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

Aktungbby 11-11-18 07:25 PM

welcome aboard!
 
olisko!:Kaleun_Salute:

vdr1981 11-12-18 06:32 AM

This is why I postponed the update...

Quote:

- Completely revised and edited composition of late war years convoys. Now it will be much more difficult to find convoys without at least few old frigates on the protection duty from 1943 onwards, except in some very distant waters.
So aaken, I'll change my previous answer to yes, this update will resolve this issue as well...:yep:

vdr1981 11-12-18 10:16 AM

OK guys, here we go...



The Wolves of Steel v2.2.9 changelog:

- Western Approaches campaign chapter, flotilla renamed to more historically accurate 7th flotilla.
- OFEV stock settings: Range filter for useful contact reports from Captains Log increased to 800km (previously 400km), Hydro follow contact update time, 3 minutes + few more minor tweaks. (run batch file from TWoS Documentation folder to activate the changes)
- Edited tool-tip description of "Range filter for useful contact report" function which will hopefully make it more understandable for less insightive players.
- Slightly increased probability of enemy airstrike when you're detected and/or when sending radio messages.
- Historically accurate South African naval/merchant ensigns , flags chart updated as well.
- Removed "unknown contact" label if a sound contact is located outside of hydrophone detection parameters and can not be detected by your AI sonarman. The contact can still be heard by player though, due to engine limitation, but you won't be able to track it with the apropriate hydro GUI commands.
- Fixed bug which was causing certain (undamaged) warships and destroyers to appear at "deck awash" depth in the campaign.
- Fixed bug which was causing hospital ships in French ports to spontaneously catch fire and sink.
- Fixed typo in M4 Enigma in-game instructions.
- Edited U-boat flags appearance so that German flag is always on top.
- Fixed and completely redesigned crew efficiency bars visible in the crew efficiency page. The bars will now move in right directions depending on current crew/efficiency state(s). The percentage values of bars movement are not completely accurate and should not be taken for granted but they'll be accurate enough to give you a clue about what is going on in your sub and how certain crew special abilities can effect systems/crew efficiency.
- Added pumps and watch crew efficiency bars.
- Updated F1 key commands help chart: F11 key-Submerged torpedo loading, F12 key-External torpedo reserves transfer.
- Tuned and re-enabled "units visual sensor affected by available light" patch in TWoS Generic Patcher Snapshot (restore snapshot to activate changes).
- Completely revised and edited composition of late war years convoys. Now it will be much more difficult to find a convoy without at least few old frigates on protection duty from 1943 onwards, except in some very distant waters.
- Edited description and picture of GHG+KDB hydrophone upgrade pack from which is now clearly visible that your U-bot will be equipped with two hydrophone sensors after the upgrade (GHG which is stock + added KDB).
- German warships and destroyers are now completely removed from Mediterranean campaigns. Only auxiliaries and submarines will be present.
- Added two new dialog commands to radioman and WO dialog menus: Send weather report and Report the nearest stationary radio source/beacon.
- Added moderate crew morale bonus for merchants and significant morale boost for capital ships sinking.
- Removed all crew abilities which could effect torpedo damage.
- Added new active crew abilities which will allow the player to disengage sound and visual contact reports. "Watch crew off" ability is limited to 20 min while the "Hydrophone off" has a on/off function. Use these abilities carefully from obvious reasons.
- Redesign and improved crew morale/motivation mechanics. "Life saving" and normal operations abilities won't require any special crew motivation, while some individual skills will still require good morale in order to be activated.
- Crew won't directly reject your orders anymore if low on morale/motivation. Instead , you'll receive more appropriate answer like "I'll try Sir" or "I am doing my best Sir" without any "head shaking" animation ect.
- Added passive abilities to senior staff as well: Chief engineer (Pressure Hull-Critical Spots), WO (Watch Crew) and XO (Crew Check-enabled by default). Check ingame description for details.
- Added several more realistic crew abilities:
Torpedoman:
* External torpedo reserves transfer - to the best of my knowledge, this is the most realistic implementation of this dangerous and demanding activity so far which will make your sub very vulnerable until the transfer is complete.
* Submerged torpedo loading - Torpedoman's ability to "motivate" his men which will improve with every new level upgrade.
* Regular torpedo maintenance - Passive ability which will ensure nominal torpedo performance and range.
Chief Engineer:
* Air purification measures - Taken directly from type Type VIIC manual. Reduces CO2 accumulation for certain period of time and. It can be used only once per patrol.
Bosun:
* Last Resort - A new and interesting ability which will allow the player to send the crew to bunks in order to save the oxygen in especially desperate situations, inspired by well known "Das Boot" ending.
Navigator:
* Celestial Navigation: Should have effect only with Real Navigation Add-on.
- Various smaller tweaks and fixes.
- And of course, special thanks to the latest outstanding TWoS supporters/donors: Andrew Kassian, Marcelo "lvl4F" Flores, Jeff Klatt, James Belless and especially to Maurizio "Torpedo" Cattaneo for his enormous 100e donation! Thank you very much Captains! Heil und Sieg und fette Beute!




*TWoS v2.2.9 is not gamesave compatible with previous versions.
New campaign is required!


:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:

Happy hunting Captains!

fitzcarraldo 11-12-18 11:03 AM

Many thanks for the new update.:Kaleun_Cheers:

I will download it this night and start a new campaign. :Kaleun_Applaud:

As ever, a great job.

Fitzcarraldo :Kaleun_Salute:

Fifi 11-12-18 11:41 AM

Cool :Kaleun_Applaud:

Will patch my V2.2.8 to V2.2.9 tonight ... and restart again.
Or maybe start directly at Happy Time campaign :D

Great job Vecko, as always :Kaleun_Cheers:

Muckenberg 11-12-18 12:58 PM

Thanks Vecko. :Kaleun_Salute::Kaleun_Applaud:

Captain_AJ 11-12-18 04:58 PM

Tahnk You vecko
 
Thank you VDR Best Mod that has ever been for SH5

Sniper450 11-12-18 05:52 PM

verify version
 
How would I verify that I downloaded the latest version (2.2.9) correctly. I didn't notice a version on the splash screen while the game was loading.

fitzcarraldo 11-12-18 08:41 PM

Quote:

Originally Posted by Sniper450 (Post 2576906)
How would I verify that I downloaded the latest version (2.2.9) correctly. I didn't notice a version on the splash screen while the game was loading.

I have the 2.2.9 text in the upper left of the display.

Regards.

Fitzcarraldo :salute:

Fifi 11-13-18 03:22 AM

Ok, started new campaign after patching V2.2X to V2.2.9

Encountered 2 strange things:

- my contact distance for reports is still 400km (up right screen)

- i lost my clock :o
Clicking O, or clicking the officer icon then the clock doesn’t bring it...
That’s very annoying for real nav indeed :yep:

Do i have to reinstall the whole TWOS, using the full download instead of the upgrade patch? :hmmm:

…DIT:

Ah crap!, deleting the Draggable TDW solved my clock issue (as always, but forgot about)

Fifi 11-13-18 04:55 AM

Game is fluent as ever :Kaleun_Thumbs_Up:

I noticed after selecting a mission in bunker, we now directly access the sub without any loading :up:
Well i hope this is normal :D

…DIT: Ah, it seems it’s only for very first patrol, second patrol had the regular loading

Sniper450 11-13-18 12:23 PM

Quote:

Originally Posted by fitzcarraldo (Post 2576932)
I have the 2.2.9 text in the upper left of the display.

Regards.

Fitzcarraldo :salute:

Thank you!

ironcold 11-13-18 02:56 PM

Quote:

Originally Posted by Fifi (Post 2576960)
Ah crap!, deleting the Draggable TDW solved my clock issue (as always, but forgot about)

Sorry for asking this - can you explain a little bit clearer the way you solved this? miss my clock too

Fifi 11-13-18 03:30 PM

Quote:

Originally Posted by ironcold (Post 2577080)
Sorry for asking this - can you explain a little bit clearer the way you solved this? miss my clock too

In main root TWOS folder, scrolling down youíll see plenty files ending by Draggable TDW. Delete all of them and start game. It will automatically create new ones...and probably good ones :yep:

Cybermat47 11-13-18 06:28 PM

Quote:

Originally Posted by Fifi (Post 2576971)
Game is fluent as ever :Kaleun_Thumbs_Up:

I noticed after selecting a mission in bunker, we now directly access the sub without any loading :up:
Well i hope this is normal :D

…DIT: Ah, it seems itís only for very first patrol, second patrol had the regular loading

Thatís always happened when you start your career and immediately choose a mission. I never do it, though, because you canít choose your torpedo loadout, equipment, or camouflage until you reload the bunker save.

ironcold 11-13-18 07:20 PM

Quote:

Originally Posted by Fifi (Post 2577088)
In main root TWOS folder, scrolling down youíll see plenty files ending by Draggable TDW. Delete all of them and start game. It will automatically create new ones...and probably good ones :yep:

workīs! thank you :)

Fifi 11-14-18 02:21 AM

Quote:

Originally Posted by Cybermat47 (Post 2577111)
That’s always happened when you start your career and immediately choose a mission. I never do it, though, because you can’t choose your torpedo loadout, equipment, or camouflage until you reload the bunker save.

That’s why we have to save and load back before very first mission...i experienced it when first plane showed up... stock conning tower without flak gun :timeout: :haha:

Anyway, new version is amazing, and my black screen loading time dropped from around 3mn to 1mn 30 :)

@ Vecko:

Is there a way to get only the German flag, and not the pirate one?

Cybermat47 11-14-18 06:28 AM

Quote:

Originally Posted by Fifi (Post 2577134)
Is there a way to get only the German flag, and not the pirate one?

You should be able to edit the .eqp files of the player u-boats to only show one flag. The parts you need to edit are near the bottom, and instructions on editing the file are in the same section.

Fifi 11-14-18 10:09 AM

Quote:

Originally Posted by Cybermat47 (Post 2577169)
You should be able to edit the .eqp files of the player u-boats to only show one flag. The parts you need to edit are near the bottom, and instructions on editing the file are in the same section.

It worked :up:
Thanks mate :Kaleun_Cheers:

u crank 11-14-18 02:14 PM

^^^

Reported as spam. :down:


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