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Old 05-06-14, 04:42 PM   #5236
THEBERBSTER
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Hi guys I’m struggling in Scapa been playing for 10 days and still cannot find a capital ship.

I have done 3 searches x 6,000 meter lines at 500 – 1,000 – 1,500 meters from the shore line at a speed of 1 knot at periscope depth.

There is a destroyer close to the channel exit.

A tanker is moored 2,400 meters from the shore line and a destroyer stationary a further 800 meters behind it.

Daylight visibility is very limited due to fog.

Night is pitch black so due to destroyer searchlights I have to keep the periscope down low just above the water line.

There are two bays that show on the map down from the channel exit.

I thought the tanker might be some sort of defensive block ship but there does not seem to be anything behind it to the shore.

Can anyone point me in the right direction as I am at the point now where I have had it with this and am ready to abort this mission and continue with E.B.C.W.
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Old 05-07-14, 02:56 AM   #5237
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Quote:
Originally Posted by THEBERBSTER View Post
Hi guys I’m struggling in Scapa been playing for 10 days and still cannot find a capital ship.

I have done 3 searches x 6,000 meter lines at 500 – 1,000 – 1,500 meters from the shore line at a speed of 1 knot at periscope depth.

There is a destroyer close to the channel exit.

A tanker is moored 2,400 meters from the shore line and a destroyer stationary a further 800 meters behind it.

Daylight visibility is very limited due to fog.

Night is pitch black so due to destroyer searchlights I have to keep the periscope down low just above the water line.

There are two bays that show on the map down from the channel exit.

I thought the tanker might be some sort of defensive block ship but there does not seem to be anything behind it to the shore.

Can anyone point me in the right direction as I am at the point now where I have had it with this and am ready to abort this mission and continue with E.B.C.W.
there are 2 of them docked they are really big near them are some destroyers

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Old 05-07-14, 03:44 AM   #5238
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Thanks Sjizzle I was concentrating more on the other bay.
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Old 05-07-14, 10:06 PM   #5239
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In the final years campaign where aware you suppost to patrol for the North Sea mission? There is no info available my game year is September 10,1944.
Never mind I figured it out.

Last edited by bandit484; 05-07-14 at 10:55 PM.
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Old 05-08-14, 07:41 AM   #5240
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Hi Sjizzle

Well I had to give up on this in the end.

When the sun burnt of the fog I had clear daylight.

I used the external camera and found destroyers, a tanker, two freighters but no capital ships.

I had my periscope just above the water line at 0 degrees travelling at 1 knot.

This is the important point, should the external camera have found these capital ships in the area that you said, visibility was very good?

I have restarted again from Kiel and will give it another go, I hope this time I might be luckier and importantly quicker, a lot of time wasted for nothing.

Peter
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Old 05-08-14, 08:50 AM   #5241
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Sjizzle

Well I had to give up on this in the end.

When the sun burnt of the fog I had clear daylight.

I used the external camera and found destroyers, a tanker, two freighters but no capital ships.

I had my periscope just above the water line at 0 degrees travelling at 1 knot.

This is the important point, should the external camera have found these capital ships in the area that you said, visibility was very good?

I have restarted again from Kiel and will give it another go, I hope this time I might be luckier and importantly quicker, a lot of time wasted for nothing.

Peter
take a look here

http://www.subsim.com/radioroom/show...69&postcount=1
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Old 05-08-14, 10:03 AM   #5242
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Be sure to go when that objective is on (dates!) - if you go outside the mission dates - they may have sailed out of the flow
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Old 05-08-14, 12:59 PM   #5243
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Thanks Sjizzle that is really helpful.

That's a good point Trevally, unfortunately, I cannot remember the date, and I deleted all the saves when I started again.

It would certainly explain why I could not find them!

Your replies are much appreciated

Peter
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Old 05-11-14, 05:31 AM   #5244
vdr1981
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Code:
Accurate German Flags
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
gap - Real Diveplane Gauges v. 1
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No U-Mark
DynEnv v2.9 - Sobers Best Ever Tweaks - Wakes Fix
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#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 - removed TDW_FXU_Debris_Materials.DAT
FXU 0.0.22 TDW_FXU_Debris_Materials.DAT
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_No Starshells (.eqp Files)
FXU_0_0_22_Ship zon Files
FXU_0_0_22_Shells Explosions_No Debris
NewUIs_TDC_7_5_0_v17_ByTheDarkWraith
NewUIs_TDC_7_5_0_v17_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_v17_New_radio_messages_German
NewUIs_TDC_7_5_0_v17_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_7_5_0_v17_gap_Sextant_Mask_No_Eye_Reflection
NewUIs_TDC_7_5_0_v17_Real_Navigation
Disabled Unrealistic Commands_(ini files)_v1.0
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7_1_0_To_7_5_0
Large Optics for TDW UI for NewUIs_TDC_7_5_0
Large Optics for TDW UI 8 by 5
Large Optics for TDW UI Darkened Scopes Alt Attack Scope
RAOBF + Nomograph Fix
TDC Graphics by Naights v1.0
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
IRAI_0_0_41_ByTheDarkWraith
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
MQK LocationMaps_IO
MQK ShapeTextures_NO
MQK Gradient_IO
IO_StrategicMap_7_5_0_for_TDWv750
SH5 External Cargo 1.0
Church's Compass Dials Mod v2.2 - Option Two
EQuaTool 01.01 by AvM - Large Style
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Patrolsearch autoscriptsV04
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.4
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
Shells_zon
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.7 - German Patch
DBSM_Music_1_0_4
Speech fixes and additions (german version)
Shadow Improvement ModLR
Small_trees_SH5_V1
sobers green crew training V4 SH5
sobers CrewAI mod SH5
sobers no footstep sound mod SH5 V2
SM_Flag_Wind_Patch
KDB+GHG Upgrade
Vecko - Compatibility Patches and Tweaks 7_5_0
TDW_User Options _7_5_0_v17
New_ Start_VIIB
My Fog & Underwater
My Waves
This is my modlist , marked in orange are the mods of interest...
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Old 05-11-14, 12:39 PM   #5245
7Infanterie19
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Greetings Trevally .. a belated happy anniversary for this year and for last year, since I haven't been here in quite a while.

I recently upgraded to OHII 2.5 and TDW UIs 742.

I still can't get No hydrophones on surface to run without CTD (there has to be a workaround for this somewhere), so I don't run it. My mod soup works fine without it (except having to listen to hydrophone contacts while surfaced ) .. until ...

... after starting a new campaign, skipping the tutorial, getting my mission orders, saving and reloading to ensure that all the options were available with the equipment guy, setting sail, getting to the Danzig patrol zone, sending in my contact report, and then getting the first objective complete message, the game crashes shortly afterwards.

My location is usually 10-15 kms from that lower objective icon. In the initial attempt, I hadn't seen the German destroyers, most likely due to the time of day. In the latter attempts, one or more had been destroyed. In the final attempt, the Polish destroyers were converging on the three Germen destroyers. All these ships and the Polish submarine were 8-15 kms away from me.

I did a fresh game reinstall updated to 1.2. I have tested with full mod soup and finally with the core ones listed below to no avail. The problem happened the first time in the late afternoon game time, and then the next attempts were early morning game time. The initial approach was from the north east. The last approaches were from the east south east.

Soup of the day:

My Configuration files
My Map Icons and Gradient
DynEnv v2.9 - 1. Main Mod
Speech Recognition
TDW_FX Update 0022
TDW_NewUI and TDC 742
TDW_IRAI 0039
TDW_IRAI No Starshells
TDW_SubFlags 008
Open Horizens II 2.5
Open Horizens II - Grid Request fix
(Also had the harbour mod in there at an earlier point).

(no files TDW patched with this last attempt)

Suggestions?


p.s. FYI: I can't run silentotto anymore when starting a new campaign without CTD. It's not important at the moment, but I'm mentioning it anyways.
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Old 05-11-14, 04:39 PM   #5246
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Hi 7Infanterie19

This might help?

My Configuration files????????????

My Map Icons and Gradient???????????????

DynEnv v2.9 - 1. Main Mod

Speech Recognition

You also need these to fix bugs and glitches

SH5_7A_Conning_Fix

http://www.subsim.com/radioroom/downloads.php?do=file&id=3663


Equipment_Upgrades_Fix_v1_4_byTheBeast

http://www.subsim.com/radioroom/downloads.php?do=file&id=3126


Equipment_Upgrades_Fix_v1_4_Patch_1

http://www.subsim.com/radioroom/showthread.php?t=182194


#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix

http://www.subsim.com/radioroom/showthread.php?t=182194


Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober

http://www.subsim.com/radioroom/downloads.php?do=file&id=3683


TDW_FX Update 0022


You need this

FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)

Folder 3 is inside a Folder called Mods.

Select the Base Folder and only 1 Patch Folder

TDW_NewUI and TDC 742


TDW_IRAI 0039 >>>>> replace this with this


IRAI_0_0_41_ByTheDarkWraith

http://www.subsim.com/radioroom/showthread.php?t=171973&highlight=irai_0_0_41


TDW_IRAI No Starshells >>>>>you do not need this


TDW_SubFlags 008 >>>> Possible ctd problem


Open Horizens II 2.5


Open Horizens II - Grid Request fix

You also need this

MQK Gradient_IO

In Folder 1

MQK LocationMaps_IO

In Folder 2

MQK ShapeTextures_NO

In Folder 3

(Also had the harbour mod in there at an earlier point). >>>> Possible ctd cause

(no files TDW patched with this last attempt)
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Old 05-11-14, 05:31 PM   #5247
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Thanks TheBerbster,

My configs are my adjustments to the Commands, Gameplay Settings, and Main files that I have made over time, and incorporating my key settings. Not many changes, but enough that I didn't want to have to keep editing things every time I reinstalled the game or mods, and I don't think they would be anything that would cause CTD. That mod also includes my adjusted graphics files for the keyboard.

My Map and Gradient is my edited graphics that I have culled from mods over time, and edited to my liking, including map icons for ports, etc. Nothing that I can imagine would CTD. This negates the need for those MQK mods, since I already have that stuff.

FX_Update_0022 Torpedos: This is optional, isn't it, and is only required if you add the associated patch in TDW's patcher, no?

TDW IRAI 0041 causes CTD with TDW Subflags. You can see my post regarding that here: http://www.subsim.com/radioroom/show...&postcount=329. Because I use v0039, I use the starshell fix as well. I can't run 0041 because of it. I want to keep my flags. I also left a post for TDW in his NewUIs thread regarding sensor file compatibility and such, and am waiting for response to that that can hopefully help me get all his updated mods working together.

Regarding Beast's fixes, are they also necessary for OHII 2.5 to run? I haven't used his Equipment mod, because I could never get it working over the last couple of years and gave up on it. If it isn't, then I'd prefer not to mess with it, since I'd have to modify my own conning tower emblem info again as well. Now, if it can fix the no hydrophone on surface thing AND not CTD like it has in the past, then I'll definitely have to take a look at it.

I was going to add the 7A conning fix the other day in fact, but forgot. It's only a graphic texture issue, so I'm guessing that wouldn't create CTD, since it never caused me grief not having it up until now with any previous versions of OHII that I had running.

Trevally doesn't specify anything in the OP that any of those things like Beast's mod and the torpedo mod are musts, or that particular versions of IRAI or FX are required, so I'm curious to know from him where that stands.

Cheers!

Last edited by 7Infanterie19; 05-13-14 at 11:15 AM.
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Old 05-11-14, 06:11 PM   #5248
THEBERBSTER
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Hi 7Infanterie19

If you read the document for FX_Update_0_0_22 you must select one of the patch files.

If you were to use FX_Update_0_0_21 then there are no patch files.

The fixes and glitch mods should be used whether or not you are using OH II

Check out the readme’s that come with these and you will see what they are both fixing.

Equipment_Upgrades_Fix_v1_4_byTheBeast

Equipment_Upgrades_Fix_v1_4_Patch_1

It’s a natural progression to update mods as they become available as they are either making enhancements or are fixing problems that have cropped up in the previous version.

Sub Flags is a contentious issue as Raven did some tweaking with this mod as it was causing ctd’s.

I notice that on his last mod list although he has IRAI 0_0_39 Sub Flags is missing.

I also had to remove mine because of ctd's.

So if you do get any ctd’s you know where to look first.

Peter
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Old 05-13-14, 07:28 AM   #5249
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NDB,NDH OM#1 - No Dialog Indicator

Included in this mod

SteelViking's Interior Mod V1.2

I do not think you need this?

Fuel Gauge WoGaDi_SteelViking's Interior

WoGaDi Mod Version 7 included in SteelViking's Interior Mod V1.2

DynEnv v2.9 - 9. Sobers Best Ever Tweaks only 2 of the mods in this are current the others have all been updated since this release.

7-5-0 is on version 17

You must be a large amount of mods overwriting each other as there seems to be mods that are doing the same sort of things in a different way if you know what I mean.

I am really surprised that you are not having ctd problems as Stormy’s mods do not get on with OH II and TDW NewUI.

Last edited by THEBERBSTER; 05-13-14 at 08:40 AM.
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Old 05-13-14, 08:16 AM   #5250
Sjizzle
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instal in this order this one ......
IO_StrategicMap_7_5_0_for_TDWv750
MQK LocationMaps_IO
MQK ShapeTextures_NO

if u use

DynEnv v2.9 - Wave Mechanics - Gale (Improved) remove sober wave mods
if u use
sobers Lights Cfg V10 SH5 remove sobers DOF V6 SH5

remove this mods

AilDeckwave 1.0
AilMoon 1.5
AilRain 1.0
AilWhiteInterior 1.0

WTF is SJizzles Charts - Perfect Combined Mod ?????? i didn't made something like that !!!!!!!!!!! from where u downloaded that one ?

and your mod list not in the right order....there other mods witch one overwrite other mods
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