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

Bosje 10-02-15 03:44 PM

that was a very illuminating read-up on the modthread.

in my game i'd prefer to sink a ship after spending half an hour at BS and/or silent running and come out at least even on morale. fatigue would be high, but it would also recover after a few relaxing days of no combat at all :smug:

So vecko, if i simply do this:
[link]
http://www.subsim.com/radioroom/show...4&postcount=82
[/link]
would i mess anything up in your carefully tuned package?

vdr1981 10-02-15 04:41 PM

Quote:

Originally Posted by Bosje (Post 2348641)
that was a very illuminating read-up on the modthread.

in my game i'd prefer to sink a ship after spending half an hour at BS and/or silent running and come out at least even on morale. fatigue would be high, but it would also recover after a few relaxing days of no combat at all :smug:

So vecko, if i simply do this:
[link]
http://www.subsim.com/radioroom/show...4&postcount=82
[/link]
would i mess anything up in your carefully tuned package?

I really can not say for sure...:hmmm:
Maybe you should experiment a bit and report your findings? :hmm2: Every information regarding this is really useful...
In any case, fine tuning of moral/fatigue/abilities elements in SH5 can be done gradually and in small steps, while we sailing our campaigns. But, at least, I think it's possible...

THEBERBSTER 10-02-15 06:26 PM

If the Cook does not have 1 morale point he will not cook a meal.
You have to keep talking to him with the different available questions and he will gain the 1 morale point you need.
Do not ask him about his violin at any time as this will reduce his morale.

Peter

Bosje 10-02-15 07:23 PM

Ok i made a tiny little mod. only the one file where i changed 0,0 to 1,0
loaded it up with JSGME halfway through a patrol, off the english coast.

no problems at all, first ship i found, sunk it and got a morale point...
I think! at that same time i completed my objective so maybe the point is from that. also some officers got more morale boost than others, perhaps i got 2 points but not every officer applied. i'll keep testing it.
one little bug which i can't think has anything to do with it. delete all map tools: CTRL + the eraser. worked before, now it bumps me back to control room. sound familiar to anyone?

atm, to be honest, i am seriously enjoying your work Vecko (and that of all the modders who made the parts)
that ship i just sunk was my first ever with real navigation and manual targeting through the RAOB periscope tool. pretty cool, I still have map updates on and with real navigation, that's fairly useless except to dubbelcheck his course and speed. which was very helpful to get to grips with my calculations.
i've been playing GWX for years but always manual shots with map updates. now i can not live without hydrophone lines around my boat :oops:

give it a couple more years of modwork and SH5 may actually get some replay value :arrgh!:

vdr1981 10-03-15 05:22 AM

OK, new update 9 for Wolves 1.04 is now available in download section. You will find few interesting features in it but first make sure to check readme documentation. In the next patch I will try to learn more about SH5 crew moral/fatigue/spec.abilities elements represented in the game and if possible to make some improvements...

The Wolves of Steel 1.04 - Patch 9 changelog:

Snapshot changes:
- Decreased 3D rendering distance to 50.000m around the player sub in order to reduce CPU/hardware stress and to improve game performance and stability in densely populated areas.
*(If you wish to use this feature you should first enable your mods with JSGME as instructed down bellow. Then, start your GenericPatcher.exe, disable all patches, and then restore again TWoS 1.04_Snapshot.gps provided within the modpack)

Other tweaks:
- Removed CamoB and CamoC coatings for type VIIA because they don't work.
- Final campaign (Final Years) is now only available from MG and TP campaigns.
- Compartments flooding times for merchants reduced by 20-30 %
- Hog Islander max speed increased from 11 to 13 KN. Historically max speed was 15 KN but because this was an old ship from WW I era , I've decided to limit speed to 13 KN.
- Introducing, for the first time in SH5, available medium and small size merchants in allied convoys. Encountered convoys will from now have more diversity and will not be composed exclusively of only 2-3 ~7000 tons merchant types...
- Majority of ships in British coastal convoys will now be medium and small size merchants.
- Convoys formation density is set to vary from 700m-900m of spacing between columns/rows. These settings will best match historical convoy formations records provided by GAP and by various aerial photos/videos of WWII Atlantic convoys.
- Forced more realistic behavior of large warships by introducing new type of "defensive" warship in TF groups that contain capital ships. This means that aircraft carriers and large warships will not constantly buzz over your head and ram anything in their path while you're under DC attack, exposing them self to an unnecessary danger. In this case, TF will rather split in two groups where one group will try to pin you down while the other will stay with capital ships and leave the area, exactly as they should...
- Revised promotional/moral points requirements for some crew abilities.
- Increased crew members health points, FO heeling time significantly increased in order to avoid collapse of battlestations/silent running commands in dialog menu if FO is injured..

Added mods:
- OHII v2.5 - Allied Convoys Merchant Enhancement_0.1
- OHII v2.5 - GroupTypeDefs.cfg_7-8-9_XII
- TF capital ships behavior_Testing v0.1

Removed mods:
-

Installation:
1. Start JSGME found in main SH5 folder and drag content of the archive into available mods area (or simply extract it to your "Silent Hunter 5/MODS" folder).
2. Enable the patch with JSGME after the main TWoS 1.04 megamod, your JSGME activated mods should look like this:
The Wolves of Steel 1.04
The Wolves of Steel 1.04 - Patch 9
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith
*(optional mod)
The Wolves of Steel - *x* Resolution Patch *(optional mod)

* Enable the patch in PORT/U-Boat bunker and continue campaign.
* This patch is cumulative which means that it contains changes from all previous patches.
* Some changes will kick in after camping restart or after player's advance to the next campaign.

Bosje 10-03-15 10:06 AM

cool update on the patch! trying it now, looks good so far

drronnie 10-03-15 09:40 PM

Installed it but the game kicks me out when loading the new campaign. Anything I can do here?

Bosje 10-04-15 03:03 AM

The game, mod and patch run just fine, Vecko. no issues to report.

meanwhile I have been looking at the crew morale and abilities, i read some threads about damage control and how it seems to serve no purpose at all...
indeed I have some light damage from fighter attacks, to various (auxiliary) ballast tanks I think.
Achtere Ausgleichszelle, Regelzellen,
also to Bugtorpedoraum Abteilung, Funkraum Abteilung, U-Raum Abteilung, Machinenraum Abteilung, Emaschinenraum Abteilung
and lastly to the diveplanes and driveshaft. all these items are around 98% intact, so minor yellow damage. been like that for days.
using up repair crew points achieves nothing. Setting the hammer icon on any parts makes no difference.
are both observations correct? is it because all these items cannot be repaired at sea or do crew repair ability and hammer selection not matter either way?

second thing i observed: i reloaded torpedoes with normal crew: 25 minutes.
reloaded with the NewGUI battlestations button (from watch officer, the grey icon on screen): 25 minutes.
reloaded with in-game watch officer dialogue BattleStations. (red bell-icon): 22 minutes.

my summary: battlestations from officer menu serves no puropose. BS from ingame watch officer is not worth the morale/fatigue it costs.

do you recognise those observations?

one final question: is there any way to stop my Chief using compressed air and using his diveplanes instead? The more I mess around with depth keeping and -changing, the more confused I get about the game mechanics...
:hmmm:

meanwhile I'm actually quite enjoying SH5 (and that's a first :arrgh!: ). Great job!

YoYo 10-04-15 03:16 AM

http://i921.photobucket.com/albums/a...psliv8bdax.jpg

Click: https://youtu.be/6MI0qWpeGh4 or https://vimeo.com/141313567

YoYo 10-04-15 05:50 AM

Quote:

Originally Posted by Bosje (Post 2348913)
i read some threads about damage control and how it seems to serve no purpose at all...
indeed I have some light damage from fighter attacks, to various (auxiliary) ballast tanks I think.
Achtere Ausgleichszelle, Regelzellen,
also to Bugtorpedoraum Abteilung, Funkraum Abteilung, U-Raum Abteilung, Machinenraum Abteilung, Emaschinenraum Abteilung
and lastly to the diveplanes and driveshaft. all these items are around 98% intact, so minor yellow damage. been like that for days.
using up repair crew points achieves nothing. Setting the hammer icon on any parts makes no difference.
are both observations correct? is it because all these items cannot be repaired at sea or do crew repair ability and hammer selection not matter either way?

I noticed also this strange problem, 87-98% for some of parts but from a week of patrol without any 1% more of progress...

vdr1981 10-04-15 06:04 AM

Awesome Yoyo, can't wait! :yeah::yeah::yeah:

vdr1981 10-04-15 07:04 AM

Quote:

Originally Posted by Bosje (Post 2348913)
The game, mod and patch run just fine, Vecko. no issues to report.

meanwhile I have been looking at the crew morale and abilities, i read some threads about damage control and how it seems to serve no purpose at all...
indeed I have some light damage from fighter attacks, to various (auxiliary) ballast tanks I think.
Achtere Ausgleichszelle, Regelzellen,
also to Bugtorpedoraum Abteilung, Funkraum Abteilung, U-Raum Abteilung, Machinenraum Abteilung, Emaschinenraum Abteilung
and lastly to the diveplanes and driveshaft. all these items are around 98% intact, so minor yellow damage. been like that for days.
using up repair crew points achieves nothing. Setting the hammer icon on any parts makes no difference.
are both observations correct? is it because all these items cannot be repaired at sea or do crew repair ability and hammer selection not matter either way?

Yes...Like I sail in FAQ and tips, some damage will not be repairable without dry dock in your home base. To understand more about damage modeling in modded SH5 and Wolves megamod you should check changelog of this mod...http://www.subsim.com/radioroom/showthread.php?t=207093 ...:yep:
Readme is also placed in your TWoS documentation folder...
And yes, yellow hammer from GUI officers dialog menu (damage controll team or something) has no purpose at all. I think that feature is added by TDW for later implementation...



Quote:

Originally Posted by Bosje (Post 2348913)
second thing i observed: i reloaded torpedoes with normal crew: 25 minutes.
reloaded with the NewGUI battlestations button (from watch officer, the grey icon on screen): 25 minutes.
reloaded with in-game watch officer dialogue BattleStations. (red bell-icon): 22 minutes.
my summary: battlestations from officer menu serves no puropose. BS from ingame watch officer is not worth the morale/fatigue it costs.

do you recognise those observations?

Again good observation. It seems to me also that main BattleStations command is the one with "bell" icon (F7 key). It looks like BS command from GUI officers menu has only something to do with AI deck gun/AAA engagement. For example, when I disable BS command with "ladder" icon, crew will always put guns in neutral position, and I use this command exclusively for that... :D
Right now, I'm experimenting with new modified Specialabilities.upc file and form next update, effects of certain commands and crew states will be much more obvious, with both positive and negative effects on submarine performance (repair speed, torp/gun loading times, moral/fatigue, CO2 build up, hydrophone response, noise signature ect ):yep:


Quote:

Originally Posted by Bosje (Post 2348913)
one final question: is there any way to stop my Chief using compressed air and using his diveplanes instead? The more I mess around with depth keeping and -changing, the more confused I get about the game mechanics...
:hmmm:

meanwhile I'm actually quite enjoying SH5 (and that's a first :arrgh!: ). Great job!

You should understand that none of the SH games from series was ever meant to be true submarine simulator so game mechanic sometimes can be rather strange. In order to "fly" your U-boat under the water with neutral buoyancy using manual diveplanes only, player will need complete manual control over internal ballast tanks which was never implemented in SH. TDW once announced this but so far nothing.

The point is that you shouldn't look at your GUI depth gauge simple as desired depth command. It is rather an instruction to you chief engineer how much water sub should take in order to reach desired depth. True problems will become obvious when your sub is damaged and taking water and you are forced to remain under water. Then, maintain certain depth becomes much more difficult to impossible...
In this situation your goal should be to maintain any possible depth until damage is fixed (if possible) and that's where your propulsion, compressed air and manual diveplanes controls will become really useful.

Bosje 10-04-15 08:40 AM

Quote:

Originally Posted by vdr1981 (Post 2348941)
Yes...Like I sail in FAQ and tips, some damage will not be repairable without dry dock in your home base. To understand more about damage modeling in modded SH5 and Wolves megamod you should check changelog of this mod...http://www.subsim.com/radioroom/showthread.php?t=207093

yep read the whole thing, I guess it just feels a little too much like a spectator when there's nothing you can actually do with the whole damage screen anyway. But ah well :)

Quote:


For example, when I disable BS command with "ladder" icon, crew will always put guns in neutral position, and I use this command exclusively for that... :D


Right now, I'm experimenting with new modified Specialabilities.upc file and form next update, effects of certain commands and crew states will be much more obvious, with both positive and negative effects on submarine performance (repair speed, torp/gun loading times, moral/fatigue, CO2 build up, hydrophone response, noise signature ect ):yep:

1) did not know that, thanks!
2) that sounds awesome!

Quote:

Then, maintain certain depth becomes much more difficult to impossible...
In this situation your goal should be to maintain any possible depth until damage is fixed (if possible) and that's where your propulsion, compressed air and manual diveplanes controls will become really useful.
yes but the one time I actually needed it when i was flooded, my compressed air was expended by my Chief and I could not get him to stop. seemed like he wasted all my air trying to get 1 meter higher or something. using manual diveplanes did nothing, it reset itself after a couple seconds.

at the moment I am being hunted by 2 escorts in 140 meters deep water.
my depth is 91 while I ordered 120
ahead 1/3 gives me 0,05 knots which makes my boat slowly drift upwards. no idea why I have no speed. battery is full and no damage.
so i am completely puzzled by the whole thing. (my frame of reference is SH3 GWX and there it was straight-forward. slow speed = slow depth changing)
but here I can't even get my boat to settle at 120 meters at all....
while typing this we drifted up to 87 meters... is there a manual on depth-keeping somewhere? :salute:

YoYo 10-04-15 08:48 AM

Hi,
no any problems with continuation of campaign after Patch 9? I didnt check yet...

Quote:

Originally Posted by vdr1981 (Post 2348934)
Awesome Yoyo, can't wait! :yeah::yeah::yeah:

Thank You! Im glad that You like it!

vdr1981 10-04-15 09:18 AM

Quote:

Originally Posted by YoYo (Post 2348964)
Hi,
no any problems with continuation of campaign after Patch 9? I didnt check yet...

There shouldn't be any problems but some changes regarding convoys/TF formation will became visible only when you restart your campaign or when you "jump" from Coastal Waters to Happy Times for example. :yep:

P.S.
Your YT channel and the website are just awesome!:up:
I love DCS/FC series and especially my favorite Ka-50...:yep:
Some flying of mine...:D
https://www.youtube.com/watch?v=31J_ohQnf6U
https://www.youtube.com/watch?v=AqFwwDpLrXY
https://www.youtube.com/watch?v=WKYMb_fSkfM


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