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Old 01-11-11, 01:51 AM   #496
jwilliams
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Quote:
Originally Posted by TheDarkWraith View Post

4. Someone will have to compile a list of which sounds have been replaced and put together a sound pack for it to be included with the mod then.
There is already a mod for the sounds replaced by your mega mod...

Your megamod just uses the english version. see my mod list below (i have highlighted the mod that puts the german voices back).


Generic Mod Enabler - v2.6.0.157
[D:\Games\Simulator\SH5\MODS]

D3D_Anti Lag_101 <--- this really does work.
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Grossdeutscher Rundfunk
Menu - Das Boot Departure Theme
Rel_SH4_BBC_1939_to_1945
Capthelms Audio+SV Touch Ups
SteelViking's Sky Banding Mod
Enhanced FunelSmoke_by HanSolo78
sobers realistic hydrophone operator SH5
Unterseeboot II SFX
U-Boat Propulsion SFX
German U-Boat Hydrophone SFX
Magnum_Opus_v0_0_1 + patch (this mod contains "speech fixes and additions(english version)").
Speech fixes and additions (german version) (activate after Magnum_opus to put the german voices back).
IO_StrategicMap_2_2_for_TDW_6_0_0
Lite Campaign LC 1.2
Open_Horizons


Hope this helps those that use german voices
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Last edited by jwilliams; 01-11-11 at 02:03 AM.
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Old 01-11-11, 01:52 AM   #497
Silent Steel
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Quote:
Originally Posted by Poacher886 View Post
Thats interesting. There is no way i can enable V-sync with my Overclocked GTX570 + 1920x1200 res!!.

I get roughly 45fps when in harbour and approx 60+ when out at sea!, what settings do you have in the Nvidia control panel though?. If i use 8xQ it uses all my 1280mb of V-Memory up! so i leave just the max in-game setting of AA, and use the Nvidia control panel to force 16xAF.

I also have textures and all settings in Nvidia control panel set to the best quality. Technically we should be getting the same results, and i have my 570 clocked to 820 / 2000.

As for further mods i would suggest "critical hits for torps and guns", anything that makes for more realistic damage / sinking.

However, my biggest shock of all is the devs did not supply the sim with manual TDC and stadimeter, this is even more unbelivable than not supplying a U-boat number!, I've read your excelent tutorial on using the outer ring for finding range and AOB (though AOB i just judge myself anyway), but how do you find the enemy's speed?? and what about the different magnifications used for the UZO and Ob-Periscope?

I think this must surely be the biggest need for the game as of now??

Thanks
Try this one. It sounds strange but limiting the fps:es stops the game from trying to maximize fps over and over again causing this @jumpy@ effect.
My framerates are at a steady 40 fps (with the d3d_antilag101).
I'm perfectly satisfied with performance now with this Mod activated through JSGME - completely flawless and smoooooooth.
My rig runs SH5 rather fine even without this Mod but considering all Mods being activated I always get really outstanding performance. Tweak it to your taste in the included .cfg file.
I really can't see why not everyone should at least try this one!? Should eliminate a major part of all discussions about fps:es and give everyone a very nice and fluent gameplay. The SH5 doesn't need any higher fps to run perfectly. At least not for me.
(The d3d_antilag101 is said to work with other games too but so far I haven't tried it with other games).
If there are any doubts I can assure it's worth giving it a try!
For those who would like to try, download here:

http://www.filefront.com/user/BadgerFinn



//
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Old 01-11-11, 04:18 AM   #498
panosrxo
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Quote:
Originally Posted by Poacher886 View Post
No, i simply went into Silenthunter5 / Data / MODS / Magnum_Opus and changed the file in the 'Menu' folder.....is this not the installed files in the game!
First of all it should be:
Silenthunter5 / MODS

Every time you make a change to a mod you should unload and reload it.
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Old 01-11-11, 04:35 AM   #499
col_Kurtz
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Quote:
Originally Posted by TheDarkWraith View Post
1. They can easily be replaced by whatever you want. Just a simple .dds file change.

2. The game gives me no way to discern if a contact is friendly or not. Thus there's no way to filter out these radio messages. We either live with this or I remove the feature totally. Personally, it's a very small annoyance versus the immersion that it provides.

3. Not sure why that is happening

4. Someone will have to compile a list of which sounds have been replaced and put together a sound pack for it to be included with the mod then.
Sound. My SH5 copy is installed with the German voices. Right now... I got two commands voice: English and German Fier at will! Feuer frei!
It`s only happen when I click on the icons above crew. And when the radio massege incoming.
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Old 01-11-11, 04:37 AM   #500
col_Kurtz
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Quote:
Originally Posted by jwilliams View Post
There is already a mod for the sounds replaced by your mega mod...

Your megamod just uses the english version. see my mod list below (i have highlighted the mod that puts the german voices back).


Generic Mod Enabler - v2.6.0.157
[D:\Games\Simulator\SH5\MODS]

D3D_Anti Lag_101 <--- this really does work.
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Grossdeutscher Rundfunk
Menu - Das Boot Departure Theme
Rel_SH4_BBC_1939_to_1945
Capthelms Audio+SV Touch Ups
SteelViking's Sky Banding Mod
Enhanced FunelSmoke_by HanSolo78
sobers realistic hydrophone operator SH5
Unterseeboot II SFX
U-Boat Propulsion SFX
German U-Boat Hydrophone SFX
Magnum_Opus_v0_0_1 + patch (this mod contains "speech fixes and additions(english version)").
Speech fixes and additions (german version) (activate after Magnum_opus to put the german voices back).
IO_StrategicMap_2_2_for_TDW_6_0_0
Lite Campaign LC 1.2
Open_Horizons


Hope this helps those that use german voices
Yes... Yes, I hope. I`ll need to try this

So this post is to delete.
http://www.subsim.com/radioroom/show...&postcount=499
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Old 01-11-11, 07:07 AM   #501
Capt Sinbad
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Quote:
Originally Posted by Dissaray View Post
Sinbad, are you going to where the contact is when you recived the report of their location or are you going to where the reported contact should be after the traveling time is factored in? It might seem like an odd question but I know befor I figured out how to run the numbers and get the intercept point I had a hell of a time finding targets.
Hi Dissaray
I see the icon on the map and then i race across to where i will dissect it known path. When i arrive i set about listening for hours on end for any targets and nothing appears...didnt have this trouble finding targets before.
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Old 01-11-11, 12:11 PM   #502
Poacher886
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Quote:
Originally Posted by panosrxo View Post
First of all it should be:
Silenthunter5 / MODS

Every time you make a change to a mod you should unload and reload it.
Sorry, my mistake, it is Silenthunter/MODS....but does'nt work. So are you saying i need to de-activate Patch1, then de-activate the Core Mega-mod, then make the changes as i did, then re-activate both?

@Those, promoting the Anti-lag patch....what do you sacrifice to get higher fps then?? otherwise how does it work?
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Old 01-11-11, 12:18 PM   #503
Poacher886
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Quote:
Originally Posted by Farinhir View Post
Interesting that some people are experiencing such low rates. I am running everything at maximum settings and only on occasion see my frames drop into the 20s Usually they are between 30 and 45 depending on where I am looking.

System specs
E8400 @3.732Ghz
8Gb RAM
2x GTX 260c216 in SLI clocked at 712/1512/1188 (core,shader,ram)
Creative x-fi xtremegamer with 5.1 surround sound.
Acer 23.6" monitor running @2048x1152


I have seen people with better configurations posting lower frames at lower resolution than I run. I wonder what is going on with them. One note is I do not run high AA (or usually AA at all) because at this higher resolution the gain is sometimes nominal (almost unnoticeable).

Firstly, how is your Acer 23.6 monitor running @2048x1152...this surely is not its native res more like a 30" monitor! and changing res on a TFT screws the picture!
Secondly, AA has a massive effect on FPS, i have no doubt i would be getting 60+FPS in harbour id i took the AA down from max.

Infact, i might knock it down a notch as the game is using all my 1280mb of video memory, and the switch back and forth to system memory is, i think causing that stutering effect sometimes when viewing from external camera!!

In all fairness, after treating myself to a 24" IPS monitor and GTX570 just for this game and Totalwar, im a bit gutted that in both games i run out of video memory if above 4xAA....i cant work the AA control out in SH5, there is five stages???? whats the fifth stage for? 10xAA ??
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Old 01-11-11, 12:47 PM   #504
oscar19681
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I dont understand how to install the patch. can someone help me out please?
Do i need to put the stuff in the patch in the mod enablers as wel? I,m puzzeled.
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Old 01-11-11, 01:03 PM   #505
Trevally.
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Hi Oscar

What you need to do is:-

uninstall main mod using JSGME
Copy mod folder from the patch file
Paste it in your sh5 mod folder.

It will ask about merging folders - say yes
It will ask about replacing files - say yes

Re-install main mod (it is now patched)

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Old 01-11-11, 01:13 PM   #506
titidinca
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BIG Problem :

when I'm under water can not mark target! Lock-break does not work ( though it is enabled to appear ) and target can not mark with the key space!

Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_2
nVidia missing lights
Shadow Improvement ModLR
sobers base fog mechanics for SH5 V1
Enhanced FunelSmoke_by HanSolo78
Open_Horizons
NewUIs_TDC_6_3_0_jimimadrids_map_tools
NewUIs_TDC_6_3_0_WWIIInterface_by_naights
NewUIs_TDC_6_3_0_No_contact_shapes_or_colors_no_co ntact_line
MRP_4_3_ratio
MRP 8x5 ratio
German U-Boat Hydrophone SFX
U-Boat Propulsion SFX
Unterseeboot II SFX
MightyFine Crew Mod 1.2.1 Alt faces
Speech fixes and additions (german version)
DBSM_Speech_1_0_4
NewUIs_TDC_6_3_0_Real_Navigation
NewUIs_TDC_6_3_4_Real_Navigation
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Old 01-11-11, 01:21 PM   #507
oscar19681
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To bad i installed the mod + patch and when starting new career i get a ctd before even getting into the bunker.
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Old 01-11-11, 01:34 PM   #508
oscar19681
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Quote:
Originally Posted by Chrisi078 View Post
when starting a mission or career, I still ended up on the desktop with no error meltung
same here.
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Old 01-11-11, 01:49 PM   #509
Poacher886
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Quote:
Originally Posted by Trevally. View Post
Hi Oscar

What you need to do is:-

uninstall main mod using JSGME
Copy mod folder from the patch file
Paste it in your sh5 mod folder.

It will ask about merging folders - say yes
It will ask about replacing files - say yes

Re-install main mod (it is now patched)


This has puzzled me aswell. When installing the first patch, i simply opened up Patch 1 folder, then opened up the MODS folder (in Patch 1) and copied Magnum_Opus Patch 1 into my SH5 MODS folder then enabled it .....it seemed to work despite not disabling the Main Magnum_OPus Mod first.!

However, with Patch 2, im puzzled because it contains a MOD folder like the other, but also has other files like "Nvidia missing lights" seperate to the MODS folder?

So do i install the contents of Patch2 MODS folder, and the "Nvidia missing lights" folder, or is it all contained in the Patch 2 MODS folder anyway?


My other query, is changing some of the user option. Do i need to de-activate all the mods (Magnum_Opus + Patches) then change options, then re-install, or do i need to remove the mods entirely out of JSGME altogether before changing and re-installing?
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Old 01-11-11, 01:57 PM   #510
Capt.Warner
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Sorry for being a bit random, but where is the length of the ship I select in the recognition manual, can't seem to find the darned length anywhere on the ship page. I need this length of the ship or else I won't be able to calculate speed accurately.
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