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

Lexstock 05-07-15 02:15 PM

Okay, thanks for explaining that in depth. I did read the FAQ tho, but I must've missed that (brain dead).

THEBERBSTER 05-07-15 02:20 PM

Hi Vecko

Is the save and reload in the bunker being overlooked by some?

Would a reminder in your FAQ's as to what happens if you do not do this might be worth a mention?

It's added at the end of step 8 and could easily be overlooked.

Alternatively forget the FAQ and make it stand out in a new step 9.

Peter

vdr1981 05-07-15 05:07 PM

Quote:

Originally Posted by THEBERBSTER (Post 2312227)
Hi Vecko

Is the save and reload in the bunker being overlooked by some?

Would a reminder in your FAQ's as to what happens if you do not do this might be worth a mention?

It's added at the end of step 8 and could easily be overlooked.

Alternatively forget the FAQ and make it stand out in a new step 9.

Peter

Yes, maybe I could do that...:yep:

vdr1981 05-07-15 05:08 PM

New video form TheNorseCast is up! :up:
https://www.youtube.com/watch?v=yPCKHuuhRPU

mobucks 05-08-15 07:42 AM

Ah, the eternal DF loop debate. Sorry. Is there a way to lower/remove it?

Shaefer 05-08-15 09:29 AM

Hey VDR!
Do you have any plans on including this mod in TWOS?
http://www.subsim.com/radioroom/showthread.php?t=163930

It would be really nice to see som real critical hits, and also more random damage from them eels. It seems like every small ship now requires two eels, medium ships three, and large all 4.
I think it would bring a little more tactic to a torpedo setup.

THE_MASK 05-08-15 03:42 PM

Quote:

Originally Posted by Shaefer (Post 2312425)
Hey VDR!
Do you have any plans on including this mod in TWOS?
http://www.subsim.com/radioroom/showthread.php?t=163930

It would be really nice to see som real critical hits, and also more random damage from them eels. It seems like every small ship now requires two eels, medium ships three, and large all 4.
I think it would bring a little more tactic to a torpedo setup.

Possible wouldn't be compatible with TDW_GenericPatcher_v_1_0_168_0 or FX_Update_0_0_22_ByTheDarkWraith . If I enable the mod in my mega mod list it says it only overrides Equipment_Upgrades_Fix_v1_4_byTheBeast so who knows . You would definitely need to start a new campaign . I don't think I would use it in my mod list .

vdr1981 05-09-15 06:21 AM

Quote:

Originally Posted by Shaefer (Post 2312425)
Hey VDR!
Do you have any plans on including this mod in TWOS?
http://www.subsim.com/radioroom/showthread.php?t=163930

It would be really nice to see som real critical hits, and also more random damage from them eels. It seems like every small ship now requires two eels, medium ships three, and large all 4.
I think it would bring a little more tactic to a torpedo setup.

I'm not sure I can do that...:hmmm:The mod is rather old and outdated plus, FXUpdate deals with the same subject and much more. Every ship has ammo bunkers, fuel bunkers ect but most of the time critical explosion depends of ships cargo, is it simple freight or ammunition or maybe fuel...
From my experience, in 70-80% of cases , ship will sink from one good placed torpedo, not immediately but it will sink eventually, just give her some time...:yep:

The Hog Island is the one ship that requires extra attention and I can confirm that but I really don't know why(you've already met this tough girl in your videos :D)...:hmmm: The cause may be really high surface displacement value for this type of ship set in her .sim file... (11.000 tons):hmmm:

vdr1981 05-09-15 06:29 AM

Question...
How many of you guys can confirm CTD as soon as you start patrol from Kiel harborafter the Danzing mission? That would be your 2nd patrol...

mobucks 05-09-15 07:09 AM

It was a while ago but I don't remember CTDing on that patrol till I passed Heliogoland.

I most likely have a save for right before that in bunker if you want me to test it again let me know.

Silentmichaels new interior was absolutely crashing my game a lot more frequently until I disabled it.

hardhans 05-09-15 09:10 AM

Hello, bit of a problem with step 7, No idea how to sort it. I remember being able to use it before without problems it is odd.

http://i117.photobucket.com/albums/o...Untitled_1.jpg

THEBERBSTER 05-09-15 09:27 AM

Hi hardhans

Your problem is the path.

You have > Ubisoft\Silent Hunter 5\data

It should be > Ubisoft\Silent Hunter 5\Mods\NewUIs_7_5_0_ByTheDarkWraith\data\Menu\menu .txt.

Picture 12 in Tutorial Post#6

Peter

hardhans 05-09-15 09:37 AM

Thank you, that is now sorted, you are a life saver.

ZygfrydDeLowe 05-09-15 11:01 AM

Quote:

Originally Posted by vdr1981 (Post 2312640)
Question...
How many of you guys can confirm CTD as soon as you start patrol from Kiel harborafter the Danzing mission? That would be your 2nd patrol...

No CTD on my side.

Regarding torpedoes.
Sheafer is looking for immediate kills ;). Looking through history of submarines torpedo attacks you can see plenty of cases when ship was sunk by only one, but also cases when the ship survived the explosion and slowly limped away (crawling to port, or to be ultimately finished by another U-boat).

Regarding Hog Island Frieghter - I just torpedoed one, scored one hit (non critical). She slowed down, started to list and take water, and sunk after 1 hour - I had to stay to witness, bravely scraping the bottom of the bay, because 5 escorts responded to her signal (note to self - no day attacks in shallow waters close to enemy ports).
Link to screenshots:
http://imgur.com/06e64Zy,8BRRjWr,lPcoBM6,gZiSiw5#3

Torpedo hit at 10:02, ship sunk at 10:56 - That is pretty impressive damage modelling. I think it is somewhat realistic, because captains were not always able to confirm sinking of a ship (HMS Barham first comes to my mind). But as far as I remember, damage is not retained when a ship moves outside of your rendering area, so in theory you could not be credited with a sinking in certain set of circumstances.

On the other hand - Armed Merchant (>11k GRT) sunk immediately after being hit with one (sic!) torpedo. Maybe luck, maybe it's the opposite case as with Hog Island type.

Shaefer 05-09-15 03:01 PM

Quote:

Originally Posted by vdr1981 (Post 2312640)
Question...
How many of you guys can confirm CTD as soon as you start patrol from Kiel harborafter the Danzing mission? That would be your 2nd patrol...

My game did not CTD. I was on patch 4 then, not sure if that has anything to do with it.
My game just randomly crashed once somewhere along the British coast. I was on 512 speed. Since then I only use 256 = smooth sailing...:arrgh!:


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