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

svedan 11-03-15 03:50 PM

Quote:

Originally Posted by YoYo (Post 2355519)
Thx svedan. I have it.
No any problems with Your last saves from campaign after reinstallation?
Did You start the new campaign or just load a file and works ok (you have the opportunity to continue campaign)?

I didn't experience any problems after I reinstalled the game. It might be best to load an old save from bunker, but I didn't do that and it worked anyway.

No, I did not start a new campaign, I just copied over the old saves and loaded the last one I made. Campaign progress worked automatically as it should

YoYo 11-04-15 02:21 AM

Looks like everything is ok now. TY.

http://i921.photobucket.com/albums/a...psbwodgnm6.jpg

I noticed only strange thing with upgrades. If I use "silentotto" only I can choose "biskaya kreuz" from mechanic in bunker, but when I continue the campaign it isn't possible.
Is it possible to add it manually in any cfg file?

Swat 11-04-15 03:18 AM

Guys I know it's been answered here couple times, but I can't seem to figure out how to find the grid I was assigned to...? Sure I find the grid with two letters and first two numbers, but how do I find the other two numbers? Went through maps and everything, but couldn't find any tool that would reveal this.... Thanks

Otherwise 'broke the fortress' yesterday. Was good, though the destroyers in Scapa are still reluctant to do anything, also anti-sub nets in Kirk Sound are little bit off it's place (remember they were ok before, but yesterday I saw them with these buoys they're mounted to like 2 m above the water - maybe just a glitch of my installation, don't know....). And then on the way back RAF patroling and these guys don't care about the german sub in the area either.... They literally flew above me mid day.

Anyway all in all the atmosphere of the raid was still good, on the way back I received the message I was reassigned to Wilhelmshaven so I docked there and now I'm already out again patroling British Eastern coast - looking for a relevant grid.

Thank you

PS. installed everything as per manual, set the limitations to time compression and everything, restarting after each patrol and no CTDs whatsoever so far.

THEBERBSTER 11-04-15 05:15 AM

Hi Swat

Tutorial
Post #169 How To Use The Kriegsmarine Grid Numbers

Peter

vdr1981 11-04-15 05:15 AM

Quote:

Originally Posted by Swat (Post 2355633)
Guys I know it's been answered here couple times, but I can't seem to figure out how to find the grid I was assigned to...? Sure I find the grid with two letters and first two numbers, but how do I find the other two numbers? Went through maps and everything, but couldn't find any tool that would reveal this.... Thanks

This question is answered in FAQ section...You will find grid tool in your charts..


Otherwise 'broke the fortress' yesterday. Was good, though the destroyers in Scapa are still reluctant to do anything,
...and noone knows actually why so we cant do much about it...:nope:
Things MAY be little better in other ports because I've rearranged harbor protection waypoints in a attempt to counteract this ugly bug but again, this also may be another in series of futile attempts...In general, I don't recommend harbor raids because they are not realistic and because of various game/AI limitations.

also anti-sub nets in Kirk Sound are little bit off it's place (remember they were ok before, but yesterday I saw them with these buoys they're mounted to like 2 m above the water - maybe just a glitch of my installation, don't know....).
If you disable AI units falling trough sea floor patch via TDW gen.patcher they will be placed correctly but again, your units will fall through sea floor if sunk in shallow water. ..

And then on the way back RAF patroling and these guys don't care about the german sub in the area either.... They literally flew above me mid day.
Yes, saw this many times and it will mostly happen if plane skill settings are low (quite frequent in early war) and/or if there isn't enough light (foggy day or cloudy, morning time, evening time ect)... In general, despite all the efforts TDW invested in it, airplanes AI can still be stupid as hell...:D Although, the will frequently attack you during campaign but they are not effective as they should be IMO...


Quote:

Originally Posted by Swat (Post 2355633)
Anyway all in all the atmosphere of the raid was still good, on the way back I received the message I was reassigned to Wilhelmshaven so I docked there and now I'm already out again patroling British Eastern coast - looking for a relevant grid.

Thank you

PS. installed everything as per manual, set the limitations to time compression and everything, restarting after each patrol and no CTDs whatsoever so far.

:up:

vdr1981 11-04-15 05:24 AM

@ Gap

What you see there is pretty much a peak of my ship importing/texturing abilities which are , to say at least, quite poor ...:D

I don't have much time now to learn in details S3d but I will be happy to add any modification/fix/revision for those ships you come up with...:up:

Swat 11-04-15 05:27 AM

Well I was just asking about the grid tool, but also reporting back. You obviously are aware of these things as you're digging in files all the time, but still what an achievement with this modpack and all the mods involved. Remember installing SH5 after release and instantly I went 'where the hell is depth under keel button? Where's return to course command?' And that was just a begining.

Wolves of steel makes this sim very well playable. One just has to learn how to treat the game and it's engine, then it works just fine with few glitches which are definitely bearable.

As for the planes I do remember RAF from SH3+GWX where an approaching aeroplane was simply a problem forcing me to periscope depth, sometimes when spotted late crash dive was inevitable. Which felt good of course making the experience even more intense.

Thanks for replies

Edit: Now I tried again and silly me, I went through the recognition manual many times, clicked 'maps', but forgot to use the scroll button where the detailed grid tool is hidden. BUT IT IS THERE isn't it?

vdr1981 11-04-15 05:39 AM

Quote:

Originally Posted by Swat (Post 2355651)
Well I was just asking about the grid tool, but also reporting back. You obviously are aware of these things as you're digging in files all the time,

Can this picture help?
http://s6.postimg.org/w8sjovtyl/SH5_...4_19_51_04.jpg

Swat 11-04-15 06:24 AM

Yes, thank you, now when I found the tool I already know how to use it since I read the manual by THEBERBSTER as well.

Thanks guys:salute:

gap 11-04-15 01:24 PM

Quote:

Originally Posted by vdr1981 (Post 2355647)
What you see there is pretty much a peak of my ship importing/texturing abilities which are , to say at least, quite poor ...:D

Not that bad after all. My beginnings were lesser promising :03:

Quote:

Originally Posted by vdr1981 (Post 2355647)
I don't have much time now to learn in details S3d but I will be happy to add any modification/fix/revision for those ships you come up with...:up:

No problem, I will deal with them. :up:
Currently I am giving the final touches to my rework of the Nippon Maru japanese tanker. Though fully functional, the version I had posted here a few weeks ago was just a basic import. Talking about it:

IMPORTANT QUESTION:

Have you or anyone else ever seen one of the imported dat ships splitting in two parts when torpedoed?


SHIV manages ship damage in a different way than its successor. I am afraid we won't ever see that happening in game until we similarly slipt the visible mesh in two or more parts and, possibly, we import them in a GR2 file :-?

YoYo 11-04-15 02:24 PM

Quote:

Originally Posted by gap (Post 2355742)
Have you or anyone else ever seen one of the imported dat ships splitting in two parts when torpedoed?[/B]

I dont know they are imported or not but You can check this videos:
1/ how we can welcome the first line of convoy :D
https://www.youtube.com/watch?v=2_gU-owY7i8
2/ second
https://www.youtube.com/watch?v=_CFPa4staPE

gap 11-04-15 02:48 PM

Quote:

Originally Posted by YoYo (Post 2355753)
I dont know they are imported or not but You can check this videos:
1/ how we can welcome the first line of convoy :D
https://www.youtube.com/watch?v=2_gU-owY7i8
2/ second
https://www.youtube.com/watch?v=_CFPa4staPE

Thank you YoYo. The ship in the second video is a Liberty (GR2, native to stock game) ship, and I could not spot any ship splitting in two in the first video. :hmm2:

Tonci87 11-04-15 03:03 PM

Quote:

Originally Posted by gap (Post 2355759)
Thank you YoYo. The ship in the second video is a Liberty (GR2, native to stock game) ship, and I could not spot any ship splitting in two in the first video. :hmm2:

The first one to be hit split into two, I believe its a Hog Island Type A.
Again smth. that was already in the game....

vdr1981 11-04-15 03:28 PM

Quote:

Originally Posted by gap (Post 2355742)

IMPORTANT QUESTION:

Have you or anyone else ever seen one of the imported dat ships splitting in two parts when torpedoed?


Most definitely not...

YoYo 11-04-15 04:00 PM

Yesterday I reinstalled SH5 1.2+WofS 1.04+up.11.
I noticed strange water bug Today (hmmm shaders or shadows), I didnt see it before.
Its a only in sunny day, looking at a specific angle (more than 90 deg. vertical).

Please see it:

https://youtu.be/dIUrRXEdjKU

http://i921.photobucket.com/albums/a...psqgnstmml.jpg

Is it ok? Did You meet it too?

Not a big problem but a little annoying....

Cyborg322 11-04-15 06:32 PM

Wolves of Steel = Patch 11 - Real Navigation
 
I have recently updated WOS to patch 11 and started using Real Navigation . Now I'm getting CTD's every time the odd thing is it happens exactly the same Nautical time regardless of route

I've managed to narrow it down to Patch 11 or real navigation after disabling the handful of other mods I use

I'm also getting very slight stuttering but it's tolerable, I have not had any problems with CTD's stablility or mod combos for a long time and have been able to sort all bugs up to date being reasonably confident on how to use Generic Patcher/ Mod enabler: /viewer etc

Are there any known problem with the above I may of missed I could do with a helping hand before I have a Nervous Breakdown:/\\!! This Is my first post - I was unable to start a new thread

HELP :wah: :subsim:

Aktungbby 11-04-15 06:42 PM

welcome aboard!
 
Cyborg322!:Kaleun_Salute:

vdr1981 11-04-15 06:47 PM

Quote:

Originally Posted by Cyborg322 (Post 2355810)
I have recently updated WOS to patch 11 and started using Real Navigation . Now I'm getting CTD's every time the odd thing is it happens exactly the same Nautical time regardless of route

I've managed to narrow it down to Patch 11 or real navigation after disabling the handful of other mods I use

I'm also getting very slight stuttering but it's tolerable, I have not had any problems with CTD's stablility or mod combos for a long time and have been able to sort all bugs up to date being reasonably confident on how to use Generic Patcher/ Mod enabler: /viewer etc

Are there any known problem with the above I may of missed I could do with a helping hand before I have a Nervous Breakdown:/\\!! This Is my first post - I was unable to start a new thread

HELP :wah: :subsim:

Welcome! :salute:

You need to tell me more...When , where, how, what should I do to reproduce it, exact time and date ect...Details, detail, details...:D
Dont brakedown yet, we'll sort it out...:03:

Could be radio mod issue...:hmmm:

vdr1981 11-04-15 06:50 PM

Quote:

Originally Posted by YoYo (Post 2355780)
Is it ok? Did You meet it too?

Not a big problem but a little annoying....

I never saw that bug, but again, I dont use so high settings... Try to lower shatods to medium...:hmm2:

Cyborg322 11-04-15 07:35 PM

OK Here we go .... The CTD is with Patch 11

It happens after leaving Memel nautical time was 4 hours after leaving bay on direct course to Danzig I've rerun it many times sometimes start time is 10.00pm CTD exactly at 02.00am although departure is in the daytime occasionally

Your suggestion of the Radio Mod is a definite possibility the debug info as follows

Application Timestamp: 4bce9a96
Fault Module Name: Sound.act
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bce99df
Exception Code: c0000005
Exception Offset: 000038e2
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 2057

Has the radio mod changed since version 10 to 11 ?

thanks for the quick reply I will provide more info tomorrow I'm signing off soon its late and my head is battered with SH5 its come close to having a ritual burning (The game not my head) on many occasions its a cross I/we have to bear I love the game


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