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

vdr1981 04-22-18 11:03 AM

Thanks for your comments guys!:salute:

THEBERBSTER 04-24-18 06:06 AM

Hi Vecko
Trying to make a payment to you but have a Paypal problem.



Please advise as what to do.
Could not send PM as your in box ia full.
Peter

vdr1981 04-24-18 11:56 AM

Quote:

Originally Posted by THEBERBSTER (Post 2550626)
Hi Vecko
Trying to make a payment to you but have a Paypal problem.


Please advise as what to do.
Could not send PM as your in box ia full.
Peter

Thanks for notification Peter. No idea what is going on though...:hmmm:

vdr1981 04-24-18 01:20 PM

Quote:

Originally Posted by THEBERBSTER (Post 2550626)
Hi Vecko
Trying to make a payment to you but have a Paypal problem.

Please advise as what to do.
Could not send PM as your in box ia full.
Peter

OK..It is fixed now. :yep: Thank you once again for your support Peter and Happy hunting! :Kaleun_Salute:

desepticon 04-25-18 03:05 AM

TCx on enemy aircraft contact
 
For some reason I don't get a TC drop when enemy air approaches, leading to unfortunate situations. It seems to work fine with enemy ships. Anyone know what the setting in the TDC options file I need for this?

Never mind, I figured it out. However I do have another question. When starting turning point I got offered a new sub. I thought it would be the VII/41, but it ended up being the U-Flak, which I don't care for because of its limited torpedo capacity. I find running at snorkel depth to be a more effected anti-air strategy, so I reloaded a save and kept my VII/C. So how do I drive the VII/41 in this mod, or is it completely replaced by the U-Flak.?

Also noticed a minor, rather inconsequential, visual bug. On the VIIC I'm using with the snorkel. When snorkel is raised and at snorkel depth, snorkel is not visible below the water from external views (only the part that sticks out oft he water is). When you dunk the camera under the water though, you can see it again.

vdr1981 04-27-18 06:51 PM

Quote:

Originally Posted by desepticon (Post 2550738)

Never mind, I figured it out. However I do have another question. When starting turning point I got offered a new sub. I thought it would be the VII/41, but it ended up being the U-Flak, which I don't care for because of its limited torpedo capacity. I find running at snorkel depth to be a more effected anti-air strategy, so I reloaded a save and kept my VII/C. So how do I drive the VII/41 in this mod, or is it completely replaced by the U-Flak.?

BdU will offer you a type VIIC/41 boat when it becomes available but only if your rating stays positive. Not sure will it be offered if you don't accept U-FLaK though...:hmmm: You can check your rating points using KSDCommander...

Quote:

Also noticed a minor, rather inconsequential, visual bug. On the VIIC I'm using with the snorkel. When snorkel is raised and at snorkel depth, snorkel is not visible below the water from external views (only the part that sticks out oft he water is). When you dunk the camera under the water though, you can see it again.
known problem with imported .dat object...

desepticon 04-27-18 10:13 PM

Thanks for the info! Another question: How do I fix the external camera controls so it doesn't raise and lower the height of the camera when I move the mouse up and down. This isn't a default behavior and I find it a bit irksome to control the camera in this manner. I use SH_Keymapper.exe to change a few commands around (because I'm on a Mac and a bunch of keys aren't available) and noticed a few defines attached to the mouse control, but I'm not sure which one controls up and down (vertical) movement. What's the name of the define that does this? I'm hesitant to just play around with it because it takes so long just to get the game up and running and into a save. Your help would be greatly appreciated.

vdr1981 04-28-18 07:11 AM

Quote:

Originally Posted by desepticon (Post 2551080)
Thanks for the info! Another question: How do I fix the external camera controls so it doesn't raise and lower the height of the camera when I move the mouse up and down. This isn't a default behavior and I find it a bit irksome to control the camera in this manner. I use SH_Keymapper.exe to change a few commands around (because I'm on a Mac and a bunch of keys aren't available) and noticed a few defines attached to the mouse control, but I'm not sure which one controls up and down (vertical) movement. What's the name of the define that does this? I'm hesitant to just play around with it because it takes so long just to get the game up and running and into a save. Your help would be greatly appreciated.

Can't help you regarding this one. I don't use external views that much...

desepticon 04-28-18 03:05 PM

NP. I'll try to fix it when I have some time.

By the way, I am really impressed by the stability of your modpack. I was running my own modlist for some time and had crashes galore. Including one that happened like clockwork whenever approaching a dock after a patrol.

With WoS I've had 1(!) crash, and even that was probably my fault as I modified top TC to 4096. Which, by the way, isn't really a problem 99.99% of the time. I just make sure to slow it down in high traffic areas or near ports. (mostly don't go over 2048 anyway)

Aktungbby 04-28-18 05:30 PM

Welcome aboard!
 
desepticon!:Kaleun_Salute:

Vivid1963 04-29-18 08:47 AM

TWoS - a small problem with the camera
 
SH 5 Just keeps getting better with the Wolves of Steel Mod... But, even with SH3 style interface why, if I try to take a photograph through the periscope - Attack or Observation, it results in an instant CTD - most annoying when just attacking a nice big target like a Convoy, Battleship or High Value target, and as for carrying out a reconnaissance of any port, well again same result...
Advice appreciated with this frustrating problem, but keep up the good work, TWOS makes SH5 better then SHIII with GWX
Thanks
Vivid 1963:k_confused:

Muckenberg 04-29-18 08:49 AM

Hello Wolves
I have a question about submarine damage. Today, my escort ships have damaged the integrity of the hull to 99 percent and I did not catch the submarine. Even the deep rudders were not damaged, but unfortunately I could not prevent the ship gradually descending into depth and its subsequent crushing by pressure. It does not seem to me that my damage was so extensive that I ended up doing so. Boat did not react at all to fill the ballast tanks with air and to set the rudders to emerge and full thrust of electric motors. I just kept dropping to the depth until the end. I thank for clarifying how the submarine damage is set in this megamod.

fitzcarraldo 04-29-18 08:54 AM

Quote:

Originally Posted by Muckenberg (Post 2551308)
Hello Wolves
I have a question about submarine damage. Today, my escort ships have damaged the integrity of the hull to 99 percent and I did not catch the submarine. Even the deep rudders were not damaged, but unfortunately I could not prevent the ship gradually descending into depth and its subsequent crushing by pressure. It does not seem to me that my damage was so extensive that I ended up doing so. Boat did not react at all to fill the ballast tanks with air and to set the rudders to emerge and full thrust of electric motors. I just kept dropping to the depth until the end. I thank for clarifying how the submarine damage is set in this megamod.

Flood level?

Muckenberg 04-29-18 10:43 AM

Hello Fitz
Submarine flooding 0% and 99% full body pressure.

fitzcarraldo 04-29-18 10:55 AM

Quote:

Originally Posted by Muckenberg (Post 2551327)
Hello Fitz
Submarine flooding 0% and 99% full body pressure.

Try full blow and flank speed ahead. Manual planes full for surface.

What damaged zones do you have?

I could recover the boat with 90% hull and light flood from 160 mts. depth

Regards.

Fitzcarraldo :salute:

vdr1981 04-29-18 12:35 PM

Quote:

Originally Posted by Muckenberg (Post 2551308)
Hello Wolves
I have a question about submarine damage. Today, my escort ships have damaged the integrity of the hull to 99 percent and I did not catch the submarine. Even the deep rudders were not damaged, but unfortunately I could not prevent the ship gradually descending into depth and its subsequent crushing by pressure. It does not seem to me that my damage was so extensive that I ended up doing so. Boat did not react at all to fill the ballast tanks with air and to set the rudders to emerge and full thrust of electric motors. I just kept dropping to the depth until the end. I thank for clarifying how the submarine damage is set in this megamod.

Hi Muckenberg !:salute:
Overall hull integrity is just a leftover from stock dumb damage model and it doesn't have much influence on your sub. Now we have individual compartments integrity and their pressure hulls which are much more important. You can check R.S.D. documentation/change log for more info about TWoS damage modeling...

Muckenberg 04-29-18 01:43 PM

Thanks Vecko:salute:

JDMonster 04-29-18 10:36 PM

So I'm getting an interesting bug where the screen remains black despite the main menu music playing in the background. I had this bug with Vanilla and solved it by overriding the dpi settings, but this doesn't seem to work now. Any tips?

Edit: So running it in compatibility mode allows me to run the game but at absolutely horrid frames considering I have a 1050ti...

Aktungbby 04-29-18 11:32 PM

welcome aboard!
 
JDMonster!:Kaleun_Salute:

THEBERBSTER 04-30-18 03:39 AM

A Warm Welcome To The Subsim Community > JDMonster
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