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Old 07-27-14, 09:47 AM   #5371
Sjizzle
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Originally Posted by vdr1981 View Post
Wait a minute, I'm confused now...
It's been said that all the advanced and experimental patches should be disabled, which means "red". You're saying that only orbit patches should be enabled (blue), is that correct?
i have all disabled in advanced section
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Old 07-27-14, 09:48 AM   #5372
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Originally Posted by Sjizzle View Post
i have all disabled in advanced section
That means they are all "red", right?
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Old 07-27-14, 10:11 AM   #5373
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Originally Posted by vdr1981 View Post
Wait a minute, I'm confused now...
It's been said that all the advanced and experimental patches should be disabled, which means "red". You're saying that only orbit patches should be enabled (blue), is that correct?
Not all the orbit patches, I haven't enabled the orbit patches within SH5.EXE, as it makes the game unplayable, cant even load a save, all those patches are disabled (red) and therefore functionallity is enabled for those orbit functions.

within the patch for SH_NClient.dll, I have enabled the patch (set to true),(blue) disabling the orbit functionallity within that .dll, only way I can progress campaign.

This is the only 'advanced' patch I have enabled

now whats confusing me, is that if you guys can progress campaigns without this specific patch enabled, what have I set up differently lol

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Last edited by Mister Six; 07-27-14 at 10:22 AM.
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Old 07-27-14, 10:32 AM   #5374
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Originally Posted by Mister Six View Post
Not all the orbit patches, I haven't enabled the orbit patches within SH5.EXE, as it makes the game unplayable, cant even load a save, all those patches are disabled (red) and therefore functionallity is enabled for those orbit functions.

within the patch for SH_NClient.dll, I have enabled the patch (set to true),(blue) disabling the orbit functionallity within that .dll, only way I can progress campaign.

This is the only 'advanced' patch I have enabled

now whats confusing me, is that if you guys can progress campaigns without this specific patch enabled, what have I set up differently lol

Six
disable them !!!!
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Old 07-27-14, 06:04 PM   #5375
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How do I add the patch with steam
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Old 07-27-14, 06:20 PM   #5376
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That means they are all "red", right?
yup no blue
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Old 07-27-14, 07:30 PM   #5377
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How do add the patch to this mod when my game is from steam
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Old 07-28-14, 01:17 AM   #5378
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How do add the patch to this mod when my game is from steam
Doesn't work with the steam version read here
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Old 07-28-14, 03:20 AM   #5379
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Heya's,

I came across a post .............

I have dvd so can't try it but maybe of interest to steam users

http://www.subsim.com/radioroom/showthread.php?t=214687

Post back on the above post if it works, will help others with steam obviously

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Old 07-28-14, 06:17 PM   #5380
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Originally Posted by Sjizzle View Post
disable them !!!!
So how do I solve myproblem then?Because I have every advance patch in red and I my progress bar is not working
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Old 07-29-14, 12:55 AM   #5381
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Originally Posted by LCQ_SH View Post
So how do I solve myproblem then?Because I have every advance patch in red and I my progress bar is not working
try first with this .gps file download
if doesn't work then
disable all patches and see if works after that enable the patches 1 by 1 by
do the same thing with the mods disable all of them see if work the enable them 1 by 1 ...
can u show us your mod list pls ...

PS. if u have posted somewhere give the link thx

Last edited by Sjizzle; 07-29-14 at 02:12 AM.
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Old 07-29-14, 09:01 PM   #5382
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So, in my game, it's February 1940, mid afternoon in the somewhat deep Atlantic.

From 2500m, I fire off a torpedo towards a SteelViking tanker, and from 2000m, two torpedoes towards a SteelViking Passenger ship. As the torpedoes head towards them, both suddenly reacted like escorts and sped up to avoid getting hit. Whuh??? Really??? This didn't make sense to me, so I decided to test this out and reloaded a few times. Half my tests got the same result. I've never seen this behaviour before. On one reload where they didn't act like escorts, I managed three hits. The passenger ship went down, but the tiny tanker, despite heavy damage , being on fire, and billowing heavy smoke, rushed off and eventually stopped dead in the water at 4000m. I decided to surface and use my deck gun to take out the third ship - a freighter - that was circling erratically. After that, I planned on giving that dead tanker the coup de gras as well. No sooner was I on the surface when the tiny tanker starts shooting me, taking heavy chunks out of my armor - from 4000m away! I started looking around, thinking I missed a hidden escort when I surfaced, but found nothing else but the two remaining ships. So now SteelViking tankers are armed to the nines and can hit you with pin point accuracy from 4000m while dead in the water, burning, and billowing smoke, AND in early 1940, while my trained and experienced crew - of Kriegsmarine seamen, not civilian seamen - can take forever to hit, let alone sink a coastal fishing boat? Seriously? Am I missing something here? (I was never taught any of this in the academy .)

I just don't know anymore. I like a bit of a challenge with a sprinkle of arcade like it used to be, but this AI behaviour tied with what I wrote in my other post in the IRAI thread (http://www.subsim.com/radioroom/show...postcount=2272) is really taking the enjoyment I used to have out of this game for me.

Sorry for the rants, but I needed to post my thoughts on this.


EDIT:

I ran another test on that small tanker. I first backed up to beyond 6000m, then surfaced. Half sunken and dead in the water, the tanker immediately began firing at me, but didn't reach me. My crew wouldn't fire yet, so I began to inch forward. When I was past the 5500m mark, I (as a moving target) began to take hits from the tanker, yet my crew still wouldn't shoot until we got closer than 5000m. By then, the marksmen on the tiny tanker already caused serious damage. Frustrated, I reloaded and dealt with them in a different way, then moved on.

Tonight, I was attacking an unescorted, large 9-ship convoy in BE36 at 2 am on a moonless night. It was my first large convoy since leaving Memel. I set up and fired 3 torpedoes forward for simultaneous hits, and one reverse. As soon as the first passed the North Sands Freighter in the second row, the freighter changed speed, as did the farthest one. I thought I was seeing things, so I reloaded and only fired two torpedoes for simultaneous hits on the first and second rows in front of me. The first torp never hit as the North Sands Freighter sped up again to get out of the way. The tanker in the first row did not, and was hit. I reloaded twice to test again. Same unbelievable results.

I read today that TDW has put out a new patcher that nerfs this RPM behaviour, so I plan on giving that a try soon and hope that fixes that problem.

Having said that, something is definitely different. Could it maybe be something in these core mods that we are using that has changed the behaviour in these freighters and the SteelViking ships that I have seen in my experiences so far? Maybe I'll encounter it with other ship types as well, but only time will tell. Something has indeed changed, because this has never ever happened since I began playing SH5. I don't like it when the escorts do it, but I accepted it as we all probably have, but it's unacceptable with cargo ships.

If it is due to tweaking somewhere, as I said in the other thread: "Have we tweaked too much to achieve a more realistic, historical experience at the expense of a more realistic, historical experience?"

Anyway, I hope with this info, someone can remedy this problem, so that we can still continue to make this game great.

Cheers!


EDIT #2:

I tested TDW's RPM patch with the game save for that large convoy. On the first try, the freighter only slowed down, but enough to get hit. The other freighter did not slow down.

I reloaded and tested again. Both slowed down again but not enough to avoid the hit. They seemed to be on guard and fully aware of torpedoes in the water in deep darkness of night like escorts behave.

So this still begs the question: why are cargo ships behaving like escorts and able to detect torpedoes like this when they didn't before?

After the convoy scattered, I eventually surfaced to move ahead to position myself for more attacks once they settled down. No sooner was I breaking the surface when an SV Medium Freighter at 5500m away started hitting me with gun shot.

First, how could they know exactly where I was after all that time of panic, and then hit me pin point before I was fully surfaced? Second, I ask again: why are freighters loaded to the nines this early in the war, and with more experienced crew than we have, and why are they able to engage us from a further distance than we are able to?

(I'm looking forward to SH6: Freighters - The New Hunters of The Atlantic)

Cheers!

Last edited by 7Infanterie19; 07-31-14 at 08:57 PM.
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Old 07-30-14, 11:46 PM   #5383
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Quote:
Originally Posted by Sjizzle View Post
try first with this .gps file download
if doesn't work then
disable all patches and see if works after that enable the patches 1 by 1 by
do the same thing with the mods disable all of them see if work the enable them 1 by 1 ...
can u show us your mod list pls ...

PS. if u have posted somewhere give the link thx
Ill give it a try... keep you posted..

My mods....not so "long"....in this order:


Wolves of steel 1.02
Wolves of steel 1.02 patch 5
Wolves of steel 1.02 TDW real navigation
Sub exhaust 1 0 5 by TDW
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Old 07-31-14, 08:41 AM   #5384
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Hello, my problem is that I do not have a marker on the map, which shows that zone of patrol :/

Ps.
Sorry for my english
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Old 07-31-14, 09:26 AM   #5385
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Hello, my problem is that I do not have a marker on the map, which shows that zone of patrol :/

Ps.
Sorry for my english
u don't have the marker but u have the patrol are grid numbers ... u need to use my My grid charts to find your patrol are the patrol grid numbers have 2 letters and 4 numbers.
on them map u will find the 2 letters and the first 2 numbers from the patrol area for the second 2 numbers u need to use my grid charts mod to find your patrol area

http://www.subsim.com/radioroom/show...&postcount=160

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