i.e. prior to TDW's airplanes spawn patches), airplanes could only spawn from airbases. Airbases' class, position and game entry/exit dates are set in the Airbases.mis layer of each campaign. Each airbase "class", set as a land unit, has its own airgroups whose composition (i.e. type(s)/number of aircraft) and timespan are set in airbase's cfg file. How far aircraft from a given airbase can fly, depends on turn on their individual MaxRadius, as set in their respective cfg file. Read Trevally's explainations for more: http://www.subsim.com/radioroom/show...postcount=4856. Allied airplanes filling the Mid-Atlantic gap too early during the SH5 campaign, might depend on an umbalanced combination of airbases position, entry date of very long range bombers/patrol aircraft among airbases' squadrons, and assigned aircraft's MaxRadius. Talking about the latter factor, it is unfortunate that we cannot use information on real aircraft ranges, available from many websites, directly in game. Some approximations must be done due to the fact that SH5's world is flat, as you have recently discovered To add to the confusion, most of the times the range figures provided by books and websites on WWII aircraft are meant as the maximum total range, i.e. "the distance an aircraft can fly between takeoff and landing". This is not be confused with the combat range, i.e. "the maximum range the aircraft can fly when carrying ordnance", or with the combat radius, i.e. "the maximum distance a warplane can travel from its base of operations, accomplish some objective, and return to its original airfield with minimal reserves" (definitions from wikipedia). It is not clear to me which one of those definitions reflects better SH's MaxRange parameter, though it seems to me that devs used half of the real maximal total range as reference for their game settings. |
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12-06-15, 07:22 PM | #5711 |
Navy Seal
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Thanks Gap! This will shed some light for sure...
The issue I was talking about could be due to TDW planes spawn patches. Do you know maybe how those patches actually work? Are the planes spawning over airbase and then fly to reported area or they are directly spawned in players rendering area? To me it seems that it is the 2nd scenario . Often, just 1-2h of sim time after convoy engagement in the middle of the Atlantic, the area will become crowded with bugged owerspawned planes (sometimes 10 flying in a row). When this happen, the game will go nuts and also gamesaving function will become corrupted... Do you have any experience regarding this issue?
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
12-06-15, 08:54 PM | #5712 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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My pleasure mate
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Another aspect we should consider, is the number of planes each carrier can spawn. I don't think the problem is actually their number, but the fact that they spawn all at once (similar to what happens when a convoy spawns near to the player). Anyway, reducing the number of planes per carrier might lessen the problem. Carriers' airgroups composition is set in their respective cfg file, similar to airbase groups; I would start from there. |
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12-11-15, 07:11 PM | #5713 |
Nub
Join Date: Dec 2015
Posts: 3
Downloads: 5
Uploads: 0
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thanks for the mod and your hard work to rel. that!
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12-12-15, 03:48 AM | #5714 | |
Count Dracula
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Quote:
take a look here
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12-12-15, 09:38 AM | #5715 |
Watch
Join Date: Nov 2015
Posts: 24
Downloads: 33
Uploads: 0
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How can i go to happy times? I've completed Total Germany.
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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