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Old 12-26-13, 03:44 PM   #1156
volodya61
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FX Update 0.21 is in the download section since January 2013...
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Old 12-26-13, 03:51 PM   #1157
Mikemike47
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Quote:
Originally Posted by Mikemike47 View Post
Trevally is suggesting to use this version with his Black pit test on OH II v2.3. Having CTDs with mod soup starting with silentotto again even when completely starting over.
Quote:
Originally Posted by vdr1981 View Post
Me too...
Until then could you please delete files Shells_Rck.dat, Shells_Rck.dsd, Shells_Rck.sim and Shells_Rck.zon files from Library folder and tell me what you get with silentotto then...
Thanks for the link. I have been thinning mods, too, similar, to [inf] sober mega list.
First I delete the shells**. ** and try both ways.
Using my gigantic modlist with silentotto.
Code:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V8 SH5
DBM Background Video
sobers green spinning thing SH5
sobers green crew training V4 SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
WolfPack Wotan
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
German U-Boat Hydrophone SFX
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - 8.b Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No Underwater Impurity Patch
Moon_light_mod
Water reflections intensity varied by available sunlight 1.2
sobers more trees SH5
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers better terrain v4 SH5
sobers storm Clouds v1 SH5
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_v7_5_0_Page TDC_Update
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7_1_0_To_7_5_0
Manos Scopes-patch for 16x9
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Submarine's .sim&cfg (mod engine ratio + ind cont patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith & Patch
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version) V1.0
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta
Reworked Submarine Damage v5.5
Reworked Submarine Damage v5.5 - OHII v2.3 Comp Patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V9
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally TDC Help v2
Patrolsearch autoscripts V04
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
sobers Realistic contrast V10 SH5
sobers realistic underwater FX7
sobers bad weather deck gun V5 SH5
Reworked U-boat Guns (incomplete version)
sobers map colors SH5 V1
Shadow Improvement Mod
TDW_GenericPatcher_v_1_0_149_0
sobers reduced file sizes SH5 V2
Voice & Help [changes commands.cfg for voice recognition and compatibility]
Dialogs(xx) and sound cfg [wip voices]
If above crashes again, I will attempt Trevally' minimodlist for black pit.
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Old 12-26-13, 04:44 PM   #1158
Mikemike47
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I may be getting a little off topic about CTDs since this is not related directly to FX update. We have talked about CTDs and major mod soups in multiple threads. Many of us are making comments about too too many mods. Now I believe that statement is true, too. I have been testing and retesting JSGME like crazy and it is working smoothly and like it should.

Now every campaign would CTD using silentotto before I changed things in the next paragraph.

Using my modlist plus removing the Shells*.* in above post, at least I do NOT get CTDs using silentotto. One of the mods I took out which could be substantial due to size of file in U-Boat Watch Crew Routine SFX mod, amb_OceanSkyline_Q sound file is 450,000 KB. It does not overwrite anything else.

((Removed AI Sub Crew mod between IRAI and R.E.M by Xrundel TheBeast 1.2. I had to remove silentmichal's 1.2.4 interior mod which was immediately after R.E.M by Xrundel TheBeast 1.2 for silentotto CTDs to finally stop. These were in my previous mod list for many weeks.))

I started happy times and black pit; Yahhhh, both loaded fine at bunker. (The only thing I see different, IIRC, I haven't played game in a month due to too many CTDs,.... the ceiling is blinking on and off. Most obvious near the light next to Harbor Chief and KMO, and light at pennant flag at rear of sub. )

Old references:
Old mod list
PLJ's stubborn attempt to track CTD's

In the past, all my mods worked from previous list, but has soon as I added RSD 5.4 or new than CTDs with silentotto became regular occurrence. I would CTD only with a version VIIC or newer sub type THEN with Mare Nostrum campaign or later campaigns. VIIB or older version subs still worked fine. That is the part that got me stuck, (VIIC or newer sub type) and running in circles trying to solve.

won't be able to test further for another 5 hours +.

Last edited by Mikemike47; 12-27-13 at 04:04 PM. Reason: Added new paragraph between (( and ))
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Old 12-27-13, 05:21 AM   #1159
Trevally.
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Quote:
Originally Posted by Mikemike47 View Post
Trevally is suggesting to use this version with his Black pit test on OH II v2.3. Having CTDs with mod soup starting with silentotto again even when completely starting over.
Ah - this is only because that is the version I had saved on my home network. So when I lost my old PC and bought a new one - I used version 21
I will update to v22 shortly
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Old 12-27-13, 05:27 AM   #1160
vdr1981
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Quote:
Originally Posted by Mikemike47 View Post


Using my modlist plus removing the Shells*.* in above post, at least I do NOT get CTDs using silentotto. One of the mods I took out which could be substantial due to size of file in U-Boat Watch Crew Routine SFX mod, amb_OceanSkyline_Q sound file is 450,000 KB. It does not overwrite anything else.
I started happy times and black pit; Yahhhh, both loaded fine at bunker.
Just as I thought ... Now,I still can not understand why those shells files are not in love with our modlists ...
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Old 01-24-14, 05:38 PM   #1161
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Does anyone use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches), if you what is your opinions on it?
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Old 01-24-14, 07:30 PM   #1162
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Quote:
Originally Posted by Raven_2012 View Post
Does anyone use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches), if you what is your opinions on it?
the stock torpedo magnetic detonator range is 3m. This is just making it compatible for the torpedo failure patches.
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Old 01-24-14, 08:02 PM   #1163
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OK, thanks! I will use this since I have all failures on in the patcher.

The reason why I asked aboutFX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches), I don't see a lot of people using it in their mod soup. They tend to use FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches). Just wondering why.

Quote:
Originally Posted by TheDarkWraith View Post
the stock torpedo magnetic detonator range is 3m. This is just making it compatible for the torpedo failure patches.
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Old 01-24-14, 08:05 PM   #1164
volodya61
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Quote:
Originally Posted by TheDarkWraith View Post
the stock torpedo magnetic detonator range is 3m. This is just making it compatible for the torpedo failure patches.
Nope .. I think you forgot a little.. stock range is 2 meters.. this fix just increases it a bit, to 3 meters..

EDIT: @Raven
the same package you can find in the Generic Patcher archive, MODS folder.. and there is readme file you can read about these fixes..
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Old 01-24-14, 08:23 PM   #1165
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Quote:
Originally Posted by volodya61 View Post
Nope .. I think you forgot a little.. stock range is 2 meters.. this fix just increases it a bit, to 3 meters..
yes, you are correct That's what happens when you've been away for some time
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Old 01-24-14, 08:35 PM   #1166
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Yeah I read the README file, its pretty basic.

So I would use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches) instead of wanting the stock 2m? See I didn't know it was 2m, I didn't have any idea what it was. So now I know what stock setting is, it makes sense.

I've been away for 2 years, things get confusing when I am not in the wave frequency of SH5.



Quote:
Originally Posted by volodya61 View Post
Nope .. I think you forgot a little.. stock range is 2 meters.. this fix just increases it a bit, to 3 meters..

EDIT: @Raven
the same package you can find in the Generic Patcher archive, MODS folder.. and there is readme file you can read about these fixes..
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Old 01-24-14, 09:18 PM   #1167
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Quote:
Originally Posted by Raven_2012 View Post
Yeah I read the README file, its pretty basic.

So I would use this FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches) instead of wanting the stock 2m? See I didn't know it was 2m, I didn't have any idea what it was. So now I know what stock setting is, it makes sense.

I've been away for 2 years, things get confusing when I am not in the wave frequency of SH5.

Open up the Generic Patcher app. Browse through the patches and look for any patches that have Files=, Notes=, etc. that aren't blank. Double click them. What happens?
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Old 01-24-14, 09:45 PM   #1168
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I can access readme files and notes. Just didn't know what one mod was, just wanted a little more insight. Some things might be pretty basic to one and a little confusing to another.

Quote:
Originally Posted by TheDarkWraith View Post
Open up the Generic Patcher app. Browse through the patches and look for any patches that have Files=, Notes=, etc. that aren't blank. Double click them. What happens?
Thanks found another way to access them.
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Old 01-25-14, 11:19 AM   #1169
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Default Magnetic detonator not working

Quote:
Originally Posted by TheDarkWraith View Post
the stock torpedo magnetic detonator range is 3m. This is just making it compatible for the torpedo failure patches.
Hello:

I have never been able to get the magnetic detonators to work, ever. To test the magnetic detonators I use “Shooting Range single mission” by Arclight, which has 4 stationary targets. I set the depth of the torpedo to 1 meter under the ship and shoot using the slow speed and the magnetic detonator setting. The result is the torpedo swims under the keel without detonation. For these test I do use the external view and watch the torpedo to ensure the correct depth and speed. My mod list is below and I have TDW’s Generic Patcher installed with the correct settings. Any suggestions would be appreciated.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
FX_Update_0_0_21_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
Sub_Exhaust_1_0_5_byTheDarkWraith
TDW_Ship_Inertia_1_1_0
Critical hits 1.1 Torpedos
sobers best ever fog V25 SH5
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)

Thanks,
SHunter
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Old 01-25-14, 12:02 PM   #1170
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I can probably get 2 out of 5 to hit, most time its 1 out of 5. There were problems with depth keeping in torpedoes that cause them to go deeper. There were a lot of problems with magnetic torpedoes, they could detonate early. This was based on ships wake or different magnetic fields around the globe. These triggers act differently in what ever ocean you operated in. Magnetics were so unreliable that it was restricted to use them after so many failures.

So you mods are probably OK.

Quote:
Originally Posted by shunter101 View Post
Hello:

I have never been able to get the magnetic detonators to work, ever. To test the magnetic detonators I use “Shooting Range single mission” by Arclight, which has 4 stationary targets. I set the depth of the torpedo to 1 meter under the ship and shoot using the slow speed and the magnetic detonator setting. The result is the torpedo swims under the keel without detonation. For these test I do use the external view and watch the torpedo to ensure the correct depth and speed. My mod list is below and I have TDW’s Generic Patcher installed with the correct settings. Any suggestions would be appreciated.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
FX_Update_0_0_21_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_gap_Sextant_Mask_No_Eye_Reflectio n
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
Sub_Exhaust_1_0_5_byTheDarkWraith
TDW_Ship_Inertia_1_1_0
Critical hits 1.1 Torpedos
sobers best ever fog V25 SH5
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)

Thanks,
SHunter
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