SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

Capt Codetrucker 09-07-19 04:25 PM

German "SUB SYSTEM" Labels To English?
 
[Deleted dupe]

fitzcarraldo 09-07-19 06:34 PM

Quote:

Originally Posted by DicheBach (Post 2626198)
Wow this mod :) AMAZING! :Kaleun_Thumbs_Up:

When I launch KSD Commander, I can see it is connecting to my save file directory, but the "login" window on the upper right; is that to the Uplay servers? My username and pw for Uplay account don't seem to work. I get some kind of error right as the app launches about maximum characters exceeded, so maybe that accounts for it?

That login is for KSD server, no longer available. In KSD settings, put out the option for automatic connection. All offline functions of KSD work well without connection. Uplay connects independently.

Good hunt!

Fitzcarraldo :salute:

melis 09-08-19 01:55 AM

Welcome! Someone can tell me why after the first mission in the bay of Gdansk, there is no way to choose the next mission after returning?

DicheBach 09-08-19 04:48 AM

Quote:

Originally Posted by fitzcarraldo (Post 2626213)
That login is for KSD server, no longer available. In KSD settings, put out the option for automatic connection. All offline functions of KSD work well without connection. Uplay connects independently.

Good hunt!

Fitzcarraldo :salute:

Sweet!

Is there a particular document among those provided, or something online (maybe a Youtuber series?) that walks through using the various "ship recognition" sheets as well as the book? I see there are all these nifty filtering functions and I would think there is a filter for nationality that somehow depends on those loose sheets?

ADDIT: found some good videos: https://www.youtube.com/playlist?lis...NgJjtDqIgaEMsl

Not sure if any of those cover any of the special features in the recognition manual though.

So uh, the Harbour Pilot . . . any standard reasons why he would tend to kill us all!? :)

I just now started a New Campaign with Real Navigation, activated the Memel Harbor Pilot and started walking around my ship. Next thing I know (minute or two later), I hear banging and clanking and the camera starts going wonky and pretty soon taking damage . . . taking flooding . . . game over!

I think in that "ThaineFurrows" video (number 1 in that playlist) where he walks through using the harbor pilot he alternated between map view and external view the whole time. Is walking around inside the ship a bad idea while harbor pilot is running?

Or is the malfunction likely some other cause?

ADDIT2: must be walking around inside the ship. He is doing just fine with the skipper camera either on the bridge or flying around Kiel harbor :)

Wow, this game (with this mod) is SO GOOD! Shame Ubisoft had it so messed up in vanilla that they (and maybe no other major studio) will never take another crack at this genre. The tech has obviously got to the point where you could probably even do something like this in VR, and THAT would be so cool . . .

DicheBach 09-09-19 08:09 AM

Higher Magnification Optics
 
Is there an easy way to get better magnification on the optics?

I love playing these things with high realism settings, and that "Real Navigation" thing is brilliant.

Except for one thing: I find the imposition of "realistic" magnification levels to be ridiculous. So, ideal for me would be: I play the game on maximum hard-core do your own trig realism, BUT with optics that are jacked up with max magnifications that are 2x or 3x more than what they presently offer.

When I have to get to ~1000 m on a bright sunny clear day to see that flag on that freighter is Finnish something is just not right . . .

vdr1981 09-09-19 09:07 AM

Quote:

Originally Posted by DicheBach (Post 2626428)
Is there an easy way to get better magnification on the optics?

I love playing these things with high realism settings, and that "Real Navigation" thing is brilliant.

Except for one thing: I find the imposition of "realistic" magnification levels to be ridiculous. So, ideal for me would be: I play the game on maximum hard-core do your own trig realism, BUT with optics that are jacked up with max magnifications that are 2x or 3x more than what they presently offer.

When I have to get to ~1000 m on a bright sunny clear day to see that flag on that freighter is Finnish something is just not right . . .

Periscope and binoculars magnification are set according to real historical data. You can boost this in cameras.cam file but this will probably mess up stadimeter and manual range calculations as well...Use binoculars (B key) for maximum magnification.

Capt Codetrucker 09-09-19 01:04 PM

Hi Vecko (or anyone?),


Is there a way to change the German labels under...

>> Crew Management >> SUB SYSTEMS
...to English? I can't read German.


Standing by,
Calvin


PS - Vecko - I don't mean to sound like the proverbial "broken record," but as a developer myself I have a keen perspective on the investment required to put something together like TWoS. Kudos and thank you for your work.

Tonci87 09-09-19 01:33 PM

Quote:

Originally Posted by Capt Codetrucker (Post 2626469)
Hi Vecko (or anyone?),


Is there a way to change the German labels under...

>> Crew Management >> SUB SYSTEMS
...to English? I can't read German.


Standing by,
Calvin


PS - Vecko - I don't mean to sound like the proverbial "broken record," but as a developer myself I have a keen perspective on the investment required to put something together like TWoS. Kudos and thank you for your work.

That is a discussion we had a few times already in this thread. Unfortunately it is not possible, since it would not be as straightforward as one would think, and the work would have to be repeated every time something gets changed in those files. Fortunately you do not need to know German to understand the meaning of the Names. The Parts are also very well explained in the information text.

And if you still have questions about a specific part, then you can ask in this thread here.

Capt Codetrucker 09-09-19 01:47 PM

Quote:

Originally Posted by Tonci87 (Post 2626471)
That is a discussion we had a few times already in this thread. Unfortunately it is not possible, since it would not be as straightforward as one would think, and the work would have to be repeated every time something gets changed in those files. Fortunately you do not need to know German to understand the meaning of the Names. The Parts are also very well explained in the information text.

And if you still have questions about a specific part, then you can ask in this thread here.


Hi Tonic,


Thank you for your reply. FYI - I ALWAYS do forum searches before asking a question. I didn't find anything useful, so I posted. Maybe I'm not using the search correctly, but being an I.T. professional in my career I would think I could handle it, but I digress.


I anticipated that might be the case. It would have been necessary to include this "switch" in the original development of a mod. FWIW, I have actually signed up to try and take German lessons, so this (hopefully) won't be an issue in the future.


Take care.

DicheBach 09-09-19 03:43 PM

Quote:

Originally Posted by vdr1981 (Post 2626438)
Periscope and binoculars magnification are set according to real historical data. You can boost this in cameras.cam file but this will probably mess up stadimeter and manual range calculations as well...Use binoculars (B key) for maximum magnification.

Okay thanks.

One thing that I'm not sure about: if the real historical scopes provided 6x magnification, does a "6x magnification" on a computer monitor actually simulate that to any reasonable extent? My guess is: no. Why? Because of many factors which can be summed up as: computer games can only represent reality, they cannot replicate it.

Not to sound like a whiney bitch but, just to put this concept out there: for something like this, a "better" rubric might be:
A. At what range under ideal lighting conditions could a typical 20/20 vision captain identify a target with a scope at maximum magnification?

B. It should also be possible to do that in the game; which may well mean that the "magnification" applied to the camera for in-game optics needs to be much higher than the actual historical magnification.

Again, not to sound whiney or unappreciative! Your mod compilation is fantastic. Just to toss that idea out :)

Tonci87 09-09-19 04:05 PM

Quote:

Originally Posted by DicheBach (Post 2626485)
Okay thanks.

One thing that I'm not sure about: if the real historical scopes provided 6x magnification, does a "6x magnification" on a computer monitor actually simulate that to any reasonable extent? My guess is: no. Why? Because of many factors which can be summed up as: computer games can only represent reality, they cannot replicate it.

Not to sound like a whiney bitch but, just to put this concept out there: for something like this, a "better" rubric might be:
A. At what range under ideal lighting conditions could a typical 20/20 vision captain identify a target with a scope at maximum magnification?

B. It should also be possible to do that in the game; which may well mean that the "magnification" applied to the camera for in-game optics needs to be much higher than the actual historical magnification.

Again, not to sound whiney or unappreciative! Your mod compilation is fantastic. Just to toss that idea out :)

You are correct, a Computer Screen can not replicate reality.
That is why you do not have to deal with random drops of water on your lens, and why you do not have to look at your target through a tiny eyepiece.
Also your Monitor will not vibrate if your sub is moving, which the real periscopes did if you moved too fast.
The real periscopes also were quite dark since the periscope head did not let much light in.

I bet any submarine commander in WW2 would have killed to be able to see targets as clearly as you are able to on your PC Monitor :D

There are reasons why submarines where encouraged to get as close as possible to their targets, and also why they preferred surface attacks at night.

Being able to see and identify your target is one of those reasons.

hauangua 09-09-19 09:37 PM

Quote:

Originally Posted by Tonci87 (Post 2626488)
You are correct, a Computer Screen can not replicate reality.
That is why you do not have to deal with random drops of water on your lens, and why you do not have to look at your target through a tiny eyepiece.
Also your Monitor will not vibrate if your sub is moving, which the real periscopes did if you moved too fast.
The real periscopes also were quite dark since the periscope head did not let much light in.

I bet any submarine commander in WW2 would have killed to be able to see targets as clearly as you are able to on your PC Monitor :D

There are reasons why submarines where encouraged to get as close as possible to their targets, and also why they preferred surface attacks at night.

Being able to see and identify your target is one of those reasons.

+1
A simply perfect answer :salute:

DicheBach 09-10-19 07:33 AM

Quote:

Originally Posted by hauangua (Post 2626508)
+1
A simply perfect answer :salute:

All very cavalier; but does anyone know the min, median, mean, max and std deviation for identification range of a typical Kriegsmarine sub?

Thas what I'm talkin' bout.

Assuming a target with a reasonably high profile . . . 15 or 20 meters . . . what is the max possible (perfect clear weather 2 meter high observation point) sighting range for that? 15 or 16km?

Now the identification range should/would probably be broken into a couple components: (a) overall identification of ship type; (b) probable filters on nationality based on discernible ship silhouette features; (c) highly probable filters based on ship silhouette; (d) positive identifiers like the flag, or other markers.

I realize that players of these subsims like to bask in the glory of "realism," but if the design of the game did not take factors like the above into consideration then the effect of "realism" factors like imposing some representation of the actual historical magnification values on an optic will not (necessarily) be to create outcomes in play which closely resemble historical outcomes.

You can dismiss my points all you want, I'm not here to convince or cajole; just trying to provoke thought. The goal of these sims after all is to achieve the perfect balance between playability and realism, in order to convey the experience of being the skipper.

DicheBach 09-10-19 08:01 AM

Two functional questions about the mod suite:

1. The "reserve torpedoes." With a bit of googlefu I learned that, apparently this functionality did not exist for the beginning of the campaign in the vanilla game, but I see that my Type VIIB has one for the front compartment and two for the back. On the night of 1 Sep 1939 lurking in Danzig Harbor (and after sinking ~10k tons so a bit depleted on torps) I surfaced, stopped and drag-n-dropped the front compartment reserve into an empty inside reserve slot. I time-compressed for a good while, and the torp is still in the external reserve slot and says "99% unloaded." More TC = nope still not inside the sub.

Any suggestions or clarifications on that?

2. The navigator getting fixes with Real Navigation: his accuracy seems pretty variable! In one instance, I parked the sub right at the end of a pier (in Danzig) which I could identify by the map and asked him to do a dead reckoning and he estimated we were somewhere in the northern suburbs of Warsaw! :)

Obviously, errors are to be expected and particularly for less capable navigators, but . . . is this WAD? Any tips? Things I can do to make his job easier? Does he get better with (even more) age? I assume I can replace most or all of my officers later in the campaign, and maybe this guy is both a Dinosaur and nearly extinct?

kapuhy 09-10-19 08:54 AM

Quote:

Originally Posted by DicheBach (Post 2626575)
2. The navigator getting fixes with Real Navigation: his accuracy seems pretty variable! In one instance, I parked the sub right at the end of a pier (in Danzig) which I could identify by the map and asked him to do a dead reckoning and he estimated we were somewhere in the northern suburbs of Warsaw! :)

Obviously, errors are to be expected and particularly for less capable navigators, but . . . is this WAD? Any tips? Things I can do to make his job easier? Does he get better with (even more) age? I assume I can replace most or all of my officers later in the campaign, and maybe this guy is both a Dinosaur and nearly extinct?

Celestial fix will give you much better result. Dead reckoning error is based on distance between fixes, so if you didn't ask navigator for a fix for some time, his error will grow (by default, up to 15% of distance travelled since last fix - you can change this in OFEV). Unfortunately he lacks common sense to realize that with all that sea around he can't possibly be in Warsaw.

DicheBach 09-10-19 09:10 AM

Quote:

Originally Posted by kapuhy (Post 2626585)
Celestial fix will give you much better result. Dead reckoning error is based on distance between fixes, so if you didn't ask navigator for a fix for some time, his error will grow (by default, up to 15% of distance travelled since last fix - you can change this in OFEV). Unfortunately he lacks common sense to realize that with all that sea around he can't possibly be in Warsaw.

Interesting . . . I must say, he doesn't seem very good at his job. I spent some time lurking in daylight about 15 or 18 km away from the northern promontory in Danzig Bay. I had come to a halt sometime after my watch crew identified the coastal battery and I did some observations on the bearings to the right-hand and left-hand edges of the visible land. I then (with the boat at full stop and motionless) asked the navigator to get a fix with celestial. His estimate was just simply BAD, and literally impossible given the measures I was observing.

I've noticed him doing this type of thing at least a half-dozen times.

In contrast, after departing Memel, his initial fix (in daylight at stop after Harbor Pilot dropped us off) for the boat wasn't too bad. Just eyeballing it, it seemed a bit off (he seems to want a Mediterranean vacation cause he does seem to error in the southward direction :)), but only a minute or less (~<500m). Plotting a course toward Danzig at like 235 or 245 and then sticking to that course at a slow or 1/3 speed . . . his estimates also seemed pretty good. But once I got into the Bay, and started alternating between various courses, depth settings, forward motion, backward motion, etc. his estimates seemed to get worse.

It is not a really big deal in terms of gameplay. If the boat is close enough to land to get a fix on two reasonable locations then one can always do at least as well if not better than the navigator algorithm, so him being in error during harbor lurking operations isn't a big deal.

Mainly I was just curious how it works (the navigator location-fixing algorithm) and if the somewhat variable degree of error is common. Also, I assume it is best to correct the estimates when it is obvious?

kapuhy 09-10-19 09:51 AM

Quote:

Originally Posted by DicheBach (Post 2626588)
Mainly I was just curious how it works (the navigator location-fixing algorithm) and if the somewhat variable degree of error is common. Also, I assume it is best to correct the estimates when it is obvious?

Celestial: simply a error between 0 and set maximum (maximum error can be set in OFEV) applied to real position. Dead reckoning: an error based on distance between fixes, so more time passes between fixes, bigger the maximum error.

There is no way to program navigator taking a fix on land, so near the coast you're better off calculating position yourself.

THEBERBSTER 09-11-19 07:49 AM

Hi Vecko
I do not understand why there needs to be a time lag in loading external torpedoes.
My torpedo man is telling me I have to wait another day and so many hours before I can order moving external torpedoes again.
https://i.postimg.cc/T1GBwkDh/captur...019-134734.jpg

I have completed one external loading the previous night and I want to do the same again the following night.

Peter

vdr1981 09-11-19 08:32 AM

Quote:

Originally Posted by THEBERBSTER (Post 2626757)
Hi Vecko
I do not understand why there needs to be a time lag in loading external torpedoes.
My torpedo man is telling me I have to wait another day and so many hours before I can order moving external torpedoes again.


I have completed one external loading the previous night and I want to do the same again the following night.

Peter

Should I reduce it to 12h or so? Crew need some rest after such complicated and dangerous task like external torpedo transfer after all...:hmm2:

THEBERBSTER 09-11-19 01:26 PM

Hi Vecko
Having to wait over 2 days before reloading again seems a bit excessive.
I think your 12 hour proposal would be better for the game.
That would still give the player time to reload and chase down a slow moving convoy.

Peter


All times are GMT -5. The time now is 11:05 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.