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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#8926 |
Nub
![]() Join Date: Jun 2012
Posts: 3
Downloads: 10
Uploads: 0
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Thanks Volodya.
So, I now have : NewUIs_TDC_6_9_0_ByTheDarkWraith, and enabled with jgme, or whatever the confusing name is. Is this actually, really the most recent version? And, so, what is the difference with that, and Magnum Opus? does magnum opus also include what I have up there ^, plus even more mods? I have a bad headache now, but I'm calming down a bit ![]() I hope, in the end, I can enjoy SH5 as much as I did SH3. I can't remember how many hundreds of hours I spent, chasing cargo's around the atlantic with the hydrophones, plotting attacks and waiting hours for the intercept. |
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#8927 |
Sailor man
![]() Join Date: Jun 2012
Posts: 43
Downloads: 65
Uploads: 0
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Magnum Opus is just a bunch of mods that were thrown together into one big pack for ease of download + proven stability. I don't have it but I have my own mods that I like (some of them are in MO).
The best thing to do is to just do a little bit of research, look at other peoples videos and screen shots and usually they will list their mods. Find out which ones you like or think may sounds interesting and google them. If you type "SH5 + 'any mod'" you want into Google, 99% of the time if will send you to a thread on this website with a current working link. Not to sound like a D-bag or anything but I went from having never even heard of this game, to having a pretty sweet modset up and running in less than 24 hours. Its not that hard. There are plenty (more than plenty) of tutorials on where / how to find and install mods on youtube. Here is a basic list of mods to get you started. All are compatible and stable. Just google to find links. Accurate German Flags (Swastikas) MightyFine Crew Mod 1.2.1 Stock faces MCCD_1.04_MFCM_1.2.1_compatible No magic skills v1.5 MCCD compatible SteelViking's Bunker Fixes V1.0 IRAI_0_0_30_ByTheDarkWraith FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_8_0_ByTheDarkWraith NewUIs_TDC_6_8_0_Das_Boot_Crew_Mod_by_Illyustrator TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 German U-Boat Crew Language Pack Stormys DBSM SH5 v1.3 Basemod Dynamic Environment SH5 Basemod Happy hunting!!!! |
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#8928 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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100% reproducible game freeze with with NewUIs 6.9.0
100% reproducible game freeze with with NewUIs 6.9.0
1) Launch game ONLY with NewUIs 6.9.0, no other mods! I kept everything default, no option changes or extras added. 1a) TDW's .exe patches can be enabled or not, makes no difference. 2) Start new campaign. 3) As soon as you leave the uboat pen, destroy any friendly ship with torpedoes (haven't tried deckgun). As soon as ship is destroyed; instant FREEZE with app not responding. Have to CTRL ALT Del. 4) Disable mod and redo steps 2-3; no freeze at all. I have had 2 other people do the same test with the same results 100% of the time. It appears something goes wrong if you destroy a friendly unit. You shouldn't be destroying friendly units anyway, but it does indicate something is wrong with the mod since this does not happen when the mod is disabled. |
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#8929 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#8930 |
Sailor man
![]() Join Date: Apr 2012
Location: Tenochtitlan Mexico
Posts: 46
Downloads: 80
Uploads: 0
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i have a couple questions for you guys. My first problem is when im shooting at a ship and its very wavy i sometimes loose control or can not move to aim because the sea is rough. I have to always esc out of that view to reset my crew in order to aim again
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#8931 | |
Ace of the deep .
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#8932 |
Black Magic
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A patch has been released that will bring the current version to v6.9.2. This patch includes:
v6.9.1 - fixed bug in automation's navigate from file command. If resuming and a waypoint didn't fall within the waypoint resume radius it would default to waypoint 0. Now it finds the closest waypoint and resumes navigation to there. v6.9.2 - added radcapricorn's changes so that Attack Disc and RAOBF can be rotated by clicking and dragging with mouse Can be found at bottom of post #1 ![]() |
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#8933 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#8934 |
Black Magic
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#8935 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#8936 |
Sailor man
![]() Join Date: Apr 2012
Location: Tenochtitlan Mexico
Posts: 46
Downloads: 80
Uploads: 0
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I figured out the campaign problem but for the updates do i put in front of or behind the main UI mod in the JSGME? Thanks TDW for quick answer oh and also can i mod at sea or do i have to be docked? Over and out
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#8937 |
Helmsman
![]() Join Date: Jun 2011
Posts: 105
Downloads: 181
Uploads: 0
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No way, I have nothing to do with automation fixes
![]() Thanks for including the mouse drag support. I hope that helps our Kaleuns to sink their targets more efficiently! BTW, in addition to changes mentioned, it also enables mouse-drag rotation for draggable compass on navigation map (the "plastic" one with switchable 0/180 inner degree scale). |
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#8938 | ||
Black Magic
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![]() The mouse drag is really neat. I tested it thoroughly ![]() There is one 'mouse drag' missing though - the front side of the attack disk's large outer ring is movable by mousewheel but not by mouse drag. Not that big of a deal but if you feel the need to add it send me the changes. I'm still too wrapped up in my GR2 Editor/Viewer app ![]() |
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#8939 | |
Helmsman
![]() Join Date: Jun 2011
Posts: 105
Downloads: 181
Uploads: 0
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Thanks
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![]() For what it's worth, since all inner discs can be rotated, the outernmost disc may be left eternally fixed, whether it's the front side (bearing) or the back side (AOB). But if our fellow captains still find the need for it, I'll make the changes. |
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#8940 |
Navy Seal
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This is great news - thanks for the new patch guys
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Tags |
dbrn, favorite, new ui |
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