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

THEBERBSTER 05-27-15 09:48 AM

Hi mahany

I think you are over complicating matters by what you are sseing.

The basics as I understand it are this.

When you unzip the patch 5 or the hotfix patch, the folder that you see just needs to be copied to your mods folder.

You should then see it on the left side of JSGME.

Peter

Longknife 05-27-15 12:46 PM

Quote:

Originally Posted by Sjizzle (Post 2316528)
as far as i l know that option in completely removed from WoS latest
version.
on post #2 in the FAQ section is writed down click

Thanks for the reply Sjizzle.

I am not looking for the auto target ID. I run 100% realism. What is happening is I find the vessel in the Recognition Manual but when I click on "send mast height to TDC" nothing happens.
I am guessing it should change the designation from "troop transport" to the ship I picked in the RM.

kenz69 05-27-15 02:20 PM

Quote:

Originally Posted by THEBERBSTER (Post 2316473)
Hi kenz

Yes there is!

The problem you have with TWOS is that you are dealing with a package.

Adding and removing mods is not something I would recommend.

However there is another option open to you that you can try in stages.

Crew ability bonus points.

The Sound Guy or Sound Man (Beno Scheu) (Funkobergefreiter)

Darkness Penalty> Passive abilities of 5 levels

Giving bonus points here reduces the darkness penalty.

May help?

Post #184 See All The Crew Ability Bonus Points Positions In Silent Hunter 5

Peter

thanks for the tip !
yeah dealing with a package but for everyone it need small adjusments to fit the taste (TDW option editor is so useful for that by the way)

Quote:

Originally Posted by sober (Post 2316479)
Just put my latest waves mod at the end of the mod list .

hi sober I'm sorry I want to stay with default waves, I tried your colorcorrection.cfg file but it was just too bright in daylight.
Finally after some test i just bringed back the timeofday.txt back from the stock and it is really nice know : not so dark night and not too bright days.

Quote:

Originally Posted by veenee (Post 2316546)
so...what can I do to bring this option back? :D

here you go : http://www.subsim.com/radioroom/show...postcount=1457

Sjizzle 05-27-15 02:28 PM

Quote:

Originally Posted by Longknife (Post 2316651)
Thanks for the reply Sjizzle.

I am not looking for the auto target ID. I run 100% realism. What is happening is I find the vessel in the Recognition Manual but when I click on "send mast height to TDC" nothing happens.
I am guessing it should change the designation from "troop transport" to the ship I picked in the RM.

this happen with all ships or only with that type of ship ?

vdr1981 05-27-15 05:26 PM

Quote:

Originally Posted by Newinger (Post 2316600)
I'd like to repeat my request to include the map location name fix in this otherwise great mod collection:

http://www.subsim.com/radioroom/show....php?p=1841190

So many names on the map are terribly wrong.

It will be done! :up:

Quote:

Originally Posted by Sjizzle (Post 2315760)
aloha VDR1981
take a look here it's fill up perfect in your Mega mod :P

Looking great Sjizzle!

kevinsue 05-27-15 05:42 PM

Quote:

Originally Posted by Longknife (Post 2316651)
Thanks for the reply Sjizzle.

I am not looking for the auto target ID. I run 100% realism. What is happening is I find the vessel in the Recognition Manual but when I click on "send mast height to TDC" nothing happens.
I am guessing it should change the designation from "troop transport" to the ship I picked in the RM.

G'day Longknife, the category won't change to the ship type in the XO dialogue box until you use the WO icons (auto identify) as per Sjizzle's post. The stadiometer will however still use that mast height to set the TDC target range.

Check out Shaefer's "Lets Play" videos because he uses this method quite often. They're also informative and entertaining. :yep: http://www.subsim.com/radioroom/showthread.php?t=220069

C.Callaghan 05-27-15 07:01 PM

Is it possible to turn off real navigation in WoS?

vdr1981 05-27-15 07:05 PM

Quote:

Originally Posted by C.Callaghan (Post 2316734)
Is it possible to turn off real navigation in WoS?

Yes, but I really wouldn't waste my time on SH5 without it...

C.Callaghan 05-27-15 07:15 PM

haha :)

i play with everything else on, but I find the real nav a little too difficult.

do i just not tick the box in the in-game menu, or do i disable the mod from jsgme to stop it?

vdr1981 05-27-15 07:16 PM

Quote:

Originally Posted by C.Callaghan (Post 2316736)
haha :)

i play with everything else on, but I find the real nav a little too difficult.

do i just not tick the box in the in-game menu, or do i disable the mod from jsgme to stop it?

Just disable the optional real nav mod with your jsgme...

C.Callaghan 05-27-15 07:18 PM

thanks :)

veenee 05-28-15 04:09 AM

Quote:

Originally Posted by kenz69 (Post 2316669)

thanks! it worked :cool:

vdr1981 05-28-15 05:12 AM

Quote:

Originally Posted by vdr1981 (Post 2316625)
And I need a small favor...I'm experiencing CTD in certain situations , probably AI related so I would like to hear what's going on with your game.

Here's one small test mission...download

What I would like you to do is to engage the battleship with single torpedo so she can stay alive but significantly damaged...targeting data are 15knots, ~1300m range at 90deg AoB...

Then , stay silent and and use light time compression while watching her burning, listing and slowing down. At this point my game will always CTD, after few hours of sim time.

This issue can test anyone regardless of used modlist.
Waiting for reports! :up:

Who else can confirm this?

kevinsue 05-28-15 05:28 AM

Quote:

Originally Posted by vdr1981 (Post 2316784)
Who else can confirm this?

Tried the mission once so far....must have got lucky? because the QE blew up and sunk in minutes! :wah:(1 shot under the forward gun turrent at 7.5 depth)
Waited around with a few cranky escorts for an hour or so and no ctd. I'll give it another go and try to hit it in a less explosive spot! :D

vdr1981 05-28-15 07:42 AM

Quote:

Originally Posted by kevinsue (Post 2316785)
I'll give it another go and try to hit it in a less explosive spot! :D

:up:

kenz69 05-28-15 09:18 AM

machine stope
 
I can't get my boat to stop. it's either ahead slow or back slow but even by cliking a thousand time on machine stope (0) proppellers are still turning and speed is 1kt. What am I missing here ??

Newinger 05-28-15 09:46 AM

Quote:

Originally Posted by C.Callaghan (Post 2316736)
haha :)
i play with everything else on, but I find the real nav a little too difficult.

It's not really difficult, because you always can order your navigation officer to calculate your current position for you. Even the dead reckoning is quite good, so you always know where you are.

Once you know your position, simply use the ruler and draw a line in the direction you want to go. For the length of the line you only need to know your speed and the distance you can cover with your speed e.g. in one hour.

kevinsue 05-28-15 12:44 PM

Quote:

Originally Posted by kenz69 (Post 2316844)
I can't get my boat to stop. it's either ahead slow or back slow but even by cliking a thousand time on machine stope (0) proppellers are still turning and speed is 1kt. What am I missing here ??

Drop the anchor!!:D





........sorry:oops:......click on the advanced controls and just click zero knots. It will eventually stop given enough time.

vdr1981 05-28-15 01:11 PM

Quote:

Originally Posted by kevinsue (Post 2316885)
Drop the anchor!!:D





........sorry:oops:......click on the advanced controls and just click zero knots. It will eventually stop given enough time.

...or use up/down key on your keyboard...

What about 2nd try in the test mission Kevin? :) Anything?

kenz69 05-28-15 02:49 PM

Thanks with the keys it works


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