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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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I've been swapping my mep file a bit .. adapted mikemike47's list a little to include real navigation and a few other mods from sober's collection.
End result is a working game, with 2 issues: For some reason my game now seems to default to feet as opposed to meters. When I dive, my crew stays on watch. Where would I start to look to resolve these issues ? Code:
Accurate German Flags sobers game loading tips V8 SH5 DBM Background Video U-Boat Watch Crew Routine SFX SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch Fuel Gauge WoGaDi_SteelViking's Interior Fix clock rear torpedo room VIIA Depth Charge Range Fix Capthelms Audio+SV Touch Ups sobers multi color mod V5 DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - No Underwater Impurity Patch DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters DynEnv v2.9 - 9. Sobers Best Ever Tweaks DynEnv v2.9 - 12. Sounds Small_trees_SH5_V1 sobers smoke screen V1 SH5 (DynEnv compatible) sobers water splash anim SH5 sobers best ever fog V22 SH5 sobers base sky mechanics V1 sobers better terrain v3 SH5 sobers waves mod V12 27032013 sobers more trees SH5 Window Lights Redone V1 New Torpedo Door Sound Mix Pascal-sh5-Crew-Uniforms 06.2012 SH5_7A_Conning_Fix SteelViking's Bunker Fixes V1.0 German U-Boat Hydrophone SFX Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober EUF_UBoat_FX_v0_0_3_ byTheBeast SH5 Longer Repairs v.1 FX_Update_0_0_22_ByTheDarkWraith FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches) AI_sub_crew_1_0_2_TheDarkWraith NewUIs_TDC_7_5_0_ByTheDarkWraith NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_5_0_Real_Navigation NewUIs_TDC_7_5_0_jimimadrids_map_tools NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha Sjizzles - Charts for NewUIs part1_07.06.2013 Sjizzles - Charts for NewUIs part 2_07.06.2013 Sjizzles - Charts for NewUIs part 3_24.06.2013 Sjizzles - Charts for NewUIs part 4_20.07.2013 Manos Scopes-patch for 16x9 Submarine's .sim&cfg (modified for engine ratio + independent control patches) gap - armaments & equipments patch v 0.2 IRAI_0_0_39_ByTheDarkWraith IRAI_0_0_39_ByTheDarkWraith_Patch_1 R.E.M_by_Xrundel_TheBeast_1.2 R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible silentmichal's interior mod 1.2.3 Cerberus62 Corrected Depth Charge Projector 1.0 NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 Expanded Navies by Cybermat47 v.1.0.01 smaller flags for Warships 1_0b OPEN HORIZONS II_full v2.2 Sobers Terrain fix for OH2 V2.2 RPM Hydrophone v2.2.1 R.S.D. - Reworked Submarine Damage v4 by vdr1981 SH5Lifeboats by Rongel TDW stoianm v2.1 SH5Lifeboat Wooden ver. 0.2 SkyBaron's Bold SFX for SH5 1.0 SkyBaron's Leigh Light for SH5 1.1 Reworked Morale and Abilities v.1.1 MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible sobers green crew training V4 SH5 TDW FX Fix for Sobers chimney smoke sobers Lights Cfg V5 SH5 Trevally Tutorial - All v0.2(for OHIIv1.3) Krauters Automated Scripts (v5_0_0 compatible) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v3.1 Trevally TDC Help v2 MadMaxs_SH5_Subdiesel (mono) v2 gap - Sonar Sound Collection v 1.0 for SH5 - Distorted sobers no footstep sound mod sobers Realistic contrast V6 SH5 EQuaTool 01.01 by AvM - Large Style AOB slide ruller for TDW UIs and MO by stoianm gap - HD 1 deg Scope Bearing v 1.0 sobers deck crew always whispering v2 SH5 sobers hud sounds V1 SH5 sobers bad weather deck gun V5 SH5 sobers Depth of Field (DOF) V6 SH5 sobers map colors SH5 V1 Shadow Improvement ModLR Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1 |
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#2 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Never mind the Imperial units .. dunno why it thought I would want feet as default .. remaining issue is my crew going for unallowed swims.
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#3 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Is anything overwriting the two mods below?
![]() MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible |
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#4 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Just unzipped my clean install again, reloaded the mods, and now all is fine :/
Is it possible that JSGME doesnt clean up like it should when you choose unload all ? |
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#5 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#6 |
Gefallen Engel U-666
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That's all a simple Uboot-waffer needs!; a confused JSGME! Cannot any one write 'Modding for Dummies SHIII-IV' for sale on Amazon (with proceeds to subsim) so that ANYONE may slowly (but absolutely) install an infallible correctly ordered modlist? A computer layman inquires.
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#7 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Well JSGME going nuts is not really a common evenience. In the big majority of cases file corruptions/replacements are due to simple human mistakes. Other than addressing your confused JSGME to a good psychiatrist, there are a few simple rules which can be adopted to reduce the evenience of JSGME-generated mistakes:
- avoid unneeded file conflicts as much as you can (renaming/removing readme files in the same name and paths, for instance); - never stop JSGME during mod enabling/disabling, even though it may look freezed (this happens when processing mep files or big mods); - avoid editing / adding / removing mod files while their mod is enabled. With the above little attentions, JSGME is still a valid support to SH modding ![]() |
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#8 | |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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![]() Quote:
Other stuff that keeps bugging me, or my game .. which you prefer: - Deckgun ... there is this nice 10" deckgun available for only 2000 renown (special plice fol you) ... but they scam it right off your boat as soon as you undock. Or at least, it shows as an 8"gun on the boat ... ? Is this a bug or me wanting a 10"gun too soon ? - Yesterday I went sightseeing in Poland .. some nice harbors there .. great for training that deckgun crew ... except that when I sunk the last ship and wanted to go to Kiel, my game decided to crash. Again. Is there anything I can do to PREVENT these crashes ? I dont save every 10 minutes .. it breaks immersion ... but having to redo also breaks immersion ![]() |
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#9 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Oh yeah, also:
- When I lock onto a target, playing at 96% realism (external cam on), I used to be able to ask that weapon officer to identify my target. I can still ask it .. it still shows in the log that I asked it, but no answer, and my SRM stays closed. Is this a bug or a feature due to my modlist ? (mikemike47, do you have the same issue or is this because I tried to shove sober's and your list into one ?) |
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#10 |
Swabbie
![]() Join Date: Sep 2013
Posts: 11
Downloads: 12
Uploads: 0
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Hey plj, I too was suffering a lot of CTDs (assuming thats the crash you had), and am also running a very similar mod setup to you. I thought I had it beat, but then every time I went through Kiel canal, it would CTD without fail.
It seems the TDW SH5 patcher I was using (I didn't know better so I downloaded the .gps file from one of the tutorials), had enabled some of the advanced render patches. May be worth checking those, as I have only had 1 ctd since then, when I tried to use the flak gun on a plane. As for your weapons officer, 2 things to check. At the top right (to the left of the clock, make sure it's set to show the XO TDC. Next, when you press space to lock a target, make sure you haven't switched TDC off. I'm sure you've probably checked those already, but in my limited experience with SH5, I hope that helps a bit. ![]() |
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#11 | |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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![]() Quote:
Thanks for the suggestions, but I was not talking about the XO .. I think this feature is part of mccd or the mfc mod. It auto identifies and opens the SRM to the appropriate page. The CTD's where related to modorder I'm sure .. using the second list gave me no CTD's so far, well .. one .. after a long time no saving and playing around in a polish harbour. I double checked the patcher tho, nothing obvious like the render patches or anything, will take a closer look, but I doubt it comes from there, since afaik there is no mccdmfc related stuff in the patcher. |
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#12 |
Swabbie
![]() Join Date: Sep 2013
Posts: 11
Downloads: 12
Uploads: 0
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Yup, scratch that anyhow. Just had a CTD heading back through Kiel canal to go resupply. Thankfully, I wasn't taking any chances and saved beforehand...just hope I actually manage to get through, even if I have to do it in realtime!
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#13 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Update: I went full retard on myself here .. I disabled the auto opening of the SRM and flipping to the right page. You can laugh at me now.
![]() Only remaining question is regarding upgrades at gamestart .. after reloading the base save, and talking to the upgrade guy, he's selling a 10 cm deckgun .. if I buy that, it's not in game. I also have a second deckgun slot ... which I can put that new shiny gun in, but that still does not make it available on my sub. All the other issues seemed to be user error ![]() |
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#14 | |||
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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I've seen things happen when you have to pay for item all over again when finishing a campaign. Is this what you mean? Or saving a game at bunker after buying equipment, then reloading that just saved game and upgrades do not show up? Maybe a bug with SH5 I am thinking about until I get more details from you. I will updated this with file information when I have more time later. I usually see an empty slot,too. 8 or 10" guns are there. I am using the Equipment upgrades mods and sober's Equipment upgrades mods by date, too. Generally speaking, look at individual folder and filename structure for a mod. Let new filenames overwrite over filenames from older mods, unless you want features of oldest mod. Last edited by Mikemike47; 10-01-13 at 03:03 PM. |
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#15 | |||
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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This could very well be an issue with just showing incorrect name, but I dont know how to test that ![]() |
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