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

hauangua 10-23-18 03:51 AM

Quote:

Originally Posted by Fifi (Post 2573725)
Interesting ... that makes sense.
If it is working ... :)

At start of career, if i remember well, i already had all leadership points...but i’m Not 100% sure.
If this feature is working correctly i should have almost no points at start.
Have to start an other one just to see how many points i get.

Hi fifi
Started new career yesterday the leadership value was 100....
I can not understand if it works good...

Fifi 10-23-18 03:56 AM

Yes, i think this leadership feature is broken. Started new career to test, and got 100% leadership points.
Not a vital importance though :D
But for the global game, it could be nice if it could work...Vecko still have some mind braking job!

hauangua 10-23-18 04:05 AM

Quote:

Originally Posted by Fifi (Post 2573729)
Yes, i think this leadership feature is broken. Started new career to test, and got 100% leadership points.
Not a vital importance though :D
But for the global game, it could be nice if it could work...Vecko still have some mind braking job!

http://www.subsim.com/radioroom/show...08&postcount=1

Maybe everything started here..... This mod is included with TWoS
(it seems that this Mod.., penalizing...for example :
if talking with a crew does not increase points ... why should I speak to each other?"

:salute:

vdr1981 10-23-18 06:48 AM

Quote:

Originally Posted by Clyde00 (Post 2573707)

Can get some screenies if I didnt explain it properly. Thanks

That would be the best...:yep:

Quote:

Originally Posted by hauangua (Post 2573730)
http://www.subsim.com/radioroom/show...08&postcount=1

Maybe everything started here..... This mod is included with TWoS

Well, it "was" included in TWoS v1.0, long time ago... I have reworked the files several times since then and reworking them right now, again.:yep:

https://i.postimg.cc/Dz2cdPVc/SH5-Im...3-05-58-07.jpg

Fifi 10-23-18 07:29 AM

:o :Kaleun_Applaud:

fitzcarraldo 10-23-18 09:55 AM

Another problem - for my taste - is the mantain-depth at high values (more than 170 mts, I think); I don´t want to pilot the boat as a flight sim with speed and manual dives planes. I´m the commander, and I don´t have to control de dive planes manually. The two sailors would to manage automatically the depth at any value; with silent running at 1 knot and more than 160 - 170 mts you should command the dive planes as an Stuka pilot, and, for me, it is not realistic. Some months ago I was pursued by 5 nasty destroyers and I could leave them and survive going depth (170 mts), 1 knot speed and manually managing the dive planes, the boat had a constant tendency to take more and more depth, and I had some damage (that didn´t help...). If it is possible, it could be with an addon mod, I like to have automatic control of dive planes at all dephts; manual is nice for practice, but in the middle of a cat and mouse game is annoying.

Many thanks and regards.

Fitzcarraldo :Kaleun_Salute:

hauangua 10-23-18 09:56 AM

Quote:

Originally Posted by vdr1981 (Post 2573740)

Ohhhh
congratulations Vecko excellent work

:salute: :Kaleun_Applaud:

fitzcarraldo 10-23-18 10:04 AM

Quote:

Originally Posted by vdr1981 (Post 2573740)
That would be the best...:yep:



Well, it "was" included in TWoS v1.0, long time ago... I have reworked the files several times since then and reworking them right now, again.:yep:

Good job! :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

Fifi 10-23-18 10:37 AM

Quote:

Originally Posted by fitzcarraldo (Post 2573753)
Another problem - for my taste - is the mantain-depth at high values (more than 170 mts, I think); I don´t want to pilot the boat as a flight sim with speed and manual dives planes. I´m the commander, and I don´t have to control de dive planes manually. The two sailors would to manage automatically the depth at any value; with silent running at 1 knot and more than 160 - 170 mts you should command the dive planes as an Stuka pilot, and, for me, it is not realistic. Some months ago I was pursued by 5 nasty destroyers and I could leave them and survive going depth (170 mts), 1 knot speed and manually managing the dive planes, the boat had a constant tendency to take more and more depth, and I had some damage (that didn´t help...). If it is possible, it could be with an addon mod, I like to have automatic control of dive planes at all dephts; manual is nice for practice, but in the middle of a cat and mouse game is annoying.

Many thanks and regards.

Fitzcarraldo :Kaleun_Salute:

+1 i agree for the add on mod. It’s not easy at all to keep deep depth level while trying to escape depth charges. It’s already enough hard IMHO :yep:

While we are at future TWOS improvements, something is missing also i think.
When very bad sea, the in-bord camera should move a little more, not to say a lot more.
Of what i’ve Read, in real patrols testimonies, when sub was sailing surfaced in bad weather, it was really moving all over the place. Sailors were even sea sick!
They had to dive at least at 40m to take some rest...
Don’t know if it’s feasible but could be nice.
Only for 10 to 15 m/s maybe...
:salute:

Lanzfeld 10-23-18 10:46 AM

Do I want a submarine on rails? No.

But I thought the sextant errors and the dead reckoning errors gave the position of the ship enough slop.

I think my helmsman should be able to hold a heading.

:Kaleun_Cheers:

fitzcarraldo 10-23-18 10:47 AM

Quote:

Originally Posted by Fifi (Post 2573757)
+1 i agree for the add on mod. It’s not easy at all to keep deep depth level while trying to escape depth charges. It’s already enough hard IMHO :yep:

While we are at future TWOS improvements, something is missing also i think.
When very bad sea, the in-bord camera should move a little more, not to say a lot more.
Of what i’ve Read, in real patrols testimonies, when sub was sailing surfaced in bad weather, it was really moving all over the place. Sailors were even sea sick!
They had to dive at least at 40m to take some rest...
Don’t know if it’s feasible but could be nice.
Only for 10 to 15 m/s maybe...
:salute:

I tried the Hurricane submod addon from Dyn Environment and the boat moves a lot, and it seems is compatible with TWoS. Not ever I use it, but is fun with storm and 15 mts sea.

Fitzcarraldo :Kaleun_Salute:

gap 10-23-18 12:15 PM

Quote:

Originally Posted by Fifi (Post 2573475)
I think removing the SH5 morale doesn’t really affect realism.

Keaping up the crew morale by cook’s food was a good idea, but the cook is loosing 1 point each time...hence very limited morale boost.
When asking chief to hurry repairs, without morale points it’s impossible.
Flooding as well, and when it’s a matter of life and death, in real life, even a demoralized chief would do the best he could to not die!
But i think Vecko has understood this :yep:

The morale stuff is existing in SH5 just to give us some extra activity (as others SH)
In reality, there was not morale influence in submariners job or very little.
They were doing their best to stay alive, even eating crappy food, and never refused Kaleun’s orders. Their best to sink as much tonnage as they could.
How many patrols were back without any kills? Plenty. And the crew was always there doing their best!
Not happy in the U-Boot warfare? Transfert to the East Front infantry :D

Realism (if any playing it on PC!) is more a matter of Real nav mod, no visible contacts Etc...
Just my opinion.

Without morale system, the player could make patrols to last forever as long as he can find friendly bases to refit from, and crew to be as efficient after three or four months spent at sea in a row, as at day #1. In my opinion, this would be an even worse immersion breaker than crew and officers refusing at times to accomplish orders because of an uncareful morale management.

Like it or not, morale status has an important role, both in real life and for game mechanics. In game, we can mitigate the effect of morale points on crew efficency, change some phrases and avoid as much as possible that one of our orders gets totally disattended, but giving up the morale factor at all, imho would be a bad mistake.

Tonci87 10-23-18 12:37 PM

^ Agree

gap 10-23-18 01:18 PM

Add to my previous remarks that SH5 morale points represent not only the morale status of our crew, but also their fatigue, Vecko or some other modder correct me if I am wrong on that.

Fatigue is something that can't be ignored, no matter how diciplinate you are, or if the situation is a matter of life and death, and removing its simulation from game is not a good idea even though, indeed, insubordination and total inactivity are something that I wouldn't expect even from the most worn out cabin boy, let alone an officer lol... there must be a compromise between the two extremes :hmm2:

Tonci87 10-23-18 01:18 PM

^Agree again

gap 10-23-18 01:27 PM

Quote:

Originally Posted by Tonci87 (Post 2573778)
^ Agree

Quote:

Originally Posted by Tonci87 (Post 2573787)
^Agree again

Thank you Sir :salute:

Fifi 10-23-18 01:36 PM

Quote:

Originally Posted by gap (Post 2573773)
Without morale system, the player could make patrols to last forever as long as he can find friendly bases to refit from, and crew to be as efficient after three or four months spent at sea in a row, as at day #1. In my opinion, this would be an even worse immersion breaker than crew and officers refusing at times to accomplish orders because of an uncareful morale management.
.

Didn’t thought about this point. That makes sense :up:

It needs only a fine tune up, quite subtil, so that orders could still be given (and not refused) but maybe they could take longer to execute in regard of fatigue/morale :hmmm:

Tonci87 10-23-18 01:39 PM

I think one issue is that currently there is not much apart from fuel load and number of torpedoes that makes the player go back to port. Crew fatigue is just an additional way to mitigate that.
Imagine if you had to return to port eventually because you are running out of fresh water or food. That would be quite nice.

Clyde00 10-23-18 02:44 PM

Missing Easy Nav and low realism options screenies....
 
Checked and added.

Options disabled in map options. No click on sub or navigator plot course.

It worked in the previous version, just not the new download. Tried again last night with fresh install of both. Set permissions and admin rights again. No luck. Is enabled in the TDW options, but not all are enabled in the game.
Hope this explains a bit better. Am puzzled. No other mods JSGME enabled except the TWOS Parts Neutral Illuminated, Food stocks mods.

I can multi SH% install though, keep the new version of TWOS for me, and the old one for her so she can play easily, but alot of HDD space :D

EDIT: Problem solved with a new install of Steam SH5. Comparison of DVD and Steam showed changed files left over from JSGME various backups and xfers over the years.

vdr1981 10-23-18 02:52 PM

Quote:

Originally Posted by Clyde00 (Post 2573802)
...No other mods JSGME enabled except the TWOS Parts Neutral Illuminated, Food stocks mods.

And Real Navigation? Right? :hmm2:
Disable this addon and missing "easy" options will appear...:yep:


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