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Old 12-14-2019, 07:59 AM   #12781
vdr1981
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Quote:
Originally Posted by gap View Post
Yes, I am aware of that. It is a pity that we can't have fully functional flares and they are only there for eye-candy. Do you have any idea on why the light node causes such a huge lag? Is that in vanilla game too? Have you checked if the problem might be caused by many flares being fired at the same time?
IIRC, the problem is not in the stock files because there aren't any light nodes in the flares at all. They have been added by TDW or some other modder I guess. I remember that first flare always caused the biggest game freeze which could last for several seconds...This would be especially annoying in airplane attack situations I assume.
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Old 12-14-2019, 08:08 AM   #12782
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Quote:
Originally Posted by Tonci87 View Post


So all in all, 4 meters allows you to get a hit by estimating the targets draft, but still requires you to get pretty close. I would advise to incorporate that change into TWOS

@VDR, do you want the files?
Sure, you can upload the files but usually I don't implement these type of changes right away. Most of the time they require extensive testing since they can potentially bring several "hidden" problems along with the improvements... IIRC TDW's FX Update mod contains 3 optional mods for magnetic detonators. I took 2m option for TWoS since 1m (FXU default) just wasn't enough IMO. You can check out the mods in order to understand better what is going on...


Quote:
P.S. If you look at the torpedoes in the editor, then you will notice that the G7es TX is the only torpedo that does not have a cavitation effect, apparently the entries for ParticleGenerator -> BitmapParticles are missing
Could this be intentional? gap?
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Old 12-14-2019, 08:23 AM   #12783
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Originally Posted by Tonci87 View Post
Another topic, the equipment fix mod needs a revision.

I became suspicious when I saw that I can purchase FAT Torpedoes in the middle of 1941 (they should become available late in 1742) I then had a closer look.

The TIII torpedo should not become available before 1942, however it is also available early in 1941.

The Conning Tower modification 2 should not become available before November 1942, in the game it is already available in early 1941.

See here for more information:
https://uboat.net/technical/flak.htm

I guess there will be more inaccuracies. Can somebody point me to the file with the start dates for the equipment?

Thank you.
Earlier appearance of some weapons and equipment in the game is there to simulate new experimental and test ordnance and devices. I'm pretty much sure this was the case in KM as well and that certain captains would perform regularly "live action" testing of some new weapons and equipment long before their historical appearance date.

Despite all my efforts, I couldn't find the solution for conning towers. They have to bee offered always or not offered at all...
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Old 12-14-2019, 11:12 AM   #12784
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Quote:
Originally Posted by gap View Post

Cavitation effect or steam bubbles?
Cavitation effect
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Old 12-14-2019, 11:13 AM   #12785
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Originally Posted by vdr1981 View Post
Sure, you can upload the files but usually I don't implement these type of changes right away. Most of the time they require extensive testing since they can potentially bring several "hidden" problems along with the improvements... IIRC TDW's FX Update mod contains 3 optional mods for magnetic detonators. I took 2m option for TWoS since 1m (FXU default) just wasn't enough IMO. You can check out the mods in order to understand better what is going on...



Could this be intentional? gap?
I´ll do some more testing then
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Old 12-14-2019, 12:49 PM   #12786
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Quote:
Originally Posted by fitzcarraldo View Post
Though they can't work with AI sensors, could be a nice candy addition.
I must admit that, when I come across some broken feature (all but uncommon event when talking about SH5 lol ), there's always a little voice in my head telling me "there must be a workaround to this". Nonetheless I agree with you that, even though only cosmetic, those flares would be a nice addition that would possibly worsen the panic of a night attack by the air.

Quote:
Originally Posted by vdr1981 View Post
IIRC, the problem is not in the stock files because there aren't any light nodes in the flares at all. They have been added by TDW or some other modder I guess.
That's not entirely correct, there are light nodes in scene.dat, used for sun and ambient light, but I should probably reformulate my question: has anyone tested if in vanilla game with only FX-Updates added (that is the mod that added flares to the SH5 ships), star shells still cause that huge lag?

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Originally Posted by vdr1981 View Post
I remember that first flare always caused the biggest game freeze which could last for several seconds...This would be especially annoying in airplane attack situations I assume.
Yes indeed, it would be very annoying to say the least

Quote:
Originally Posted by vdr1981 View Post
Could this be intentional? gap?
I was wondering that too. Electric torpedoes should not have wakes, or at least they shouldn't have wakes as evident as steam torpedoes, but as the name says the wake of steam torpedoes was caused mainly by... steam bubbles. To the best fo my understanding cavitation should have affected electric torpedoes as well as steam ones (though, due to their slower speed, to a lesser extent), so if the empty field reported by Tonci is really about cavitation effect, it might be a simple overlook.

Quote:
Originally Posted by vdr1981 View Post
Earlier appearance of some weapons and equipment in the game is there to simulate new experimental and test ordnance and devices. I'm pretty much sure this was the case in KM as well and that certain captains would perform regularly "live action" testing of some new weapons and equipment long before their historical appearance date.
Yes, I agree, certain weapons and upgrades might have been available for testing before they were officially introduced in service, but for the sake of realism they should have a particularly high reward cost, and occasionally they should be affected by functional problems (that's easy to simulate with torpedoes).
On the contrary, updates that at a certain point were considered 'standard', should be completely free: an U-boat captain who was not enough charismatic or... aggressive as per B.d.U. desires would have been given a lesser important command, not sent to the Atlantic on an U-boat without torpedoes lol

Quote:
Originally Posted by vdr1981 View Post
Despite all my efforts, I couldn't find the solution for conning towers. They have to bee offered always or not offered at all...
To be honest I never found conning tower settings in UPCData settings
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Old 12-14-2019, 02:34 PM   #12787
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has anyone tested if in vanilla game with only FX-Updates added (that is the mod that added flares to the SH5 ships), star shells still cause that huge lag?
Yes, I think that was the case IIRC...
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Old 12-15-2019, 10:00 AM   #12788
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A question, please:

Is it possible to change the skin of my boat in patrol?

I have now Rusted Glory, and I would to change to Raised Revenge skin.

I think there are some files to touch in My documents/SH5 (????)

If I put the new skin with JSGME nothing change. But Rusted Glory Lights Only mod change the interiors when applied in patrol.

Thanks in advance!

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Old 12-15-2019, 10:05 AM   #12789
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Originally Posted by fitzcarraldo View Post
A question, please:

Is it possible to change the skin of my boat in patrol?

I have now Rusted Glory, and I would to change to Raised Revenge skin.

I think there are some files to touch in My documents/SH5 (????)

If I put the new skin with JSGME nothing change. But Rusted Glory Lights Only mod change the interiors when applied in patrol.

Thanks in advance!

Fitzcarraldo
Try "Documents\SH5\data\cfg\SaveGames\0000000**\Player Settings.cfg.rep" file, "TAR=" line...
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Old 12-15-2019, 10:07 AM   #12790
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Quote:
That's not entirely correct, there are light nodes in scene.dat, used for sun and ambient light, but I should probably reformulate my question: has anyone tested if in vanilla game with only FX-Updates added (that is the mod that added flares to the SH5 ships), star shells still cause that huge lag?
Do you mean the flares launched by ships? I never see any lag in TWoS 2.2.16 when a ship launchs a flare (white or red). In fact, some flares do a "parabolic trajectory" when launched, no lag, no CTD, and the effect is superbe.

My PC is not a top notch, BTW. Runs well TWoS 2.2.16 at 60 FPS (fixed at 30 FPS with Nvidia Inspector).

Best regards.

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Old 12-15-2019, 10:08 AM   #12791
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Quote:
Originally Posted by vdr1981 View Post
Try "Documents\SH5\data\cfg\SaveGames\0000000**\Player Settings.cfg.rep" file, "TAR=" line...
I will try it. Many thanks, Vecko!

Best regards.

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Old 12-15-2019, 10:31 AM   #12792
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v2.2.17
- KSD Commander fix, loging to KSD server is possible again, adding back full functionality of this program (online chat and stats comparison).
- Optional addons for radioman GUI commands (send contact and status reports) are now part of the main mod by default.
- Added three new optional addons - "Remove Map Plastic Cover", which will make various nav map elements much more visible, "Officer Icons as Stations", Captain America's alternative officer icons adopted for TWoS and "Env Settings - Brighter Nights", a gap's Dyn Env solution for nights being excessively dark for some users.
- Added more and further improved set of instructional campaign/flotilla transfer radio messages which will be sent to the player at the end of every camping chapter.
- Increased KSD hydrophone receivers damaging depth.
- New high resolution flags textures for several nations.
- Reorganised and improved various GUI elements (sub systems page, Captains log ect). A big thanks to Serega who has allowed me to use his Russian addon for TWoS as a inspiration!
- New and better looking nav map color gradient.
- Combining and further adjusting many graphical elements from various environmental mods in order to achieve the most realistic looking environment. Improved environmental graphics, more realistic sky, clouds, water and fog effects (credits to W_clear, gap and Serega!).
- Reintegrated small TDW tweak, water surface reflection varies with available light.
- Stock loading pictures (artwork) is replaced with authentic colorized WW2 Battle of the Atlantic photos.
- Set of Kapuhy's fixes, improvements and alpha channel textures for Schute_M1 (Motor-Hafenschute).
- New Leigh Light 3D model by gap.
- Few OFEV options adjustments.
- Special thanks to the latest outstanding TWoS supporter/donor: Maurizio "Torpedo" Cattaneo! Thank you very much Captain!


Download full standalone v2.2.17 installer
Download v2.2.x to v2.2.17 update




Happy hunting!
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Old 12-15-2019, 01:20 PM   #12793
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Thanks for the new update. Downloading now.

Great Job!

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Old 12-15-2019, 02:03 PM   #12794
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Thanks for update.
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Old 12-15-2019, 02:32 PM   #12795
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Quote:
Originally Posted by fitzcarraldo View Post
Do you mean the flares launched by ships? I never see any lag in TWoS 2.2.16 when a ship launchs a flare (white or red). In fact, some flares do a "parabolic trajectory" when launched, no lag, no CTD, and the effect is superbe.
Thank you Fitz, the flares were first added to the game by TDW with his FX Updates mod. I am not sure about the other games (I think there's an FX Updates also for SHIII and one for SHIV), but in SH5 those flares have always caused lags and occasional CTDs.
That was until Rongel discovered that the problem was not caused by the flare particle effect itself, but by the light nodes that their particle generators were attached to. Light nodes were used for making flares to cast actual light (and shadows), and to affect the range of visual sensors, but in order to fix the said problems, it was decided to replace them with regular nodes. This fix is now part of TWoS, that's why now you can enjoy the eye candy of distress flares without their side effects, but at the cost of their functionality.

I am now wondering whether those lags are caused by light nodes per se, or rather they came from the conjunction of the said light nodes with something else, that's why I was asking

Quote:
Originally Posted by vdr1981 View Post
v2.2.17
Well done mate

...just a couple of little rectifications on the release notes:

Quote:
Originally Posted by vdr1981 View Post

- Added three new optional addons - "Remove Map Plastic Cover", which will make various nav map elements much more visible, "Officer Icons as Stations", Captain America's alternative officer icons adopted for TWoS and "Env Settings - Brighter Nights", a gap's Dyn Env solution for nights being excessively dark for some users.
I don't think that that addon is by me, if memory serves me well it was created by someone else, most probably stoianm

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Originally Posted by vdr1981 View Post
- New Leigh Light 3D model by gap.
This is actually by me lol, anyway it is not only the 3D model that was updated, but all the involved settings including searchlight effect, train/elevation speed and angles, damage settings and Leigh Light positioning on aircraft models
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Last edited by gap; 12-15-2019 at 07:10 PM.
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