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

gap 07-15-15 06:53 AM

Quote:

Originally Posted by MCM (Post 2328710)
How do you recognize a if a ship is friendly or enemy? I have to dive really near the ship, am almost at fire torpedo resolution range and position... and then it is US eg. and I am not allowed. Is it the same for you? Frustration sometimes when you invest 20min with TC to come near only to see it is not for you.

Or is there a trick that will you have to recognize sooner if enemy or friend?

What is your current date? Starting from April 10, 1941, US merchants in the Atlantic should be valid targets...

Code:

[SideEntry 152]                ; /////////// U N I T E D  S T A T E S  O F  A M E R I C A (E A R L Y  E S C O R T S  A N D  P R E - W A R  S K I R M I S H E S) \\\\\\\\\\\\ (Unescorted Merchant Ships, especially around Central and South Atlantic between South America and Africa, Warships Escorting North Atlantic Convoys [SC, HX, ON, etc.])
Country=FreeAmerican
Side=1
StartDate=19410410        ; First naval engagement between an U-boat and the destroyer USS Niblack. Before USA had entered in the war openly, 4 American steamers and 1 destroyer had been sunk, and 2 destroyers had been damaged during engagement with German U-boats in North, Central and South Atlantic. You may want to change this date in accordance with historical records on the involvement of USNavy in early allied Convoys
EndDate=19411207        ; Attack on Pearl Harbor


Trevally. 07-15-15 07:18 AM

Hi All:salute:

I am not sure if I can be any help with the issues being discussed, but here is what I know:-

like Gap said - the nations that split into free nations are treated by the game as two separate countries. So this should not be an issue if player checks the flag. The flags are different for each.

Convoy make up is mostly random, but from a fixed pool. So if convoy HX*** has a pool including a free nation, there will be a % chance set for how many ships will be used in that convoy. % chances vary from convoy to convoy based on internet information about that convoy.

Radio messages can help here. Setting messages to inform player when a new free nation starts etc. This should be done in "red" message format to show the player this information is for them.
Within the radio message the % chance of receive for red massages should be 100% and set to repeat until received (boat may be underwater during transmission)

Hope this helps:)

gap 07-15-15 07:51 AM

Quote:

Originally Posted by Trevally. (Post 2328734)
Hi All:salute:

I am not sure if I can be any help with the issues being discussed...

Of course you can... who else? :up:

Quote:

Originally Posted by Trevally. (Post 2328734)
like Gap said - the nations that split into free nations are treated by the game as two separate countries. So this should not be an issue if player checks the flag. The flags are different for each.

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.

Quote:

Originally Posted by Trevally. (Post 2328734)
Convoy make up is mostly random, but from a fixed pool. So if convoy HX*** has a pool including a free nation, there will be a % chance set for how many ships will be used in that convoy. % chances vary from convoy to convoy based on internet information about that convoy.

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.

Quote:

Originally Posted by Trevally. (Post 2328734)
Radio messages can help here. Setting messages to inform player when a new free nation starts etc. This should be done in "red" message format to show the player this information is for them.
Within the radio message the % chance of receive for red massages should be 100% and set to repeat until received (boat may be underwater during transmission)

Hope this helps:)

Yes, this is exactly what I was thinking about. We should have done it from the beginning. :yep:
If an English mother tongue wants to preparate some make-up BdU messages along these lines, I am ready to assist him with all the needed information. A final revision by you would also help :)

CaptainFunk 07-15-15 09:56 AM

Firstly Thanks for all your work on this mod - excellent stuff.

A quick question - is there a way to change the SH3 dials UI back to the ones used in TWOS 1.03?

Oby 07-15-15 10:01 AM

Quote:

Originally Posted by CaptainFunk (Post 2328773)
Firstly Thanks for all your work on this mod - excellent stuff.

A quick question - is there a way to change the SH3 dials UI back to the ones used in TWOS 1.03?

Yes,use the OptionsFileEditorViewer inside SH5/Data/Applications folder...

gap 07-15-15 10:05 AM

Quote:

Originally Posted by CaptainFunk (Post 2328773)
Firstly Thanks for all your work on this mod - excellent stuff.

Welcome to subsim, Captain! :Kaleun_Salute:

Quote:

Originally Posted by CaptainFunk (Post 2328773)
A quick question - is there a way to change the SH3 dials UI back to the ones used in TWOS 1.03?

Sure. From TWoS' FAQ:

Quote:

Originally Posted by vdr1981 (Post 2165721)
- I want more custom settings in order to set gameplay options to suit my playing style...
Sure..Withing the modpack is contained an awesome TDW User Options File Editor Viewer application. Search forums for more and make a good use of it...LINK


Aktungbby 07-15-15 11:09 AM

welcome aboard!
 
jannlord & CaptainFunk(after a long silent run):Kaleun_Salute:on your respective first posts! :yeah:

CaptainFunk 07-15-15 11:34 AM

Thanks Guys - Doh I read that and never put 2+2 together!

Yes back after a good few years! Looking forward to some action !:up:

THEBERBSTER 07-15-15 12:32 PM

A Warm Welcome To The Subsim Community > CaptainFunk :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:

Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :ping:


http://i61.tinypic.com/10igjed.jpg

jannlord 07-15-15 12:42 PM

Thanks for all the tips and a warm welcome :D
I finally managed to get used to manual torpedo targeting and it feels so much more satisfying when you hit your target :arrgh!:
Now the real game begins I feel.

CaptainFunk 07-15-15 01:17 PM

Ok Im just making sure of something before I destroy my installation :wah:

I need to:

-disable mega mod and associated options in JSGME.
- Then start the OptionsFileEditorViewer.exe in the D:\Ubisoft\Silent Hunter 5\data\Applications\OptionsFileEditorViewer folder
- Point the various files to the correct paths (My installation is on D not C)
- Amend whichever options
-Exit / Save
- Re-enable Mod and options in JSGME?

Do I have to run the generic patcher again? or is that it?

One other stupid question - does the Stadimeter work in this version? I manually ID the ship (I know auto req is off) , send mast height to TDC then click the stadimeter button in TDC but NADA?

Am I missing something or is the idea that I need to use the RAOB method?

Sorry for questions / feel like a noob again! :oops:

gap 07-15-15 01:47 PM

Quote:

Originally Posted by CaptainFunk (Post 2328839)
Ok Im just making sure of something before I destroy my installation :wah:

I need to:

-disable mega mod and associated options in JSGME.
- Then start the OptionsFileEditorViewer.exe in the D:\Ubisoft\Silent Hunter 5\data\Applications\OptionsFileEditorViewer folder
- Point the various files to the correct paths (My installation is on D not C)
- Amend whichever options
-Exit / Save
- Re-enable Mod and options in JSGME?

Correct :up:

Quote:

Originally Posted by CaptainFunk (Post 2328839)
Do I have to run the generic patcher again? or is that it?

No need to: patched files are not modified by UI option editor.

Quote:

Originally Posted by CaptainFunk (Post 2328839)
One other stupid question - does the Stadimeter work in this version? I manually ID the ship (I know auto req is off) , send mast height to TDC then click the stadimeter button in TDC but NADA?

Have you tried toggling TDC imput mod to either on/off while using the stadimeter? It is the central button in TDC interface.

CaptainFunk 07-15-15 02:29 PM

Quote:

Originally Posted by gap (Post 2328846)
Have you tried toggling TDC imput mod to either on/off while using the stadimeter? It is the central button in TDC interface.

You mean the little red manual toggle button? Yes I think I did , didn't seem to make a difference. The main thing is that I take it from your response that the stadimeter should still work in this version? Maybe it is something to do with my manual Identify process? You do just dying the ship and click the 'send mast height to TDC ' text button don't you? Any thing else? (I noticed this didn't update the XO dialong I.e it still stated unknown tanker.

Vice84 07-15-15 05:21 PM

Hello, i'm new on this forum, i've just installed this awsome mod..
There's a sort of tutorial or guide on how to manage on ALL THIS?
I've played the vanilla game, without even doing a single manual shot of torpedoes and now i not even understand how to set a course of my sub and how to check my position :yeah:

I wanna learn this and i can't handle just "try by myself" because there's SO MUCH to do :D :hmmm:

Pressurised 07-15-15 07:59 PM

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?

hocking 07-15-15 08:24 PM

To get the stadimeter to work, I think you have to have the WO window open (click the space bar). In fact, I think you have to have the WO window open in order to send the mast height to the TDC. Try that and see if it works.

jannlord 07-15-15 10:40 PM

Hey guys, is there a reliable method to plot an intercept course? In the let's play of the norsecast he explains it a bit, but also has a fix point (the harbor that the ship is propably heading for) however in the open sea that doesn't work too well :wah::wah::wah:
If I search for help on google its mostly for stock Silent Hunter 5!
Any help would be appreciated!

CaptainFunk 07-16-15 03:29 AM

Stadimeter sorted and very embarrassing haha I forgot it only worked in the attack scope. I was in the observation scope. Doh.

Jimbuna 07-16-15 05:52 AM

Welcome to SubSim jannlord & CaptainFunk :sunny:

RoflCopter4 07-16-15 02:14 PM

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.


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