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

vdr1981 05-04-15 09:05 AM

Quote:

Originally Posted by Shaefer (Post 2311433)
3: I am ready to install patch 5 + hotfix 2, but I dont want to screw it up. From what I read, I just apply it out of rendering distance, and I am good to go. No snapshot restoring at all, right?
Thank you for your time.

Or in the bunker...You can copy/paste your Campaign.cfg file from your last gamesave so I could edit it and you wont have to wait next campaign for new changes to kick in...

kevinsue 05-04-15 09:16 AM

Quote:

Originally Posted by maillemaker (Post 2311472)
Last night I finally made it to the East coast of Britain for the second time.

It's really annoying to have to crawl past friendlies at 64X time compression max, even in travel mode.

Anyway, I got there, and in the dark closed in on what appeared to be a tanker lead by a destroyer.

My SH5 "eye" is obviously off from years of SH3.

I closed in, set the TDC, guessed a speed of 7 knots, and fired from what I figured was 1000 meters or closer. I can't be sure. I fired three fish, one at the bow, one center, one stern, and all three missed.

With the Wolves of Steel mod, if I'm in bunker and go into realism settings and turn on map contacts will I see map contacts that I see in the periscope, or does the mod override that?

I'm thinking of going back to map contacts until my eye gets trained at SH5 range and speed estimation.

Also, what is that formula for computing speed based on time crossing the reticule and the length of the ship?

Steve

There are "In Game" tutorial missions to get you up to speed on Target range, AOB and speed using the RAOBF for manual TDC torpedo attacks.

They are well worth becoming familiar with because the RAOBF is probably the quickest way to get the data for a reliable firing solution. The U-Jagd meter is also handy for target speed calculations :yep:

Here's how to access Trevally's Tutorials for TDW UI in game:

Quote:

To use-

select "Tutorials" at main menu.
Click on the tutorial you want
Click on "Historical Mission"
If one is highlighted - click on it. If not, click on any
Click on "Start"

maillemaker 05-04-15 12:13 PM

Quote:

There are "In Game" tutorial missions to get you up to speed on Target range, AOB and speed using the RAOBF for manual TDC torpedo attacks.
My understanding is that the RAOBF is not historically correct for WWII uboats?

Steve

maillemaker 05-04-15 12:17 PM

Quote:

I just install the "nVidia missing lights" mod after all the "TWoS" mods. This mod came about because all of the people involved in making "Steel Viking's Interior" mod used ATI Radeon video cards and were unaware of the lights problem with nVidia cards until after the mod was released. :D
Where do you get this mod?

Steve

joselillpdl 05-04-15 01:02 PM

Good mod :)
 
Hello,

Only give thanks for the work done with this megadom. I've been playing with four days and no problem so far.

I have seen that this leads megamod included "DynEnv v2.9 - 2. Main Mod Low Resolution Patch - Revised" not interested me since my computer can high resolucón textures so the only change I've made is to add the Mod Dyenv v2.9 to retrieve high-quality textures. I guess I have applied the changes correctly.

Good Job.

https://dl.dropboxusercontent.com/u/...SH5/sh5mod.jpg

pd: PS: excuse my English

THEBERBSTER 05-04-15 01:46 PM

A Warm Welcome To The Subsim Community > joselillpdl :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:
Tonnage Bar Fix Here > Tutorial Post #188 Not Needed If Using TWOS & sobers Latest Mods List :/\\!!

These 2 mods are already in TWOS

DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 -4.a Camera Filters - Realistic Colors

vdr1981 05-04-15 02:26 PM

Quote:

Originally Posted by joselillpdl (Post 2311519)
Hello,

Only give thanks for the work done with this megadom. I've been playing with four days and no problem so far.

I have seen that this leads megamod included "DynEnv v2.9 - 2. Main Mod Low Resolution Patch - Revised" not interested me since my computer can high resolucón textures so the only change I've made is to add the Mod Dyenv v2.9 to retrieve high-quality textures. I guess I have applied the changes correctly.

Good Job.



pd: PS: excuse my English

You don't have to do that plus, you'll lose some of the megamod's functionality by overwriting some tweaked files . There is almost no difference in game look with or without the low res revised patch...

joselillpdl 05-04-15 03:57 PM

Quote:

Originally Posted by vdr1981 (Post 2311543)
You don't have to do that plus, you'll lose some of the megamod's functionality by overwriting some tweaked files . There is almost no difference in game look with or without the low res revised patch...


Now that you mention it I see just maybe a little more transparent sea, but the atmosphere of the atmosphere, clouds, fog, etc. If you notice anything, maybe I'm wrong. I leave it as it is by default not overwrite anything. thank you very much.

i'm see now:

https://dl.dropboxusercontent.com/u/...68/SH5/mod.jpg

vdr1981 05-04-15 05:35 PM

1. 1. Open "GenericPatcher.cfg" file with notepad, found in this folder (Silent Hunter 5/TDW_GenericPatcher_v_1_0_168_0)

2. If necessary, edit lines marked in red to match your SH5 installation path (eg. "D:\Games\Silent Hunter 5")...Save your changes.
Code:

ClientAreaWidth=1184
ClientAreaHeight=765
CameraManager.act=C:\Ubisoft\Silent Hunter 5
EnvSim.act=C:\Ubisoft\Silent Hunter 5
kernel.dll=C:\Ubisoft\Silent Hunter 5
sh5.exe=C:\Ubisoft\Silent Hunter 5
SHCollisions.act=C:\Ubisoft\Silent Hunter 5
SHSim.act=C:\Ubisoft\Silent Hunter 5
SHSound.act=C:\Ubisoft\Silent Hunter 5
SH_NClient.dll=C:\Ubisoft\Silent Hunter 5
SimData.dll=C:\Ubisoft\Silent Hunter 5

3. When done, start GenericPatcher.exe found in the same folder and select desired language.
Then, click "File" then "Open" and start hitting "Enter" key like crazy until you see this picture (20 times or so)...

4. Click "File" - "Backup" and backup all offered files ...

5. Now, click "File" - "Restore snapshot" and double click TWoS 2.0_Snapshot.gps file...

6. Done...

*Make sure that SH5 and Uplay are OFF while activating generic Patcher. In case of unsuccessful patching, restart your PC and repeat the whole procedure.
Make sure that the game is updated to official v1.2.0 (not v1.0.5). This step is crucial for SH5.

kevinsue 05-04-15 05:52 PM

nVidia Missing Lights Mod
 
Quote:

Originally Posted by maillemaker (Post 2311510)
Where do you get this mod?

Steve

You can get it here: https://dl.dropboxusercontent.com/u/...g%20lights.zip

joselillpdl 05-04-15 06:45 PM

Quote:

Originally Posted by vdr1981 (Post 2311571)
1. Open "GenericPatcher.cfg" with notepad, found in "Silent Hunter 5/TDW_GenericPatcher_v_1_0_168_0" folder

2. Edit lines marked in red to match your SH5 installation path, if necessary...
Code:

ClientAreaWidth=1184
ClientAreaHeight=765
LanguagePackInUse=C:\games\Ubisoft\Silent Hunter 5\TDW_GenericPatcher_v_1_0_168_0\LanguagePacks\English
CameraManager.act=C:\games\Ubisoft\Silent Hunter 5
EnvSim.act=C:\games\Ubisoft\Silent Hunter 5
kernel.dll=C:\games\Ubisoft\Silent Hunter 5
sh5.exe=C:\games\Ubisoft\Silent Hunter 5
SHCollisions.act=C:\games\Ubisoft\Silent Hunter 5
SHSim.act=C:\games\Ubisoft\Silent Hunter 5
SHSound.act=C:\games\Ubisoft\Silent Hunter 5
SH_NClient.dll=C:\games\Ubisoft\Silent Hunter 5
SimData.dll=C:\games\Ubisoft\Silent Hunter 5

3. When done, start GenericPatcher.exe found in the same folder, click "file" then "open" and start hitting "enter" key like crazy until you see this picture...

4. Now, click "File" - "Restore snapshot" and browse "Silent Hunter 5/ TDW_GenericPatcher_v_1_0_168_0/Snapshot" for Snapshot 1_0_168_0 7_5_0_.gps and sellect it...

5. Done...


Perfect. I turn off the mods were added and completed the process that set me and now I have it as the default.

https://dl.dropboxusercontent.com/u/...8/SH5/MOD2.jpg


Thank you.

kevinsue 05-04-15 06:47 PM

Quote:

Originally Posted by maillemaker (Post 2311509)
My understanding is that the RAOBF is not historically correct for WWII uboats?

Steve

Here is a quote from a thread posted by joegrundman back in 2012 which may explain why the RAOBF is used in SH5.

Quote:

let's clarify that there are 3 rotating tools from the old u-jagd tools mod for sh3 that have been (improved) and ported over to sh5.

There is the RAOBF which goes around the periscope view, used for determining range, aob, or ships length and height if you start from the opposite side of the problem.

There is the attack disk (angriffscheibe) used to flip rapidly between determined aob and target course

There is the speed omnimeter slide rule which is used for many calculations, but primarily for calculating interception angles between sub and target, but also can be used for finding torpedo lead angles and many other things too.

The RAOBF is a copy of a ww1 tool that was fitted to the eyepiece of ww1 and early ww2 periscopes. Later in ww2, the German periscope changed to an advanced binocular design with a chair for the viewer to sit on. The binocular design did not have the ww1 era split-prism. That had to be abandoned to enable the binocular effect which was considered by all to be far advantageous to the split-prism.

But on a computer screen we cannot yet create true binocular vision, so it is advantageous to us to stick with the ww1 and early ww2 (and the us style) model of split prism with RAOBF.


The attack disk was a historical tool clearly of ww1 or earlier ancestry

the speed omnimeter is just a slide rule. the particular design is derived from the back side of the USN equivalent of the attack disk, the Is-Was, or Submarine Attack Course Finder. It is not derived from any known slide rule of the KM, but it is clear that the Germans knew all about slide rule technology since they were invented in the 1600s. The KM, like other navies' undoubtedly had a whole range of sliderules for solving all mathematical problems pertinent to being a submarine at sea.


mobucks 05-04-15 10:34 PM

Silent running in this mod.

Hit the silent running key (f7) in my game, nothing happens.

Ask XO to rig for silent running. Moron replies "cannot comply"

Click through CE menu for propulsion, click silent running. Seems to work, however there is no usual icon displaying our state, like (the two different?!) battlestations icon(s) do.

Also people are still addressing me in the non hushed voices.

Is this normal behavior?

kevinsue 05-05-15 12:27 AM

Quote:

Originally Posted by mobucks (Post 2311612)
Silent running in this mod.

Hit the silent running key (f7) in my game, nothing happens.

Ask XO to rig for silent running. Moron replies "cannot comply"

Click through CE menu for propulsion, click silent running. Seems to work, however there is no usual icon displaying our state, like (the two different?!) battlestations icon(s) do.

Also people are still addressing me in the non hushed voices.

Is this normal behavior?

Are you sure that one of the"battlestations" icon is not the "silent running" one? It normally looks kind of like an "ear".:hmmm:

The CE order bar is where I normally select silent running unless you are running speech recognition. Then you can just scream at your crew to "SHUT THE HELL UP!!" or whatever obscenity you care to script in to get the desired result. :D

Aktungbby 05-05-15 01:51 AM

welcome aboard!
 
joselillpdl!:Kaleun_Salute:

mobucks 05-05-15 05:06 AM

When you order silent running from the CE orders menu, does a little ear icon appear for you? (like battlestations icon et. al.) No icon was showing for me doing it this way.

I think maybe the game was bugged, need to reload and try all this again.

And no, there really is two separate battlestations orders and icons; one in the WO's menu with it's own sound and icon, and the regular F7/Ask the XO directly which is a different icon.

THEBERBSTER 05-05-15 07:49 AM

The default keyboard key for Silent Running is "Z" where as in Stormy's DBSM mod the Z key gives you the current hydrophone contact's bearing.

THEBERBSTER 05-05-15 08:08 AM

Hi Vecko

I want to ask you about TWOS and TDW's Options File Editor Viewer (OFEV).

Regarding the changes that your Gps file makes to TDW's Generic File Patcher (GFP).

Are there any patches that need to be enabled in the OFEV to work with the GFP.

For example with Decks Awash enabled in the GFP you also need to enable the patch in the OFEV Patches Tab.

Peter

maillemaker 05-05-15 10:03 AM

Thanks!

Steve

vdr1981 05-05-15 02:22 PM

Quote:

Originally Posted by THEBERBSTER (Post 2311665)
Hi Vecko

I want to ask you about TWOS and TDW's Options File Editor Viewer (OFEV).

Regarding the changes that your Gps file makes to TDW's Generic File Patcher (GFP).

Are there any patches that need to be enabled in the OFEV to work with the GFP.

For example with Decks Awash enabled in the GFP you also need to enable the patch in the OFEV Patches Tab.

Peter

Sure, everything is enabled as it should be...Why?


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