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Jokerman 04-15-20 04:09 AM

Hey all,

Hope everyone is safe and well.

Tonci87, I've recently been following your youtube videos ... thanks for the publishing .... ich habe das information uber der "4 bearings method" wirklich gut gefunden :yeah:

TWoS mod is excellent and thanks to the Mod Team for the work. Gratuity sent also.

Fair seas...

S!

Tonci87 04-16-20 05:30 PM

Hi VDR,

I just experienced something that should not happen.

The date is 08.06.1942 and I was just attacked by three Beaufort Torpedo bombers in BE77. That is the Mid Atlantic.
I had a look into the Mission file for OP Drumbeat, and there are two Beaufort Patrols coming from the Azores.
But the Azores shouldn´t be available as a base until October 1943.

Could you please delete them for the next patch?

Thank you.

vdr1981 04-17-20 05:32 AM

Quote:

Originally Posted by Tonci87 (Post 2663775)
Hi VDR,

I just experienced something that should not happen.

The date is 08.06.1942 and I was just attacked by three Beaufort Torpedo bombers in BE77. That is the Mid Atlantic.
I had a look into the Mission file for OP Drumbeat, and there are two Beaufort Patrols coming from the Azores.
But the Azores shouldn´t be available as a base until October 1943.

Could you please delete them for the next patch?

Thank you.


That's strange because Azores airbase has game entry date set to 12th Dec 1943 and doesn't exist in OD campaign. :hmmm: Last night I also came close to the Azores and there was no airplane activity. Considering that this airbase have an elite skill, it's impossible that game wouldn't send at least few planes on close range like that.



Could it be that planes you saw were spawned from some aircraft carrier?
Could you upload the gamesave you've mentioned?

Tonci87 04-17-20 05:36 AM

Quote:

Originally Posted by vdr1981 (Post 2663851)
That's strange because Azores airbase has game entry date set to 12th Dec 1943 and doesn't exist in OD campaign. :hmmm: Last night I also came close to the Azores and there was no airplane activity. Considering that this airbase have an elite skill, it's impossible that game wouldn't send at least few planes on close range like that.



Could it be that planes you saw were spawned from some aircraft carrier?
Could you upload the gamesave you've mentioned?

No no, if you open Operation_Drumbeat.pj in the missioneditor, and start a simulation from for example 06/1942, you will see that there are two groups just spawning at the Azores. I don´t think the Airbase has anything to do with it.

vdr1981 04-17-20 05:55 AM

Quote:

Originally Posted by Tonci87 (Post 2663852)
No no, if you open Operation_Drumbeat.pj in the missioneditor, and start a simulation from for example 06/1942, you will see that there are two groups just spawning at the Azores. I don´t think the Airbase has anything to do with it.

Yes, I'm aware of that but I always thought that those planes aren't actually visible in the game. I may have to double check that...:hmmm: Like you said, maybe its better to remove/delete Lajes airbase from early campaigns all together, just to be on the safe side...:hmmm:

vdr1981 04-17-20 04:53 PM

Quote:

Originally Posted by vdr1981 (Post 2663854)
Yes, I'm aware of that but I always thought that those planes aren't actually visible in the game. I may have to double check that...:hmmm: Like you said, maybe its better to remove/delete Lajes airbase from early campaigns all together, just to be on the safe side...:hmmm:

Hmm yes...It seems that the "Threat zones" are causing problems. Namely, these zones will provoke inactive airbases to spawn airplane groups. I'm not really sure why is this happening but it smells like yet another broken "feature". After several hours of testing I didn't see any use of these "threat zones", only problems...I'll have to deal with this issue in the next update. :yep:

Tonci87 04-17-20 06:27 PM

Quote:

Originally Posted by vdr1981 (Post 2664020)
Hmm yes...It seems that the "Threat zones" are causing problems. Namely, these zones will provoke inactive airbases to spawn airplane groups. I'm not really sure why is this happening but it smells like yet another broken "feature". After several hours of testing I didn't see any use of these "threat zones", only problems...I'll have to deal with this issue in the next update. :yep:

That is interesting. I didnt consider what purpose the threat zones serve

GrenSo 04-20-20 08:27 AM

possible to add Small Motor Coaster Mod?
 
@vdr1981: What do you think about the Small Motor Coaster from kapuhy, you can find here https://www.subsim.com/radioroom/dow...o=file&id=5581, to add this one in next version?

vdr1981 04-20-20 09:57 AM

Quote:

Originally Posted by GrenSo (Post 2664589)
@vdr1981: What do you think about the Small Motor Coaster from kapuhy, you can find here https://www.subsim.com/radioroom/dow...o=file&id=5581, to add this one in next version?

Working on it... :yep: https://www.subsim.com/radioroom/sho...4&postcount=11


I am also working on whole bunch of other campaign related things, including global improvement of world's shipping lines, shipping groups and other campaign files. I cant give the exact ETA date for the next update but when it's done it will definitely have a lot of important improvements...:yep:

ShootingFish86 04-22-20 08:42 PM

Dialog options invisble, report log full of numbers.
 
Hello,

Firstly an apology for if this has been asked before: I scanned 10 pages back and didn't see any question related to the issue im having.

Secondly, A warm thank you for the hard work in putting this mod together. Its really something of beauty.

I'm returning to the game and the mod after quite some time away and I think I have it all installed correctly. I am using a uPlay downloaded version, though i am using Uplay in offline mode so as to not get the patch that breaks the mod. I also am using the .exe file that was recommended in the work around information. The game loads, the save file loads. The game is playable and the mod appears to work. Here's the catch, or catches:

If i speak to my second in command, i have the first two dialogue options, then the numbers 3,4,5,6,7,8 are clickable but do not show any text. If i click these I am presented with 2 or 3 more options, all just numbers and no text. When i click one, the guy will say "okay" or something else in the affirmative, do a couple of quarter turns and then something will happen in the report log to indicate that i asked for a depth sounding, or whatever it was. The point being, the commands in the dialogue menu are working i just can't see what they are. I would appreciate somebody telling me what I have done wrong and possibly, how to fix it. Similarly, there is an icon in the top left corner of the screen when using map, and this one just has a list of tickboxes with no text to denote what each option box does.

The second issue i am having is that the report log, by which i mean the little window in the bottom right corner that gives me a text readout of what my crew told me, is spamming numbers. Usually, it is the number 5. if i press Q a bigger version of the log appears, but it does not seem to display this long list of numbers, and indeed doesn't show nearly as many entries as i am actually getting in the smaller window. Again, i feel like i might have done something wrong at installation.

Help is appreciated. Thank you

Aktungbby 04-22-20 09:22 PM

welcome aboard!
 
ShootingFish86!:Kaleun_Salute:

THEBERBSTER 04-23-20 03:51 AM

A Warm Welcome To The Subsim Community > ShootingFish86
Subsim <> Make A Donation <> See The Benefits <> Support The Community
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below



gap 04-23-20 06:57 AM

Continuing in this thread the conversation on neutral ships and German engagement rules (https://www.subsim.com/radioroom/sho...08#post2665208) started in kapuhy's Small Motor Coaster REL thread, because it belongs better here.

Kapuhy sorry again for having derailed your thread :salute:


Quote:

Originally Posted by vdr1981 (Post 2665208)
Yes , I perfectly understand what you mean and I had similar toughs my self as well, but when I think of it and how much work these changes would actually require, I must I admit I tend to get scared a bit. :D


I have plans to ease up a bit neutral traffic in "legitimate" hostile waters for first two campaign chapters (problem of neutral ships in hostile waters isn't so pronounced in later war years) and I'll certainly reach out to you when I start to work on these stuff...:yep:


On a bright side, my introduction of illuminated vessels in TWoS took away large part of players confusion regarding targets selection. We now even have an add-on which will make certain nation to use only illuminated vessels until it joins to one of the confronted coalitions...:yep:

I am glad to learn that we share similar ideas, and whenever you will be ready to further develop them, I will be more than happy to ease your work both with historical research and by offering my modding skills.

Among the other things, I have been recently working on a still unreleased ensign mod which features realistic flags with correct aspect ratios (most of them are taken from pictures of real, weathered, WWII-era merchant and naval ensigns displayed in museums) and adds a few new nations to the game. I think that both features would make a nice addition for TWoS and that they could be part of our common effort to make SH5's sea traffic closer to the WWII-era one, but I am also in on putting my hands on ship units equipment and skins, campaign files, radio messages, etc.

Finally, I will leave you a few examples just to make clearer what I have in mind.


Fact #1 (from Wikipedia):
«President Franklin D. Roosevelt declared the United States' neutrality on September 5 [1939], and declared the naval patrol a Neutrality Patrol. Roosevelt's initiation of the Neutrality Patrol, which in fact also escorted British ships, as well as orders to U.S. Navy destroyers first to actively report U-boats, then "shoot on sight", meant American neutrality was honored more in the breach than observance.
[...] At the beginning of 1941, President Roosevelt secretly organized a protection-of-shipping task force 24, given the designation of Support Force, United States Atlantic Fleet, under the command of Rear Admiral Arthur L. Bristol. Ships, planes, funding, and personnel were assigned in January and February, and operations began in March.
[...] To augment the fleet units already engaged in the Neutrality Patrol which President Roosevelt had placed around the eastern seaboard and Gulf ports, the United States Navy recommissioned 77 destroyers and light minelayers which had lain in reserve at either Philadelphia or San Diego. In Newfoundland on August 9, 1941, President Roosevelt agreed to provide American destroyers as escorts for the Canada to Iceland portion of HX convoys and westbound ON convoys. USS Greer ineffectively engaged U-652 on September 4; and on September 11 President Roosevelt declared Axis ships entered the neutrality zone at their own risk, and ordered the U.S. Navy to attack any vessel threatening ships under American escort. HX 150 sailed September 16, 1941, as the first convoy with American escort. ON 18 sailed September 24 as the first westbound convoy with American escort. The Gleaves-class destroyer Kearny was torpedoed while escorting Convoy SC 48 on October 17, 1941. The destroyer Reuben James was torpedoed and sunk on October 31, 1941, while escorting Convoy HX 156 with a loss of 100 lives»
.

In game: I think TWoS' version of defsides.cfg has still a 'FreeAmerican' nation I had setup for representing the escorts involved in Neutrality Patrols, and the few American merchants that were attacked by German U-boats when the USA were still officially neutral. Nonetheless, I think this 'nation' was never actually used.
What I would do, is to assign some minelayers (if available) and some old destroyers of the appropriate classes to the FreeAmerican roster. Starting from early 1941, when the Support Force was organized, these escort vessels should patrol the Est Coast of North and South America within an area described by this chart. I doubt the Nazis to be aware of those patrols, so should the players incautiously move their patrol zones too far west, they would risk suffering a surprise-attack by an apparently neutral warship (unless they are reading these notes, in which case they will be more prudent lol). Nonetheless, shortly after 11 September, when Roosevelt 'officialized' those patrol and their 'hostile' nature towards German submarines, a radio message should be dispatched warning all the Atlantic boats about the risk of being attacked by US destroyers patrolling the Neutrality Zone. Moreover, starting from the day 16 and the day 24 of the same month, 'FreeAmerican' destroyers should start escorting convoys of the HX and ON series respectively (other North Atlantic convoys might be involved too, and we will find them out). Again, the player wouldn't be aware about these US-escorted convoys until he sees one, or until he receives a BdU message reporting that US escorts have been spotted within Allied convoys and instructing U-baot captains on how to deal with them (= avoid them or... be aggressive with them :arrgh!:)


Fact# 2 (desumed from uboat.net and u-historia.com): after the Fall of France and prior to its liberation, a number of Vichy French vessels were attacked and sunk by German U-boats because they were not conforming with the Vichy French neutrality markings, or because they were suspected of radioing the U-boat position to the enemy. According to the essay Ordinary Sailors: The French Navy, Vichy and the Second World War «A further flavor of the restrictions under
which the French continued to operate was provided at a conference in Wiesbaden between the German Minister Plenipotentiary Hemmen and Admiral Michelier on 3 August 1940, where conditions were laid down for the departure of five French refrigerated vessels. Namely that three days’ notice of the departure of each vessel should be provided, along with routes and points of departure; the ships had to fly the French flag above a yellow flag, with French colors painted visibly on the sides and bridgework, surrounded by a yellow border on a black background and illuminated at night; it was forbidden to zig-zag; routes used by British convoys should be avoided and a safe distance maintained from Gibraltar; French crews should prevent under any circumstances ships or cargo falling into British hands. In addition, the ships should sail directly from Dakar to Bordeaux, individually and successively, meaning that one had to arrive at its destination before the next could cast off»
.

In game: during the German occupation all the French sea traffic should stay away from British-controlled areas and be composed by solitary ships. Moreover, all the Vichy ships should be illuminated at night and they should display the identification markings described above. In the same time, a 'FreeVichy' roster should be created. A few of its ships could miss some of the prescribed marking and/or night lights. Their traffic should be (very) scarce. It can be made to follow the same routes as regular Vichy shipping, but a few ships might be done to sail in small groups and/or to be bound for British waters. The more we mix-up thefe infractions to German rules, the more difficult will be the identification of potential French enemies by the player. Of course, shortly after the Fall of France, we should receive the usual BdU message instructing us on the rules to which French ships must attain not to be considered smugglers or spies. Even a single infraction would candidate them as valid targets.


Fact# 3 (desumed from uboat.net and u-historia.com): in the course of the war, a number of neutral fishing trawlers (IIRC mostly Spanish and Portuguese) were sunk by U-bowts South of Ireland because they were fishing too close to the British border.

In game: we should create 'Free' copies of the appropriate nations and place one or more classes of fishing trawlers in their roster. These vessels should be made to move back and forth from their territorial waters to open sea areas in front of Southern Ireland (we can desume those areas from the logs of U-boats who actually sunk neutral fishing boats). At the same time, we should make sure that no 'true' neutral fishing vessel is sailing that close to British waters. After the Fall of France, a radio message will inform the player that fishing activities in NE Atlantic have been restricted to the South of a certain latitude, and all the fishing vessels crossing that line are to be considered valid targets irrespective of their nationality.

Jimbuna 04-23-20 08:09 AM

Welcome to SubSim ShootingFish86 :salute:

ShootingFish86 04-23-20 09:08 AM

Dialog options invisble, report log full of numbers.
 
Thank you for the warm welcome guys. Despite being a member of subsim since 2017 i haven't actually posted or replied before lol.

Having done some more digging, I discovered this in the documentation for the mod:

"- Most of the ingame texts are missing (Flotilla objectives, map options settings, message box entries ect)
Remove "read only" attributes from your main SH5 install folder and run the game with administration rights."

The problem is that setting the folder to read-only doesn't stick. I guess this is something to do with it being the uPlay download version in the uPlay games folder. When i change the attributes of all the files in the SH5 folder it takes a few minutes, succeeds but then instantly reverts back to read-only.

Does anyone know a workaround? The missing text doesn't exactly break the game, so long as i learn what all the missing dialogue options are and commit them to my memory but im sure you can appreciate this is an extra step that is rather annoying


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