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Old 05-20-12, 02:59 PM   #8851
TheDarkWraith
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Originally Posted by Krauter View Post
OK ,

Just wondering, I'm looking for the .exe file to show, however when I naviguate to Users/Computer/Ubisoft/SH5, it doesn't show a .exe file, just more folders. I designate the SH5 folder as the path though
That's not the path to your sh5.exe. Press Start button in windows and type sh5.exe in the box and press enter. It will search for the sh5.exe. Once it finds it right click on it and select properties. Now you'll know the path to your sh5.exe
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Old 05-20-12, 03:01 PM   #8852
Krauter
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Originally Posted by TheDarkWraith View Post
That's not the path to your sh5.exe. Press Start button in windows and type sh5.exe in the box and press enter. It will search for the sh5.exe. Once it finds it right click on it and select properties. Now you'll know the path to your sh5.exe


Crap, I think I just tried patching the one in my Ubisoft/Sh5 directory then because when I designated that directory it opened up the menus to let me change stuff.
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Old 05-20-12, 03:04 PM   #8853
TheDarkWraith
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Originally Posted by Krauter View Post
Crap, I think I just tried patching the one in my Ubisoft/Sh5 directory then because when I designated that directory it opened up the menus to let me change stuff.
That means a valid sh5.exe was found there then. No worries It won't let you patch something it can't find.
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Old 05-20-12, 03:15 PM   #8854
Krauter
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Ah perfect. Just started a game and the tweaks are there. Now I just need to find out why I'm getting contacts on my map with colours even though I have the optional mods that should make them black and no specific (warship/merchant) shape and tails.. I also have Real Navigation so that might've changed stuff.
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Old 05-20-12, 03:18 PM   #8855
TheDarkWraith
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Originally Posted by Krauter View Post
Ah perfect. Just started a game and the tweaks are there. Now I just need to find out why I'm getting contacts on my map with colours even though I have the optional mods that should make them black and no specific (warship/merchant) shape and tails.. I also have Real Navigation so that might've changed stuff.
Ensure real navigation is the last mod installed or does it need to be installed before the add-on mods...hmm..I can't remember. Experiment with the ordering
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Old 05-20-12, 05:05 PM   #8856
Krauter
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Ok, currently it is installed after the add-ons. I will see about putting it immediately after the UIs mod and then the addons.

Thanks!

Also gotta say, from what I did have, it was a blast! Got out of Kiel and, figuring it was the Baltic I put TDC up around 1028 and started cruising.. Well next thing I know I'm doing barrel rolls

I'll have to try and get used to plotting and figuring things with a little bit of error added in.
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Old 05-20-12, 05:31 PM   #8857
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This is what I've got running now, just checking to see if I get any more visual contacts.


Radio Mod
RemoveLogoIntroTheDarkWraith
Wordeees' Actual Footage Menu
Loading Screens Mod
SteelViking's Bunker Fixes V1.0
Shadow Improvement Mod
Accurate German Flags
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
NDB,NDH OM#1 - No Dialog Indicator
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Environment 4.9 MOD
sobers base wave mechanics for SH5 v3
SV&Com Underwater Mod
FX_Update_0_0_19_ByTheDarkWraith
Cerberus62 Corrected Depth Charge Projector 1.0
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_Real_Navigation
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_9_0_jimimadrids_map_tools
TDW_No_Color_Dashed_Contact_Line_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_Sub_Warship_Merchant_Same_Shape_1_1_0
TDW_Waypoint_Contacts_Same_Shape_No_Color_1_1_0
MRP 1.3 light
MRP 8x5 patch
IRAI_0_0_37_ByTheDarkWraith
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
Pascal-sh5-Crew-Uniforms. 12.2011
OPEN HORIZONS II_full v1.9
M1 Thompson's Realism sound mod v.1.0
AilClouds 3.0
AilSmoke 1.7
Capthelms SH5 Audio Mod
Touch up for Capthelm's Audio
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Floor Black
Dark_Interior_V1
McHub532s Pictures for Krauters Submarine SH5 Fix
Enhanced FunelSmoke_by HanSolo78
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.9)
OHII_traffic_speed_Fix_v2
Venatores Interior Sounds
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
sobers talking conning crew mod
SeaWolf torpedo tweak
Trevally Automated Scripts v0.6
SD_NewMapColors
New_ Start_VIIB
Elite German Black & Copper Torpedo
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Old Style Explosions V1.1
Free Cam Tweak 1.1 - Narrow
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Old 05-20-12, 05:46 PM   #8858
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Damnit that setup basically nullified RN..
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Old 05-21-12, 07:34 PM   #8859
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Options file editor\Time compression\
Time compression level at which the Tcx on constant distance is enabled .

At the moment the game drops to 1TC when there is a contact present within the set radius around the sub but nothing in the message box as to why . Could there be a message saying " possible contact present " when the game drops to 1TC ?
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Old 05-23-12, 08:35 AM   #8860
Echolot
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Hello TDW.

Please, can you upload this mod again?

Quote:
Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18: http://www.megaupload.com/?d=QTF15E42
Megapload don't work anymore.

Thank you.

Echolt.
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Old 05-23-12, 08:47 AM   #8861
volodya61
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Hello TDW.
Please, can you upload this mod again?
Megapload don't work anymore.
Thank you.
Echolt.
here is - http://www.mediafire.com/?33188cldysg9sck

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Old 05-23-12, 09:15 AM   #8862
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Thank you very much, volodya61.

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Old 05-25-12, 04:57 AM   #8863
THE_MASK
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From the SH5 Wishlist archived thread .
TheDarkWraith
09-09-2009, 12:55 AM
Make it use scripts
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Old 05-25-12, 02:32 PM   #8864
Slimak81
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Hello , how can I cange the max Attack/obs periscope height it raises . I try to raise it up to 6 meters maximum but I can't =( . Please advise .
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Old 05-25-12, 06:42 PM   #8865
TheDarkWraith
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Quote:
Originally Posted by Slimak81 View Post
Hello , how can I cange the max Attack/obs periscope height it raises . I try to raise it up to 6 meters maximum but I can't =( . Please advise .
You have to edit \data\Objects\Sensors\UBoot_Sensors in Goblin Editor
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