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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1351 | |
Black Magic
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#1352 |
Lieutenant
![]() Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
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Aaaah, i see
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#1353 |
Watch
![]() Join Date: Aug 2012
Location: Vlissingen,Holland.
Posts: 21
Downloads: 225
Uploads: 0
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![]() ![]() The hexeditor was to be used on a unmodded sh5.exe if i remember correct,doesn`t that apply to the patcher too? With other words: is it possible to install the patch after other mods in JSGME? |
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#1354 |
Lieutenant
![]() Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
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Now you irritated me. Until now it works and with enabling it at last, I patched the copied "stock"files by making a mod before enabling this one and then the JSGME overwrites the 3 related "stock"files in the game folder.
I also thought that no MOD(except the patcher-MOD ![]() ![]() Except for this fact, i patched the 3 files after playing some missions with my old Mod-List and this worked too. Those related 3 files are, after modding, the same files from stock, date 21042010.
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My Modlist Last edited by Kalleblom; 09-10-12 at 09:28 AM. |
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#1355 |
Watch
![]() Join Date: Aug 2012
Location: Vlissingen,Holland.
Posts: 21
Downloads: 225
Uploads: 0
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Hey Kalleblom it was never my intention to irritate anyone,it was just a question,perhaps i should have made the question without mentioning you or your modlist.Thx for the reply,but no need to be irritated so fast
![]() I will `copy` your patch-method,thx. |
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#1356 |
Lieutenant
![]() Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
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Oh, it´s ok
![]() For that my english is too bad ![]() But after installing a hundred of times and starting a new carrer feel like 200 times, everything which can causes a new intallation, a new carreer or just ctd will always irretated me. ![]() BTW: it´s not my method, i took it from here. http://www.subsim.com/radioroom/showthread.php?t=197960 Except enabling at last. But as i say, see no problems. For certainty this would require a pro. ![]()
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My Modlist Last edited by Kalleblom; 09-10-12 at 09:53 AM. |
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#1357 |
The Old Man
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Just encountered BAD Depth Under Keel issue.
Current Course = 0 (Heading away from Malta in deep channel area) Current Speed = 1 knts Current Depth = 110m Reported Depth Under Keel = 35m I am running aground at 110m External View it appears bottom is at least 35m below keel. Wish that Sitting on Bottom Patch worked. IMO, I think this issue is related more to the World 3D Model and World Hidden 3D Collision Model not being the same. Or, Submarine 3D Model has Hidden Bones extending below Keel that are some how linked to Submarine Hidden Collision Model. Or, combination of both. At any rate, this is a really bad Bug that UbiSoft should fix. Like thats going to happen... ![]() ![]() |
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#1358 |
Lieutenant
![]() Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
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Hello @ all
![]() one thing i noticed when decks awash. There are some options which cannot be used, because the system thinks it´s submerged. Crew is on the bridge, door is open, but binoculars doesn´t work and some functions of the ship detection (depth) not worked. Also the displays switch from Diesel to Batterie (but only the display, running on Diesel work!) Some issue are ok, because i don´t need to use my binocculars, because the deckgun is not usable at decks awash, logical. ![]() But if there´s any which has to work and the problems are not normal or logically related i´m happy about any idea.
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#1359 |
Ace of the deep .
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There has to be a trade off otherwise you would use it all the time
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#1360 |
Lieutenant
![]() Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
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Thx sober
![]() have now problem with to be trade off in this case. Only interest's sake, because some of the noticed issues in this forum lead back to an user mistake. Only want to be sure. And once more thank´s alot for your modlist thread, helped very well. Can´t use all of them, but this give an amateur a great red thread to figure a personel mod list out. ![]() ![]() ![]() Yours faithfully Kalle ![]()
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#1361 |
The Old Man
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Radar shuts down a lot due to Operational Depth for Radar Station.
I have tried changing Operation Depth for Radar Antenna and Radar still shuts off if Submerged Warning Icon is triggered. I could not find where this is configured so most likely this is hard coded in EXE. |
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#1362 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
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Will do. I will create this folder... ![]() This stuff is great. Can't wait to see the Wolfpacks. One more thing; Ok, I created a file called patches that I keep in the SH5 main folder that contains only the current patcher. However, I thought that since I've already patched this it would be too late to do this as the SH5.exe, SHCollisions and SHsim have already been patched?! Wouldn't I have to Disable the Patcher first?
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Dogfish40 Last edited by Dogfish40; 09-11-12 at 10:35 AM. |
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#1363 |
Planesman
![]() Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
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What awesome work TDW!!
But I seem to have an issue now with mag detonators. When I was playing at the beggin of the year using the MMM mod, the mag detonators worked great. Now I'm using a moded version of Sober's mod-soup, and when playing the TDW TorpTutorial (selected through Historical missions, not running he tutorial scripts) the torpedo passes right under the Liberty Cargo ship. I have applied the sh5.exe patches you have made and have copied over the files in my SH5 directory with the ones provided in Magnetic_Detonators_4m.zip. Any ideas?? My System Specs and mod-soup are linked in my signature. 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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#1364 |
Ocean Warrior
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You should enable Magnetic Detonators 4m like a mod after the FX Update
![]() EDIT: here - Magnetic Detonators 4m by TDW - http://www.gamefront.com/files/21636..._4m_by_TDW_rar
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel Last edited by volodya61; 09-12-12 at 07:21 AM. |
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#1365 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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About BdU-Uboat, Uboat-BdU and Uboat-Uboat radio communications:
![]() http://www.uboat.net/articles/35.html http://www.uboatarchive.net/KTBNotesCommunications.htm http://www.ibiblio.org/hyperwar/ETO/.../SRH025-8.html http://en.wikipedia.org/wiki/Goliath_transmitter Seems that U-boat radio equipment was able to intercept VLF signals even underwater, at variable depths depending on the distance from the transmitter. ![]() I am still looking for a complete list of HF/VLF radio transmitters used by Kriegsmarine with their respective power/range. Does anyone know where I can collect this information? |
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