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-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

fitzcarraldo 07-16-15 03:30 PM

Quote:

Originally Posted by RoflCopter4 (Post 2329084)
I don't know what I'm doing wrong. I just cannot get this game to work without it crashing every couple of minutes. This is the buggiest game I have ever seen in my life. How on earth am I supposed to make this work? It was a little better when vanilla (although not much), so I know the mod is making it even worse.

Do you respect all the installation instructions? I installed it at first test, all working as expected, very stable by now. I´m a noobie with SH5, BTW.

Best regards.

Fitzcarraldo :salute:

THEBERBSTER 07-16-15 04:24 PM

Need more info.

TWOS is a very stable platform.

No complaints from me.

Peter

Pressurised 07-16-15 04:56 PM

Quote:

Originally Posted by Pressurised (Post 2328899)
So I managed the 1.0.3 install fine, but after uninstalling and deleting all folders for the reinstall and 1.0.4 TWOS, I just cant get it to work. Base game is running, but no TWOS. I've tried several times following instructions exactly, I got 1.0.3 working first try :s What should I try, redownloading the 1.0.4 mod again? Am I missing something with the uninstallation?

Problem fixed, the main TWOS rar extracts into another folder withint the Sh5 folder. One folder too deep basically.

Andysim 07-16-15 07:11 PM

i cant make head nor tail of the instalation instructions. i did every step and all I get is "Error code 51" steam cannot launch this game".

cant launch it from UBI Soft launcher either.

Guess its back to SH4 TW for me :(

niwo 07-17-15 12:50 AM

Quote:

Originally Posted by Andysim (Post 2329142)
i cant make head nor tail of the instalation instructions. i did every step and all I get is "Error code 51" steam cannot launch this game".

cant launch it from UBI Soft launcher either.

Guess its back to SH4 TW for me :(

I think you didnt read the instructions!

Quote:

Step 6:
Properly activate TDW generic patcher and restore "TWoS 1.04_Snapshot.gps". The patcher, snapshot and install instructions are already placed in the main game folder (Silent Hunter 5/TDW_GenericPatcher_v_1_0_168_0). (Steam version is not supported)

RoflCopter4 07-17-15 02:25 AM

I just gave up and decided to once again reinstall the game (I think this is the fourth time, though it could be 5). It seems to be working now, kind of. It only crashes once an hour instead of every five minutes, so that's an improvement anyway.

One strange thing I've noticed is that I can't seem to get the deck gun to upgrade to the 105mm version. I bought the stupid thing, but I still have the 88mm gun (same ammo count as the 88mm gun rather than decreasing as it should, same description in the summary, same damage, etc - yes I'm aware that the model for both is the same but the evidence is clear that the upgrade did not work). While I get that in real life type VII boats never had the 105mm gun, if the intention was to make the upgrade impossible it should have been disabled so I wouldn't have wasted renown on it.

THE_MASK 07-17-15 02:29 AM

Quote:

Originally Posted by RoflCopter4 (Post 2329180)
I just gave up and decided to once again reinstall the game (I think this is the fourth time, though it could be 5). It seems to be working now, kind of. It only crashes once an hour instead of every five minutes, so that's an improvement anyway.

One strange thing I've noticed is that I can't seem to get the deck gun to upgrade to the 105mm version. I bought the stupid thing, but I still have the 88mm gun (same ammo count as the 88mm gun rather than decreasing as it should, same description in the summary, same damage, etc - yes I'm aware that the model for both is the same but the evidence is clear that the upgrade did not work). While I get that in real life type VII boats never had the 105mm gun, if the intention was to make the upgrade impossible it should have been disabled so I wouldn't have wasted renown on it.

What port were you at when you upgraded the gun ?

RoflCopter4 07-17-15 01:37 PM

Quote:

Originally Posted by sober (Post 2329181)
What port were you at when you upgraded the gun ?

Kiel.

THE_MASK 07-17-15 04:55 PM

Quote:

Originally Posted by RoflCopter4 (Post 2329334)
Kiel.

Ok , thats annoying . I have seen a post / posts on this before . Maybe Vecko can answer .

Zinmar 07-17-15 11:43 PM

The search function didn't do me very much good but I have some questions. I'm getting involved with SH5, even though I biught it when it came out, heard horror stories and never touched it. I can't get SH3 to work on Win 7 (but never mind that).
I was wondering if this can be used without the real navigation, not something I'm interested in doing. Also, is there a way to get SH4 keyboard layout and UI for SH5? Honestly I hate the way SH5 is laid out and after getting adjusted to SH4 I would rather use that then the stock for this sim.
Is there someone willing to be a mentor in regard to setting SH5 up so I can enjoy running it? I'm not a hardcore player, but very casual. I finally figured out how to use auto TDC and my hat is off to those that want manual but no my cup of tea. My favorite part of SH4 is running along the surface with the external view locked on my boat (from the period pressing). I love that option and miss it in Sh5, I hate chasing my boat.

Either way, my hat is off to all those that have put in many hours making a lackluster game so much better.

Trevally. 07-18-15 04:25 AM

Quote:

Originally Posted by gap (Post 2328739)
Of course you can... who else? :up:

yep, the problem arises when the player needs to discriminate between valid and not valid targets, among the ones sharing the same flag; i.e. Denmark vs. FreeDenmark, for instance.

Is it possible that you put some neutral nations within Allied convoys, when their Allied counterpart was already available in game? I.e. Danish ships instead of FreeDanish ones, by sticking to the nations in my previous example.

Hi Gap

here is an example for convoy HX_. :-
Code:

[HX_]
Role=1
Doctrine=0
EscortPosition=1
EscortSpacing=900.000000
ConvoyRowSpacing=900.000000
ConvoyColSpacing=900.000000
Columns=0
IsWolfPack=false

[HX_.EscortUnit 1]
Type=4
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.EscortUnit 2]
Type=4
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.EscortUnit 3]
Type=4
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=90
GroupLinkId=0

[HX_.EscortUnit 4]
Type=1
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 1]
Type=102
Class=KLWarSupplies
CountryName=British
ExternalCargo=2
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=5
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 2]
Type=102
Class=KLWarSupplies
CountryName=British
ExternalCargo=0
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=6
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 3]
Type=101
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 4]
Type=102
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 5]
Type=102
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 6]
Type=101
CountryName=Panama
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 7]
Type=102
CountryName=Panama
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=3
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 8]
Type=102
CountryName=FreeBelgium
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

[HX_.ConvoyUnit 9]
Type=102
CountryName=FreeDenmark
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

[HX_.ConvoyUnit 10]
Type=102
CountryName=FreeFinland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 11]
Type=102
CountryName=FreeFrench
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.ConvoyUnit 12]
Type=101
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 13]
Type=102
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 14]
Type=102
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=40
GroupLinkId=0

[HX_.ConvoyUnit 15]
Type=102
CountryName=FreeNetherlands
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 16]
Type=102
CountryName=FreeNorway
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 17]
Type=102
CountryName=FreePoland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.ConvoyUnit 18]
Type=102
CountryName=FreePoland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 19]
Type=102
CountryName=FreeSweden
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=10
GroupLinkId=0

[HX_.ConvoyUnit 20]
Type=101
CountryName=Brazil
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

this convoy has many free nations within it :-
[HX_.ConvoyUnit 9]
Type=102
CountryName=FreeDenmark
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

I am sure I was careful to only use correct nations but i may have got some wrong. this file is very large so hard to review.

there are for sure some convoys who will have neutral ships and enemy ships - It was correct at the time and should still be correct now.
I do not think that there will be any allied (to germany) ships in a convoy as the escort etc will attack them.

So the sink allied ship bug should not be a issue for convoys:hmmm:

THEBERBSTER 07-18-15 04:33 AM

Hi Zinmar

The different UI's are changed in TDW's Options File Editior Viewer.
http://i60.tinypic.com/r2936a.jpg

Real Navigation is just a mod enabled in JSGME.

See my tutorial post #146 regarding Auto TDC.

Use the Camera Icons at the top of the screen and the W-A-S-D keys to turn the camera.

Scroll the mouse key when in F2 will change the magnification.

F2 + Shift will speed the camera up.

Numeric keypad > 7 key to raise and 1 key to lower 4 & 6 to turn when in F2.

For 1 to 1 mentoring/tuition, just send me a PM or reply to my Email theberbster@sky.com

I will give you as much time as you need.

Peter

Deep_Hunter 07-18-15 06:43 AM

Hey guys,
does the new WoS version still work with the TDW options file editor? The changes I've made with the editor have no influence to the game anymore... With WoS 1.03 everything worked fine. In the installation guide for the new version there is no word about the editor :hmmm:

gap 07-18-15 06:50 AM

Quote:

Originally Posted by Trevally. (Post 2329442)
Hi Gap

here is an example for convoy HX_. :-
Code:

[HX_]
Role=1
Doctrine=0
EscortPosition=1
EscortSpacing=900.000000
ConvoyRowSpacing=900.000000
ConvoyColSpacing=900.000000
Columns=0
IsWolfPack=false

[HX_.EscortUnit 1]
Type=4
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.EscortUnit 2]
Type=4
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.EscortUnit 3]
Type=4
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=90
GroupLinkId=0

[HX_.EscortUnit 4]
Type=1
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 1]
Type=102
Class=KLWarSupplies
CountryName=British
ExternalCargo=2
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=5
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 2]
Type=102
Class=KLWarSupplies
CountryName=British
ExternalCargo=0
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=6
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 3]
Type=101
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 4]
Type=102
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 5]
Type=102
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 6]
Type=101
CountryName=Panama
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 7]
Type=102
CountryName=Panama
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=3
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 8]
Type=102
CountryName=FreeBelgium
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

[HX_.ConvoyUnit 9]
Type=102
CountryName=FreeDenmark
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

[HX_.ConvoyUnit 10]
Type=102
CountryName=FreeFinland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 11]
Type=102
CountryName=FreeFrench
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.ConvoyUnit 12]
Type=101
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 13]
Type=102
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 14]
Type=102
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=40
GroupLinkId=0

[HX_.ConvoyUnit 15]
Type=102
CountryName=FreeNetherlands
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 16]
Type=102
CountryName=FreeNorway
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 17]
Type=102
CountryName=FreePoland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.ConvoyUnit 18]
Type=102
CountryName=FreePoland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 19]
Type=102
CountryName=FreeSweden
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=10
GroupLinkId=0

[HX_.ConvoyUnit 20]
Type=101
CountryName=Brazil
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

this convoy has many free nations within it :-
[HX_.ConvoyUnit 9]
Type=102
CountryName=FreeDenmark
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

I am sure I was careful to only use correct nations but i may have got some wrong. this file is very large so hard to review.

there are for sure some convoys who will have neutral ships and enemy ships - It was correct at the time and should still be correct now.
I do not think that there will be any allied (to germany) ships in a convoy as the escort etc will attack them.

So the sink allied ship bug should not be a issue for convoys:hmmm:

Thank you Trevally, I think most of the problems came from us not informing the final player on how we set "free" nations, and how their ships are used in campaign, so that players don't know what to do when they meet a neutral ship in game. As you said, red messages are the best way to dispense this information, making sure that the player will read it. :up:

Trevally. 07-18-15 07:04 AM

Quote:

Originally Posted by gap (Post 2329481)
Thank you Trevally, I think most of the problems came from us not informing the final player on how we set "free" nations, and how their ships are used in campaign, so that players don't know what to do when they meet a neutral ship in game. As you said, red messages are the best way to dispense this information, making sure that the player will read it. :up:

yes, I agree Gap:yep:

Should be a simple case to list the free nations and their dates from defside, then add to year/month folders within the campaign messages.

Where free nations have the same flag as original nation - this won't help unless there is some other way to id ship nation or adjust the flag:hmmm:

gap 07-18-15 07:38 AM

Quote:

Originally Posted by Trevally. (Post 2329486)
Where free nations have the same flag as original nation - this won't help unless there is some other way to id ship nation or adjust the flag:hmmm:

Maybe type of cargo on deck and/or lights (when I get them ready) and other neutral markings on "true neutral" ships, as opposed to absence of lights and presence of camoufflage schemes and armaments on deck, can offer some hint. In any case, wouldn't the rules I listed a few days ago, help discriminating among valid and non-valid targets (i.e. ships of the "free nations" and their "regular" counterparts:

Quote:

Originally Posted by gap (Post 2328666)
...in game, "dissident" navies are threated as completely different nations compared to their neutral counterparts (who share the same flag with them). Indeed, this is not apparent to the player, who is left to decide wether a certain ship is a valid target or not from her location and behaviour. Ideally, discriminetaion factors should be:
  • A ship sailing under a neutral flag within an Allied convoy should always be an "1" (badly implemented feature according to your report)
  • A ship sailing under a neutral flag who is bound for/leaving from an Allied port, should always be an "1".
  • A ship sailing under a neutral flag with obscured lights, should always be an "1". Not yet implemented feature though.
  • A ship (especially a small vessel) who is sailing under a neutral flag withinn her national waters, is a dubious case but she is probably an actual "0". In absence of other disciminat factors, better leaving her alone.
  • A ship sailing under a neutral flag with lit lights, could be an actual "0". But this is not always true: before Pearl Harbor US ships were sailing in full light, nonetheless they were considered valid targets long before the USA declared war to Japan and Germany; as above: feature to be implemented.
  • For unescorted/lightly armed vessels, a valid method which also reflects an early war tactic actually used, would be surfacing the boat and drawing ship's attection on our boat. Any hostile action (including abrupt changes of route/speed, zigzagging, aiming/shooting guns against our boat, sending SOS messages, etc.), would unveil any fake "0".
  • Historical radio messages should be integrated with BdU messages stating for each nation fom which date they can start being considered valid targets, and under which conditions (see my notes above). Of course the strict observation of those engagement rules should minimize the risk of wrong target identifications by us. This is only partly implemented in game.

Implementing/exploiting those features would add a whole new dimension to the game, putting our expeience of captains to test. :yep:

What do you think?

gap 07-18-15 08:14 AM

From historic radio messages:

Code:

19390903        1256        19390904        2005        1        30        1        0        0        -1        player        1939/09/03|U-boats are ordered to commence hostilities with Britain forthwith. At present, U-boats of the first wave are instructed to wage war against merchant shipping in accordance with the revised issue of the Prize Regulations. As long as war against merchant shipping is governed by the Prize Regulations, attacks are to be aimed at ships which, by the protocol, may be sunk without warning.|OKM

19390903        1400        19390904        2005        1        30        1        0        0        -1        player        1939/09/03|U-boat warfare against shipping is at present to be carried out in accordance with international rules. As long as war against merchant shipping is governed by the London Submarine Protocol, Article 22, attacks are to be aimed at ships which, by the protocol, may be sunk without warning. These are:|1. Troopships, i.e. vessels which are observed to be carrying troops or war material, or which may be identified in other ways.| (continued)

19390903        1405        19390904        2005        1        30        1        0        0        -1        player        1939/09/03|Message Continues:2. Any vessel escorted by enemy warships or aircraft.|3. Vessels taking part in enemy actions or acting in direct support of enemy operations, for example, by passing intelligence transmitting the "SSS" signal identifying an attack by submarine. Participation in operations is presumed if a merchant ship prepares to resist or take any action calculated to jeopardise the U-boat.| (continued)

19390903        1410        19390904        2005        1        30        1        0        0        -1        player        1939/09/03|Message Continues:"The current international law governing the conduct of naval warfare is included in the battle orders for the German Navy. The orders enjoin the strict observance of all rules of neutrality issued by the individual countries and observance of the general agreements of international law. Operations against shipping are to be governed by the revised edition of the Prize Regulations. Observance of the Prize Regulations is only obligatory if the enemy ships are unarmed.||BdU

19390904        1200        19390905        2005        1        20        4        0.85        BEFEHLSHABER DER U-BOOTE        ALL        1939/09/04|By order of the F�hrer: No hostile action is to be taken against passenger ships sailing independently or in convoy. Operation orders Para VIa remain in force against merchant shipping||BdU

19390924        1558        19390925        2005        1        20        4        0.85        BEFEHLSHABER DER U-BOOTE        ALL        1939/09/24|Allied passenger ships carrying 120 people or less can now be sunk in accordance with the Submarine Protocol or prize rules. However not under any circumstances are passenger ships carrying over 120 people to be sunk. These vessels are not to be attacked regardless of being blacked out or travelling a zig zag course.||BdU

We should look for those messages, and make our campaign messages to reflect them, in style and essence, with additional information on each nation whose ships might become valid targets. If need be, we can change ship armament, paint schemes, lights, unit types, etc. roster by roster. Creating dummy copies of the existing ships and equipping them as per need, is easy enough, and the player would still identify those copies as their parent unit. :up:

THE_MASK 07-18-15 08:18 AM

Never seen any lit ships in SH5 . But then again I only travel from the Baltic to Scapa . Start new campaign , Baltic to Scapa . You get the idea . Baltic to Scapa .

CaptainFunk 07-18-15 08:59 AM

HI

Ok all up and running with the enhanced SH5 UI (after using option viewer) :D and stadimeter working again :03: cough cough (see previous post)

Final (I hope) question to get me back to where i was some years ago. With the realism settings of TWOS there is no auto identify / send data to TDC. I know I can enable this with the WIND & SMOKE mod (yay) but wanted to know how I would go about sending the ID data to TDC manually?

I can obviously visually ID the ship with the recog manual but then what? :arrgh!:

gap 07-18-15 09:17 AM

Quote:

Originally Posted by sober (Post 2329521)
Never seen any lit ships in SH5 .

No, there are not lit ships in SH5 yet. But there can be in future. Though not impossible, lit windows and portholes might be a bit difficult to obtain; on the other hand, ships with navigation lights on should be a no brainer.

Quote:

Originally Posted by sober (Post 2329521)
But then again I only travel from the Baltic to Scapa . Start new campaign , Baltic to Scapa . You get the idea . Baltic to Scapa .

We get you sober :haha:


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