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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#766 | |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
Downloads: 78
Uploads: 0
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As to your orders, Sir: Sir, yes Sir! ![]() ![]()
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Ansonsten, Herr Lutter, ist alles in Butter Liqui-cooled Intel i2550K @ 4.2 GHz, 8 Gb RAM, GTX 970 GPU |
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#767 |
Stowaway
Posts: n/a
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Hi Trevally,
Playing OHII, I notice that while surfaced, I'm detecting contacts as if I'm submerged and using sonar. I don't recall this being there in the stock campaign. Is it intended that way? It's just the beginning of the campaign, and the crew are all green without any ability upgrades, so I thought it was unusual ![]() FYI: I noticed that there is a spelling mistake that needs to be corrected for "Baltic Operations Area" on the map at 55N 14E. The "t" appears to be missing in "Baltic". It actually conjures up something funny, but I better not say ![]() Cheers! |
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#768 | ||
Navy Seal
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![]() This is a common problem. There is one late war hydro set that does give you this, but for the most part it is a bug. If you use TDWs Mods - you can add the "No hydro on surface" add on to fix ![]() Quote:
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#769 | |
Stowaway
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![]() I also found this TDW thread - http://www.subsim.com/radioroom/showthread.php?t=181433, and tried this method of patching the v1.2 version of SH5.exe as well using his SH5 EXE Patcher - not the hex change - but that didn't work. I normally use the 4 GB patched exe, and I read that you have to patch to an unpatched exe, so I'd rather not use SH5 EXE Patcher in this case. I'll still keep sober's old realistic hydro operator mod active as well. Trevally, the no hydro mod uses the uboatsensors.sim, which overwrites the other uboatsensors.sim files from FX and NewUI. I read that the no hydro should go after IRAI and before NewUI, but if I do that, then I still detect ships while surfaced, so I have to have it activated after the other ones in order for it to work. Does the game take data from each of the uboatsensors.sim files or only the last one activated? From what I see, it's the latter, and if that is the case, then I'll probably be losing out on the benefits of what is in the other uboatsensors.sim files, no? That's why it's good to have friends ![]() |
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#770 | |
Navy Seal
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![]() When TDW makes his mods - he makes them work with each other. So if there is a change in one file with UI, he will include any info that IRAI will need if it uses the same file. So install TDWs mods by date. If UI is the newest - it goes last. This is also true of the add-on mods. IRAI and UI both have the no hydro on surface fix. So if UI is newest - use the add-on from the UI and istall it after UI |
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#771 |
Stowaway
Posts: n/a
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Thanks Trevally!
The uboatsensors.sim file from NewUis is newer, but as mentioned earlier, if I put the no hydro mod from IRAI first, then it's still as if I have sonar while surfaced. Right now, I have no hydro after NewUis in order to get it working, so I'm not sure what's missing between those files. ![]() Another thing I wanted to note was that I bumped into a convoy that had a good five troop transports in it. When I identified them, they came up as "AOTDMadMax/Stormfly/SteelViking Big Modern Passengership". At first, I thought it was a mistake, then I thought it might be an easter egg, so I did a search and found a reference to the Imported Ship Pack. It looks like that is what they intended. For me, with all due respect, that naming convention was an immersion killer. Those ships did help me get the tonnage I needed, though. ![]() |
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#772 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#773 | |
Stowaway
Posts: n/a
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![]() I'm wondering if I'm yet to encounter the AOTDMadMax/Stormfly/SteelViking Super Fast Fighter Plane, or maybe the AOTDMadMax/Stormfly/SteelViking Ominous Battleship! ![]() Kidding aside, thanks for letting me know the reason, Stormy. ![]() |
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#774 |
Bilge Rat
![]() Join Date: Apr 2009
Posts: 1
Downloads: 38
Uploads: 0
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Works great. Thank you!
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#775 |
Navy Seal
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#776 |
Watch
![]() Join Date: Feb 2010
Location: Near Hamburg
Posts: 23
Downloads: 54
Uploads: 0
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Hello guy's
I've got a little question about this mod. I use this Mod with Magnum Opus and the Multiple Overlay Mod from TheDarkWraith? So the mod seems fine but I got one question. Is it possiple to reaktivate the Torpedo Officer with this Dialogue to aim the Torpedo's? I don't like to use the TDC, so I loved the function where i've only have to enter some values to my Torpedoofficer and he makes a target solution. Best regards and keep up the brilliant work ReLax |
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#777 |
Machinist's Mate
![]() Join Date: Feb 2009
Location: Poland
Posts: 121
Downloads: 159
Uploads: 0
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At first I would like to thank You all for the great work on SH5, it wouldn't be what it is without fantastic community
![]() I encounter CTD every time I try to start a new campaign other than CoastalWaters or FinalYears, just after the loading screen (goes black for a second, as usual, then crashes). My mod soup: Accurate German Flags Magnum_Opus_0_0_1_PATCHED_2 MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible SOUND__Capthelms_Audio + DBSM_music + Venatore_SFX&radio + Environment_Sounds Real Environment - Revision_3 SteelViking's Interior Mod V1.2_PATCHED-1.2.2 Naights Submaine Textures v1.2 (PUV) Dark_Interior_V1_EDITEDforENVmod Enhanced FunelSmoke1.2_by HanSolo78 Critical hits v 1.2_UPDATED-torpedos TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_9_0_ByTheDarkWraith_UPDATED-reaper7nv-jimimadrids-manosscopes169 IRAI_0_0_30_ByTheDarkWraith_UPDATED-hydro-radar TDW_No_Color_Dashed_Contact_Line + No_Colors U-boat Historical Specifications 1.7 for TDW Mods IO_StrategicMap_4_6_for_TDWv690_UPDATED-normalpencil Chart Colour Scheme 2 AirTorpedoes SUB_hyd_fix_SH5 SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1 Stormys DBSM SH5 v1.3 Basemod_UPDATED-nomagicskills-addcrewsoundsbeta6 Officers skin by Naights A Fistful of Emblems v1.51_UPDATED-weathered TheDarkWraith SH5 Patcher SCRIPTS - trevally, avm, krauter EQuaTool 01.01 by AvM - double set - Large plus Flat Style NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 OPEN HORIZONS II_full v1.7_PATCH1 And setup: i7 CPU, 4GBs RAM, R5850, Win7 Pro 64bit Any idea what's the problem here? I've already spent many hours on this; sorry if it was already adressed, I just couldn't find any info. Thanks in advance! ![]() |
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#778 | ||
Planesman
![]() Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
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September 14, 1939 I get CTD as soon as I get within 80-85km of Scapa. I have tried it 6 times. ![]() Do I need to head back and accept the mission. Accoring to your previous posts, I shouldn't need to. I can provide a Dbgview if needed. Have a look in my signature for my mod list. Thanks.
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My Mod Soup and System Specs. "Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety." Benjamin Franklin, Historical Review of Pennsylvania, 1759 AB1TA |
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#779 | |
Ace of the deep .
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Turn your dynamic shadows off in the ingame graphics option . Install antilag http://www.subsim.com/radioroom/down...o=file&id=2871 (dont use the mod enabler) just put it in your silent hunter 5 folder . Apply these settings. [config] RenderAheadLimit=5 FPSlimit=38 |
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#780 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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it seams that something is wrong or very performance hungry with this explosions, especially planes... sometimes i see a lag of 2-3 seconds while a plane explode. It would be very nice if TDW could overhaul the explosions for a more stable and lag free game for most of us.
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Stormy...... |
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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