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Old 11-15-13, 11:36 AM   #10891
Von_Stolzenberg
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hmm seems it worked... why is it so complicated now, never was so twisted in extracting and activating before
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Old 11-15-13, 11:52 AM   #10892
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Originally Posted by Von_Stolzenberg View Post
hmm seems it worked... why is it so complicated now, never was so twisted in extracting and activating before
Seems it worked???.....meaning it was a computer glitch or did you find multiple folder issues and not commenting on that part?

No, it is not more complicated. Nothing has changed. Multiple folder levels are discussed in JSGME documentation over the years. I tried to explain as simply and has accurately to fix your issue. It is the up to the discretion of the individual modders of what they want to do for individual mod folder structure.

Generally speaking, many modders and the JSGME program author has suggested to read the documentation but is not read by some fellow subsimmers. Sometimes we can tell from the context of the post reply that documentation is not read properly. Time could be saved for all of us, plus server resources simply by reading documentation. Missing some important step or a simple human oversight is one thing, but not reading the documentation efficiently enough is another issue. We repeat ourselves over and over from time to time replying to the same problems because documentation is not read efficiently by others.

I will gladly pitch in and help others. We are more grateful when others take the time to read documentation first, then we are more gladly to offer a helping hand when still needed.

We are just grateful the games are fixed better, compared to the Ubisoft release, by all our dedication to helping each other here.

A very general statement relevant to mods not working or CTDs in general......
Quoting Webster ,
"this problem is mostly caused by impatient people failing to read the mod instructions and follow them as directed. people "skim" the reading info with mods then cry when they don't work or the game crashes but its because they are too lazy to read the instructions 98% of the time."

I couldn't have said Webster's comment better, plus others making the same general comment in a different way!!!!

Last edited by Mikemike47; 11-15-13 at 12:22 PM.
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Old 11-15-13, 12:48 PM   #10893
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Quote:
Originally Posted by Mikemike47 View Post
We repeat ourselves over and over from time to time replying to the same problems because documentation is not read efficiently by others.

...

Quoting Webster ,
"this problem is mostly caused by impatient people failing to read the mod instructions and follow them as directed. people "skim" the reading info with mods then cry when they don't work or the game crashes but its because they are too lazy to read the instructions 98% of the time."
I could undersign both the statements
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Old 11-15-13, 01:16 PM   #10894
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Originally Posted by Mikemike47 View Post
Seems it worked???.....meaning it was a computer glitch or did you find multiple folder issues and not commenting on that part?

No, it is not more complicated. Nothing has changed. Multiple folder levels are discussed in JSGME documentation over the years. I tried to explain as simply and has accurately to fix your issue. It is the up to the discretion of the individual modders of what they want to do for individual mod folder structure.

Generally speaking, many modders and the JSGME program author has suggested to read the documentation but is not read by some fellow subsimmers. Sometimes we can tell from the context of the post reply that documentation is not read properly. Time could be saved for all of us, plus server resources simply by reading documentation. Missing some important step or a simple human oversight is one thing, but not reading the documentation efficiently enough is another issue. We repeat ourselves over and over from time to time replying to the same problems because documentation is not read efficiently by others.

I will gladly pitch in and help others. We are more grateful when others take the time to read documentation first, then we are more gladly to offer a helping hand when still needed.

We are just grateful the games are fixed better, compared to the Ubisoft release, by all our dedication to helping each other here.

A very general statement relevant to mods not working or CTDs in general......
Quoting Webster ,
"this problem is mostly caused by impatient people failing to read the mod instructions and follow them as directed. people "skim" the reading info with mods then cry when they don't work or the game crashes but its because they are too lazy to read the instructions 98% of the time."

I couldn't have said Webster's comment better, plus others making the same general comment in a different way!!!!
Sorry to make you tired and still thank you. I was reading the stuff multiple times on the forum and looked into my files not only once. but it was a mod folder, inside a modfolder inside a modfolder which kept my confusion until I slammed everything together.
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Old 11-15-13, 01:24 PM   #10895
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Originally Posted by Von_Stolzenberg View Post
Sorry to make you tired and still thank you. I was reading the stuff multiple times on the forum and looked into my files not only once. but it was a mod folder, inside a modfolder inside a modfolder which kept my confusion until I slammed everything together.
Yahoo, yahoo. I know mod frustrations of all kinds, too.!!

Naaahhh, you did not make me tired. I do appreciate the sentiment, and we appreciate thank yous. Glad to hear it is working!

P.S. For the future, TDW has lots of multiple folders for his New UIs mod versions and optional mods.
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Old 11-16-13, 10:45 AM   #10896
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Originally Posted by volodya61 View Post
I just looked at it and saw that this mod is a fake.. perhaps I mixed up the folders or something when I uploaded it.. all the files inside are old (June,2013) and not yet edited for patches .. my latest files were edited in August.. I will re-edit it tomorrow..
We are still waiting...
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Old 11-16-13, 11:42 AM   #10897
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Originally Posted by vdr1981 View Post
We are still waiting...

I'm too lazy lately.. I promise, I'll do it tomorrow ..
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Old 11-17-13, 04:39 AM   #10898
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Default Windows 8.1 and NewUIs mods

I fix the issues described in my previous post by reinstalling completely the game.
I confirm all NewUIs mod versions (including NewUIs_TDC_7_4_2_ByTheDarkWraith and NewUIs_TDC_7_5_0_ByTheDarkWraith) are working properly with Windows 8.1 and a GTX760 video card.

Regards
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Old 11-17-13, 04:57 AM   #10899
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Originally Posted by volodya61 View Post

I'm too lazy lately..
I can confirm it: lately you are too lazy!
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Old 11-17-13, 07:31 AM   #10900
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Guys , how can I disable "precise range to target" (from sonar) option ?

It looks like pinging escorts doesn't have any effect on escorts and merchants AI and the range of precise measurements is also very unrealistic (more than 10 km without any error, can someone confirm this pls?)

This is from http://www.uboataces.com/hydrophones.shtml

The S-Gerat (Special Apparatus for Active Sound Location) was essentially sonar. It transmitted sound pulses and timed the returning echo to detect underwater objects. Because it emitted sound pulses which also broadcasted the U-boat’s location, this device was not very popular. It could detect objects up to 4,000 meters away.

So, current implementation of sonar is everything but realistic and I would really like to disable this feature until someone do some scripts magic and fix this...
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Old 11-17-13, 07:35 AM   #10901
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Originally Posted by vdr1981 View Post

It looks like pinging escorts doesn't have any effect on escorts and merchants AI and the range of precise measurements is also very unrealistic (more than 10 km without any error, can someone confirm this pls?)
I believe that this issue is with every Silent Hunter games, enemies can't detect your pinging. I think that I read this recently from SH 3 forums...
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Old 11-17-13, 07:45 AM   #10902
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Originally Posted by Rongel View Post
I believe that this issue is with every Silent Hunter games, enemies can't detect your pinging. I think that I read this recently from SH 3 forums...
Exactly, one more reason to disable this feature...
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Old 11-17-13, 08:29 AM   #10903
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Originally Posted by vdr1981 View Post
Guys , how can I disable "precise range to target" (from sonar) option ?

So, current implementation of sonar is everything but realistic and I would really like to disable this feature until someone do some scripts magic and fix this...
OK, I've found it...

Modified Page layout.ini will do the trick...



If anyone else want to try this, just let me know...

Last edited by vdr1981; 11-17-13 at 09:33 AM.
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Old 11-17-13, 09:51 AM   #10904
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Originally Posted by vdr1981 View Post
This is from http://www.uboataces.com/hydrophones.shtml

The S-Gerat (Special Apparatus for Active Sound Location) was essentially sonar. It transmitted sound pulses and timed the returning echo to detect underwater objects. Because it emitted sound pulses which also broadcasted the U-boat’s location, this device was not very popular. It could detect objects up to 4,000 meters away.
This is what I have found on uboatarchive.net:

Quote:
"U 570" - Interrogation of Crew - C.B. 4051 (31), October 1941

(vii) Detector or "S" Gear (Such-Gerät, usually known as S-Gerät)
The S-Gear is the German asdic and is manufactured by Electro Acoustic of Kiel (commercially as the Ultrameter) and by the Atlaswerke of Bremen (commercially as the Periphone).
It consists of a combined Magneto Striction transmitter or receiver which can be used for telegraphy and telephony, echo-ranging and hydrophone effect listening. The frequency used is probably between 15,000 and 20,000 cycles.
The apparatus, which is retractable, projects through the ballast keel near the fore end of the control room.
It is a short range supersonic echo-ranging apparatus of the magnetostriction type and is fitted primarily for mine detection purposes. It is only emerging from the experimental stage and "U 570" was one of the first, if not the first U-Boat to be fitted with it. In its present form it is not very serviceable; "U 570's" apparatus had broken down and was not in working order at the time of her capture.
The maximum range of detection is 500 metres and the practical range about 300 metres. The combined transmitter-receiver comprises four packs of nickel stampings and was said to be energised with 4,000 volts transformed up from a 110-volt supply. The beam angle is stated to be + 45° and no means of training the beam is provided.
Prisoners believed that the amplifying and recording unit of the S-Gear is known as the A.E.G. apparatus (since it was made by the A.E.G. Company). The transmitted and received pulses are applied to a cathode ray tube in front of which is an optical projection system which casts an image of the C.R. tube trace on to a ground glass screen provided with a range scale graduated in metres.
An earlier statement that the S-apparatus was used for "blind" underwater firing of torpedoes has been contradicted and is not now believed.
Quote:
REPORT OF INTERROGATION OF SURVIVORS OF "U 574", SUNK ON 19th DECEMBER, 1941.

(ii) "S-Gerät" (Detector Gear)
"U 574" was stated to have been fitted with a form of "S-Gerät," which could be inclined 80 up and down and also sideways. This S-Gerät was stated to have a range of 400 metres, and to be used only for detecting nets or minefields. Prisoners stated that a visual indicator (Mattscheibe) was employed; it was not often used for fear of betraying the U-Boat's position.
(N.I.D. Note. S-Gerät appears to cover all forms of transmitting detector apparatus.)
Quote:
REPORT OF INTERROGATION OF SURVIVORS OF U-701, September 17, 1942

S-Gear or German Asdic (QC Gear): The captain would not admit that U-701 was fitted with S-Gear and stated that he would have had very little use for it. He gave the impression that his opinion of this apparatus was not high.
Quote:
REPORT ON INTERROGATION OF SURVIVORS FROM "U 444", SUNK ON 11th MARCH, 1943

(vii) New Type German Asdic
A prisoner claimed to have seen a new short-range S-Gear (German asdic) made by Siemens. It has dial adjustment in two settings: 80-300 and 300-1,000 metres. Frequency of the note used is 800 cycles per second.
It was alleged that this S-Gear was on trial in a few U-Boats, one of which was lost by betraying its position through its use.
Trials are now being made with short-range inaudible S-Gear.
Quote:
Interrogation of U-Boat Survivors Cumulative Edition - C.B. 04051 (103), June 1944

(vi) German Asdic (Suchgerat")
Despite the fact that the Germans have captured many British Asdic sets their own gear of this type is still somewhat crude.
(a) U.S.G. (U-bootsuchgerät). Generally known as German Asdic. The only submarine to which it was fitted was U.43 although all 500-ton U-boats have provision for fitting it in the form of the S-Schacht (Asdic shaft). This, however, is nowadays used for stowage. It was considered that it would betray the U-boat's position too readily.
(b) A.E.G. Gerät (A.E.G. gear) (also known as Nahsuchgerät N.S.G.). It is no longer fitted to U-boats. Its purpose was to detect mines and other small objects ahead of the U-boat and consisted of a supersonic oscillator transmitting a beam ahead. Range was only about 500 yards.
Summing up:

- the early version of the S-Gerät had a range of barely 300-500 m, much shorter than reported on uboatacs.com;

- it was used mainly to locate mines and u-boat nets ahead of the sub;

- it could (and it did) give up u-boat's position;

- for this reason only few u-boats carried it, and even when fitted, it was hardly used;

- during mid war the Germans carried experiments on the apparatus, striving to make it inaudible to enemies and to extended its range up to 1,000 m ahead (this is still shorter that stated on uboataces).

- experimens on the search gear had to end up a blind alley, and starting from at least June 1944 (probably before), the apparatus stopped being used at all.

Quote:
Originally Posted by vdr1981 View Post
OK, I've found it...

Modified Page layout.ini will do the trick...

If anyone else want it, just let me know...
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Old 11-17-13, 10:07 AM   #10905
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Quote:
Originally Posted by gap View Post
Summing up:

- the early version of the S-Gerät had a range of barely 300-500 m, much shorter than reported on uboatacs.com;

- it was used mainly to locate mines and u-boat nets ahead of the sub;

- it could (and it did) give up u-boat's position;

- for this reason only few u-boats carried it, and even when fitted, it was hardly used;

- during mid war the Germans carried experiments on the apparatus, striving to make it inaudible to enemies and to extended its range up to 1,000 m ahead (this is still shorter that stated on uboataces).

- experimens on the search gear had to end up a blind alley, and starting from at least June 1944 (probably before), the apparatus stopped being used at all.



Because we don't have nothing from this simulated,,not even close, do you think I should repack this like some optional mod for TDW new UI's?
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