SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-06-12, 03:44 PM   #586
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

That german port was just an example , should have been english . what i was trying to say was do you need to attach a naval base to the node to give the ships leaving from it the performance options such as veterancy level, doctrine,equipment etc .
THE_MASK is offline   Reply With Quote
Old 02-06-12, 03:49 PM   #587
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by sober View Post
That german port was just an example , should have been english . what i was trying to say was do you need to attach a naval base to the node to give the ships leaving from it the performance options such as veterancy level, doctrine,equipment etc .

No, the base is linked in the common layer.
All the ship setting are done by editing the groups from the top tabs.
The convoy control screen just lets you pick the units, where to and when etc
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-07-12, 10:42 AM   #588
Kazzy
Nub
 
Join Date: Apr 2010
Posts: 2
Downloads: 81
Uploads: 0
Default ...

good
Kazzy is offline   Reply With Quote
Old 02-07-12, 12:12 PM   #589
mikaelanderlund
Captain
 
Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
Thanks

Sorry no - the Wolfpacks only start mid 1941 - and then they are few and far between.
There numbers increase untill the peak just before black may, then start to reduce again with the advances the allies make.

With v1.6 you need to latch onto wolfpacks as the patrol about. Stay with them untill they find a convoy (could take a good few days or weeks, but with the wolfpack layer - they will find something).

With 1.7 this will still be the case - but there will also be the triggered ones when you hit hidden map areas
Triggered wolfpacks, I can't belive it. Please any release date of 1.7?
mikaelanderlund is offline   Reply With Quote
Old 02-07-12, 05:47 PM   #590
fromhell
Lieutenant
 
Join Date: Mar 2008
Location: the deep
Posts: 251
Downloads: 217
Uploads: 7
Default

1.7 fantastic
__________________
it came fromhell

Last edited by fromhell; 02-07-12 at 06:22 PM.
fromhell is offline   Reply With Quote
Old 02-09-12, 09:47 AM   #591
0rpheus
Grey Wolf
 
Join Date: Jul 2011
Location: UK
Posts: 855
Downloads: 87
Uploads: 3
Default

Just a heads up Trevally, with 1.6 I'm still getting the mission selection thing in bunker where you have to click request four or five times and are then offered a spy mission etc.

I only mention it as I remember you saying this was fixed a while back, should it still do that? I thought the spy missions etc were incorporated so they appear randomly amidst the usual patrol here missions etc, and the multiple click problem had been solved.

Been a while since I checked the thread anyway so apologies if you already know
0rpheus is offline   Reply With Quote
Old 02-09-12, 10:04 AM   #592
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by 0rpheus View Post
Just a heads up Trevally, with 1.6 I'm still getting the mission selection thing in bunker where you have to click request four or five times and are then offered a spy mission etc.

I only mention it as I remember you saying this was fixed a while back, should it still do that? I thought the spy missions etc were incorporated so they appear randomly amidst the usual patrol here missions etc, and the multiple click problem had been solved.

Been a while since I checked the thread anyway so apologies if you already know
Thanks orpheus

No - I did not know. Can you tell me what campaign and objective this happens with and I will fix for v1.7

V1.7 update
I have been working on getting better wolfpack missions in OHII.
This will be in TheBlackPit campaign - Triumph of the Wolfpack.

So far I have added 2 types - one where you are called to form pack and attack a convoy with 9 other u-boats. This is based on the pack attack "Blitz" if anyone wants to google it.

The second type is where you are shadowing the convoy (contact keeper) and must direct other boats in to attack.
This one is based on "Wolfpack Streitaxt".

These missions are triggered when you get to your patrol area (as issued in the bunker). So for this one - ensure you goto these areas.

With these objective - all boats in the wolfpack count towards your objective. So if you do not manage to sink any boats - you wil get no kill or renown, but other boat kills will count towards the campaign.

With more testing today - I only managed to sink 1 ship for a value of zero tonnes. Just as one torp was about to hit my target, a dam liferaft got in the way (Rongel). I was then forced down by escorts for the rest of the attack. My fellow u-boats however, sank 45,000t and all counted to the objective

I am very happy with the results so far and again want to thank the testers and TDW whos great radio mod iand IRAI is allowing me to add much more atmosphere to these attacks.

Edit:
@Rongel
As you know the DDs will attack your scope when in a wolfpack.
Today I found out that premature explosions and duds also work as they should when in a wolfpack.
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-09-12, 10:39 AM   #593
pedrobas
Seasoned Skipper
 
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
Default

Great news Trevally , when do you expect to release, because i will have to change MMM part 5 and that is a "hard bone".
pedrobas is offline   Reply With Quote
Old 02-09-12, 10:48 AM   #594
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by pedrobas View Post
Great news Trevally , when do you expect to release, because i will have to change MMM part 5 and that is a "hard bone".
Thanks Pedrobas,

So far there are changes to Coastal waters (new objective) and TheBlackPit (new layers added) and some other small fixes.
When finished, Uekel will need to make a new fix for Mtns (campaign.py for these need to pick up the new layers). Everything else should fit with mtns without to much trouble.

I would send you a test, but im sure you are very busy - just ask if you want one.

Timescale - yesterday was slow - today is going much better. I would hope within a week - perhaps sooner if no more issues are met and the coffee lasts
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-09-12, 10:59 AM   #595
0rpheus
Grey Wolf
 
Join Date: Jul 2011
Location: UK
Posts: 855
Downloads: 87
Uploads: 3
Default

Quote:
Originally Posted by Trevally. View Post
Thanks orpheus

No - I did not know. Can you tell me what campaign and objective this happens with and I will fix for v1.7
Noticed it this time in Happy Times I think, the Londonderry spy (?) if memory serves. I could be wrong though, only remembered this today and posted on the off-chance, so I'll keep an eye out properly as I progress through 1.6 and make notes of any others for you.
0rpheus is offline   Reply With Quote
Old 02-09-12, 04:01 PM   #596
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Does version 1.6 include the sub hydrophone fix ?
THE_MASK is offline   Reply With Quote
Old 02-09-12, 04:35 PM   #597
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by sober View Post
Does version 1.6 include the sub hydrophone fix ?
Yes - it is in TDWs Ui as well
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-09-12, 06:15 PM   #598
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
Default

hi again,

after some tests with the "wolf pack guy`s", i have to say that this "Kaleun`s" urgent need some changes regarding their tactics...

...i mean cool, 5 out of 7 managed to dive in time undetected, but there where 2 rambos left, staying on surface until the escorts gunned the little rest of their boozy brainz into neptune`s oblivion

...but wait, 3 of the 5 "diver´s" thought we wont let them die allone, surface surface surface, "all hands to the not exitsing deck gun" (all hands lost to oblivion)

...one of the more clever ai kaleun`s managed to stay close below surface, so close that the full extended scope just sayed: iam here, come get some, these other 5 boats had no balls... -> oblivion

last but not least there was one ai kaleun left, he managed to survive at least 1 hour and fired a torpedo

...i hope there is plenty more room for tuning them
__________________
Stormy......

Stormfly is offline   Reply With Quote
Old 02-09-12, 07:06 PM   #599
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Stormfly View Post
hi again,

after some tests with the "wolf pack guy`s", i have to say that this "Kaleun`s" urgent need some changes regarding their tactics...

...i mean cool, 5 out of 7 managed to dive in time undetected, but there where 2 rambos left, staying on surface until the escorts gunned the little rest of their boozy brainz into neptune`s oblivion

...but wait, 3 of the 5 "diver´s" thought we wont let them die allone, surface surface surface, "all hands to the not exitsing deck gun" (all hands lost to oblivion)

...one of the more clever ai kaleun`s managed to stay close below surface, so close that the full extended scope just sayed: iam here, come get some, these other 5 boats had no balls... -> oblivion

last but not least there was one ai kaleun left, he managed to survive at least 1 hour and fired a torpedo


Quote:
Originally Posted by Stormfly View Post
...i hope there is plenty more room for tuning them
So do I... anyway, after reading the last posts in this thread, I think that what Trevally is working on is already a big step forward. Keep on your good work mate, you make me feel like giving SH5 a second chance!
gap is offline   Reply With Quote
Old 02-09-12, 10:01 PM   #600
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

I agree the AI subs are lame but at least i can attack while the escorts kill the AI subs . I like that part .
THE_MASK is offline   Reply With Quote
Reply

Tags
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:40 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.