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Cybermat47 10-13-18 05:09 AM

Okay, so...

I spend the better part of an hour (real time) stalking a convoy, after a day of gameplay. I'm about to attack, so I press the "preheat torpedoes" button. Nothing happens. I walk all the way down to the torpedo room, with a big fat enemy convoy a mere 5km away from me, and tell the torpedo officer right to his face to preheat the torpedo.

This is what I get:

https://i.imgur.com/bZFHlje.jpg

He's literally disobeying my orders because he's not happy enough :k_confused:

Vecko, is it possible to just get rid of this stupid "gameplay mechanic" in the next version of TWoS? It's far too arcadey to be in a simulation. I've never heard of a direct order being disobeyed because someone was feeling a bit sad after ten days at sea.

EDIT: Here we are, a file that removes the silly morale costs from the crew abilities (this file also includes the small mod to make it free to unlock the torpedo preheat ability): http://www.subsim.com/radioroom/down...o=file&id=5392

As always, feel free to include it with any future updates. I’m happy to help in any way :salute:

The file is not save-game compatible.

gap 10-13-18 05:34 AM

Quote:

Originally Posted by ArnoldR (Post 2572313)
It's a general rule that ships have their flag at stern when anchored, or leaving/entering harbours. But when they are in high seas, they put the flag at the top of a mast. On your picture, we clearly see that the ship is near land, so probably leaving/entering harbour, or even doing trials (from the waterline, we can deduce that the ship is not carrrying any cargo). Moreover, during war and sailing into convoys, the merchant ships have no reason to raise a flag in high seas, except if they are from neutral countries.

Good remark. In that case it might be more correct for vessels marked as "coastal" (type 104), that are usually found in the territorial waters of each country, to have their ensigns hoisted to the topmast, and for all other ship types, that we usually chase in open seas, not to have any ensign at all.
On the other hand, kendras, a fellow subsim member mostly active in the SHIII modding subforum, showed to me that loadouts (as used for aircraft) are also possible for ships. If we could move the flag bone from its (fixed) position on each unit to a dummy library object, and create in its place several equipment bones in the appropriate positions, we could then create different flag (/ navigation lights?) configurations to choose from in campaign files: for neutral ships or ships owned by a belligerent country, for moored vessels, or for ones that are sailing in home waters or in open seas. :hmm2:

gap 10-13-18 06:00 AM

Quote:

Originally Posted by Cybermat47 (Post 2572335)
Vecko, is it possible to just get rid of this stupid "gameplay mechanic" in the next version of TWoS? It's far too arcadey to be in a simulation. I've never heard of a direct order being disobeyed because someone was feeling a bit sad after ten days at sea.

As I see it, an officer / sailor who is too tired / depressed for accomplishing an order, would possibly perform the related task poorly, but in no case he would refuse to accomplish that order if he doesn't want to be court-martialed.
In my opinion, keep the morale system as it is, or, if possible, adjust the efficiency of crew members and officers when their morale is low, but get rid of that "cannot comply" answer: in any case, better a little lie or a subtle allusion to the poor conditions of the crew, than the open unsubordination experienced by Capt. Cybermat47 :03:

Fifi 10-13-18 06:29 AM

Vecko, few more questions about the TWOS generic patcher :oops:

- Is there a raison why those 2 lignes are deactivated in TWOS generic patcher:

« Allows carriers to launch aircrafts when they have contact detected and airbases to launch aircrafts at contacts »

« Units visual sensor affected by avalaible light »

Do they give CTD when activated?
Can i activate them safely?

Just asking because they seems quite interesting for the game :yep:

vdr1981 10-13-18 06:54 AM

Quote:

Originally Posted by Fifi (Post 2572350)
Vecko, few more questions about the TWOS generic patcher :oops:

- Is there a raison why those 2 lignes are deactivated in TWOS generic patcher:

« Allows carriers to launch aircrafts when they have contact detected and airbases to launch aircrafts at contacts »

« Units visual sensor affected by avalaible light »

Do they give CTD when activated?
Can i activate them safely?

Just asking because they seems quite interesting for the game :yep:

Yes...

« Allows carriers to launch aircrafts when they have contact detected and airbases to launch aircrafts at contacts »
Too much aircrafts and possible gamesave corruption in certain situations. Also, when AC spawns an aircraft in your proximity, it will just fall down ?!. If I'm not mistaken, AC will still send airplanes (just like normal airbases) even without this patch enabled...

« Units visual sensor affected by avalaible light »
AI units are too "blind" in sunset/sunrise and especially during the night. It's much better without this patch IMO.

vdr1981 10-13-18 07:14 AM

Quote:

Originally Posted by Cybermat47 (Post 2572335)

Vecko, is it possible to just get rid of this stupid "gameplay mechanic" in the next version of TWoS?

Cannot comply...Sir! :D

Seriously, I agree with Gap about this one. It's all mater of perspective and if managed regularly, crew moral shouldn't be problem at all in 20-30 days patrol. I shell review moral degradation values for various crew states and probably edit that "cannot comply" answer but to remove it completely, I don't think so.

Ashikaga 10-13-18 07:18 AM

Thank you Torpedo! Big help!!

About the crew refusing an order with no morale. Could it be tweaked so that when you ask a preheat the chance of a dud or early detonation goes up when being asked while on low to no morale?

About modding. I would like to change the flak sound of my 2cm to the original WWII sound. Found a good sound file I can change to .ogg format but how would I go about that? The rate of fire probably also should go down a tad due to the rate of fire of the original 2cm flak.

Ashikaga




.

Cybermat47 10-13-18 07:27 AM

Quote:

Originally Posted by vdr1981 (Post 2572354)
Cannot comply...Sir! :D

Seriously, I agree with Gap about this one. It's all mater of perspective and if managed regularly, crew moral shouldn't be problem at all in 20-30 days patrol. I shell review moral degradation values for various crew states and probably edit that "cannot comply" answer but to remove it completely, I don't think so.

No worries. I’ll keep the file up as a stand-alone mod for anyone who wants to use it :Kaleun_Salute:

fitzcarraldo 10-13-18 07:29 AM

@ Cybermat: I enabled your little mod for abilities and it doesn´t work. I have grey preheated torpedoes options in the torpedoman menu. I apply the mod and resume my current campaign (HT, December 1941). Do I need to apply it in campaign start?

Many thanks for the work. Only lacks a line in the menu: "I only obbey orders from Mein Führer", and a menu for launch the sailor to the sea. :Kaleun_Cheers:

Best regards.

Fitzcarraldo :Kaleun_Salute:

vdr1981 10-13-18 07:29 AM

Quote:

Originally Posted by Cybermat47 (Post 2572357)
No worries. I’ll keep the file up as a stand-alone mod for anyone who wants to use it :Kaleun_Salute:

:up::salute:

Quote:

Originally Posted by fitzcarraldo (Post 2572358)

Many thanks for the work. Only lacks a line in the menu: "I only obbey orders from Mein Führer", and a menu for launch the sailor to the sea. :Kaleun_Cheers:

That would be a proper easter egg.:D

ArnoldR 10-13-18 07:34 AM

Simple solution to your problem
 
@ Cybermat47
Quote:

Originally Posted by Cybermat47 (Post 2572335)
Okay, so... I spend the better part of an hour (real time) stalking a convoy, after a day of gameplay. I'm about to attack, so I press the "preheat torpedoes" button. Nothing happens. I walk all the way down to the torpedo room, with a big fat enemy convoy a mere 5km away from me, and tell the torpedo officer right to his face to preheat the torpedo. This is what I get: He's literally disobeying my orders because he's not happy enough

Here is another way to solve your problem : Return to the control room, then go to the captain's cabin. Take your Luger pistol with you, and return to the torpedo room with your last argument. This trick should solve the issue ! *** Sorry, I couldn't resist... =)

fitzcarraldo 10-13-18 07:40 AM

Quote:

Originally Posted by ArnoldR (Post 2572360)
@ Cybermat47 Here is another way to solve your problem : Return to the control room, then go to the captain's cabin. Take your Luger pistol with you, and return to the torpedo room with your last argument. This trick should solve the issue ! *** Sorry, I couldn't resist... =)

Torpedoman: You can kill me. I only obbey to mein Führer. Shot me, traitor! Be more agressive! Preheat your f....k torpedo with your cigarette!:Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

vdr1981 10-13-18 07:41 AM

Quote:

Originally Posted by ArnoldR (Post 2572360)
@ Cybermat47 Here is another way to solve your problem : Return to the control room, then go to the captain's cabin. Take your Luger pistol with you, and return to the torpedo room with your last argument. This trick should solve the issue ! *** Sorry, I couldn't resist... =)

New "mod" is coming, I can feel it...:haha:

Quote:

Originally Posted by fitzcarraldo (Post 2572361)
Torpedoman: You can kill me. I only obbey to mein Führer. Shot me, traitor! Be more agressive! Preheat your f....k torpedo with your cigarette!:Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

You've just made me cry from lough Fitz! :har:

ArnoldR 10-13-18 07:55 AM

Quote:

Originally Posted by fitzcarraldo (Post 2572361)
Torpedoman: You can kill me. I only obbey to mein Führer. Shot me, traitor! Be more agressive! Preheat your f....k torpedo with your cigarette!:Kaleun_Wink:

I will stop to answer before it's becoming too trash ... :Kaleun_Salute:
Quote:

Originally Posted by vdr1981 (Post 2572362)
New "mod" is coming, I can feel it...:haha:

Oh yes, please do it if you can ! :D

Cybermat47 10-13-18 08:02 AM

Quote:

Originally Posted by fitzcarraldo (Post 2572358)
@ Cybermat: I enabled your little mod for abilities and it doesn´t work. I have grey preheated torpedoes options in the torpedoman menu. I apply the mod and resume my current campaign (HT, December 1941). Do I need to apply it in campaign start?

You have to unlock the preheat ability first. Go to the crew management screen and upgrade the ability from there (the mod makes it free to unlock the preheating ability).

The removal of morale cost doesn't work on patrol. I'm not sure, but it could work if applied in the bunker.

fitzcarraldo 10-13-18 08:04 AM

Quote:

Originally Posted by Cybermat47 (Post 2572365)
You have to unlock the preheat ability first. Go to the crew management screen and upgrade the ability from there (the mod makes it free to unlock the preheating ability).

The removal of morale cost doesn't work on patrol. I'm not sure, but it could work if applied in the bunker.

I forgot that. Solved. Many thanks!

Fitzcarraldo :Kaleun_Salute:

gap 10-13-18 08:35 AM

Quote:

Originally Posted by vdr1981 (Post 2572351)
« Allows carriers to launch aircrafts when they have contact detected and airbases to launch aircrafts at contacts »
Too much aircrafts and possible gamesave corruption in certain situations. Also, when AC spawns an aircraft in your proximity, it will just fall down ?!. If I'm not mistaken, AC will still send airplanes (just like normal airbases) even without this patch enabled...

IIRC, the code making carriers to launch aircraft is broken in SH5, i.e. in stock game air groups are ignored and carriers are purely cosmetic. Not sure about the «[...] and airbases to launch aircrafts at contacts» part , as airbases should already do that without need of a patch, but maybe I forgot something. In any case, I am afraid that discarding that patch implies a loss of feature...

http://www.subsim.com/radioroom/show...postcount=2151

Quote:

Originally Posted by vdr1981 (Post 2572351)
« Units visual sensor affected by avalaible light »
AI units are too "blind" in sunset/sunrise and especially during the night. It's much better without this patch IMO.

That patch should be customizable:

http://www.subsim.com/radioroom/show...postcount=3074

If you want to know all the reasoning behind it, how it works, and why you should reconsider it, I recommend you reading TDW's patcher thread starting with this post:

http://www.subsim.com/radioroom/show...85#post2189585

:salute:

vdr1981 10-13-18 09:27 AM

Quote:

Originally Posted by gap (Post 2572370)
IIRC, the code making carriers to launch aircraft is broken in SH5, i.e. in stock game air groups are ignored and carriers are purely cosmetic. Not sure about the «[...] and airbases to launch aircrafts at contacts» part , as airbases should already do that without need of a patch, but maybe I forgot something. In any case, I am afraid that discarding that patch implies a loss of feature...

http://www.subsim.com/radioroom/show...postcount=2151



That patch should be customizable:

http://www.subsim.com/radioroom/show...postcount=3074

If you want to know all the reasoning behind it, how it works, and why you should reconsider it, I recommend you reading TDW's patcher thread starting with this post:

http://www.subsim.com/radioroom/show...85#post2189585

:salute:

Thanks for the links Gap and I'll certainly study them (again:yep:) but from my experience after a lot (and I mean really lot:)) of testing, some TDW features do not actually work as intend and they will sometimes only add another (unnecessary IMO) "layer" of complexity over the already existing and also very complex game settings stated in various cfg files.
I spent a lot of time testing, tweaking and fixing many of his features from NewUIs, IRAI, FXU and gen.Patcher. TDW is not visiting us anymore but if he does drop by sometime, I'd have a lot of findings to report . To be honest, I wouldn't know where to start frankly...

gap 10-13-18 10:18 AM

Quote:

Originally Posted by vdr1981 (Post 2572374)
Thanks for the links Gap and I'll certainly study them (again:yep:) but from my experience after a lot (and I mean really lot:)) of testing, some TDW features do not actually work as intend and they will sometimes only add another (unnecessary IMO) "layer" of complexity over the already existing and also very complex game settings stated in various cfg files.
I spent a lot of time testing, tweaking and fixing many of his features from NewUIs, IRAI, FXU and gen.Patcher. TDW is not visiting us anymore but if he does drop by sometime, I'd have a lot of findings to report . To be honest, I wouldn't know where to start frankly...

I know and I respect your work, what you have made for SH5 is amazing, but today you made two statements (that carriers spawn aircraft in stock game without need of any patch and that the "units visual sensor affected by avalaible light" patch is umbalanced), and I rectified / completed them.

What you want to do with the small pieces of information I shared with you is totally up to you and, all considered, I am sure you will do the best use of it :salute:

vdr1981 10-13-18 12:21 PM

Quote:

Originally Posted by gap (Post 2572379)
... but today you made two statements (that carriers spawn aircraft in stock game without need of any patch...

I never talked about "stock" game. And AC will indeed spawn planes in (modded) game even with mentioned patches disabled. I just tested quick scenario in a historical mission. I can upload the mission if you like to check it for your self...:yep::salute:


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