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

Werner von Schmidt 11-07-17 02:49 AM

Quote:

Originally Posted by vdr1981 (Post 2523869)
Not really...A eqp file has to be edited, I'l explain how tomorrow or day after tomorrow...:yep:

http://www.fakingnews.firstpost.com/...1448018399.jpg

Cyborg322 11-07-17 04:02 AM

really

booby 11-07-17 02:20 PM

Hey nice work about ver2.09e
by the way i was following convoy and update to 2.09e from 2.09d,
then suddenly convoy are invisible by WO!
also cant target from UZO
wtf going on?

pan31geo 11-07-17 02:42 PM

Campaign Progress
 
Ok I haver a question about this problem. When I start the first mission in the bunker there is no problem at all. The campaign progress checks and everything is fine. During the mission and before I complete it I saved the game. Next day when I loaded the mission (I am in the middle of the sea) I do get the error. I try again and again and the error keeps coming up. Do I proceed or do I need to start a new campaign once again? Is there any workaround this problem which starts to become completely annoying.

vdr1981 11-07-17 03:17 PM

Quote:

Originally Posted by pan31geo (Post 2524041)
Ok I haver a question about this problem. When I start the first mission in the bunker there is no problem at all. The campaign progress checks and everything is fine. During the mission and before I complete it I saved the game. Next day when I loaded the mission (I am in the middle of the sea) I do get the error. I try again and again and the error keeps coming up. Do I proceed or do I need to start a new campaign once again? Is there any workaround this problem which starts to become completely annoying.

I don't think that campaign progress add on works always as it should...There is a chance that the problem is fixed but you still get fail message... OldCoder can tell more.

Anyway, you can disable the add on or ignore the fail messages after 1-2 tries and continue campaign. In game campaign\flotilla transfer radio orders will tell you what to do when you are close to campaign chapter ending...

vdr1981 11-07-17 03:33 PM

Quote:

Originally Posted by Heinrich (Post 2523752)
vdr1981,
it's me again. Since a long time I reinstalled TWoS and saw there're two anti-aircraft cannons on the turret. Is there a chance to remove them?

Thanks in advance und keep up the excellent work!

Heinrich.

I'm sorry Heinrich , I'm posting from my phone so I can't be much concrete in my response.

Can you open VIIB's eqp (data/submarine/*****7b) file with notepad and copy\paste content of the file here?

HW3 11-07-17 04:04 PM

booby, you did update from 2.0.9d to 2.0.9e in port like the instructions said to, right?

pan31geo 11-07-17 04:30 PM

Quote:

Originally Posted by vdr1981 (Post 2524050)
I don't think that campaign progress add on works always as it should...There is a chance that the problem is fixed but you still get fail message... OldCoder can tell more.

Anyway, you can disable the add on or ignore the fail messages after 1-2 tries and continue campaign. In game campaign\flotilla transfer radio orders will tell you what to do when you are close to campaign chapter ending...

I also have a feeling there must be something wrong with the add-on. Anyways, I will ignore it and post an update. I guess I am not the only one with the same issue. Cheers mate.

Werner von Schmidt 11-07-17 10:30 PM

Quote:

Originally Posted by vdr1981 (Post 2524053)
I'm sorry Heinrich , I'm posting from my phone so I can't be much concrete in my response.

Can you open VIIB's eqp (data/submarine/*****7b) file with notepad and copy\paste content of the file here?

I already disabled the guns by changing

Code:

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19380101
EndDate=19451231

to

Code:

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19451230
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19451230
EndDate=19451231

in the .eqp-file. Thanks.

Heinrich

vdr1981 11-08-17 03:05 AM

Quote:

Originally Posted by Heinrich (Post 2524117)
I already disabled the guns by changing

Code:

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19380101
EndDate=19451231

to

Code:

[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19451230
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19451230
EndDate=19451231

in the .eqp-file. Thanks.

Heinrich

Very good.
Note that machine guns will appear again if you decide to enable "no sub flags" add on because they are still enabled in containing eqp files

palmic 11-08-17 04:30 AM

Quote:

Originally Posted by d@rk51d3 (Post 2523875)
I'm really loving this mod.
It goes from strength to strength. I can't wait to see what's next.

I agree. It has many flaws which you have to workaround (like you should not save submerged, you cant overwrite saves because they'll merge themselves and will both be corrupted, or the fact you cannot alt-tab to windows because then few things stops to work, weather is not always working and so....).

But i can tell you, i play TWOS from my first post here (few years), sometimes i have a month or two pause, but then ill return and i cannot find any kind of boringness.. Every new situation is unique. It has great graphic and atmosphere now.. :up:

excel4004 11-08-17 05:03 AM

Quote:

Originally Posted by vdr1981 (Post 2524139)
Very good.
Note that machine guns will appear again if you decide to enable "no sub flags" add on because they are still enabled in containing eqp files

Good to know how to change that equipment to the original setting. Prefer traveling without mgs. Also without flags what is IMO more realistic.

But how great would be this kind of mod, entering port with main flag and little bunting flags for sunk ships. :D

Cyborg322 11-08-17 11:07 AM

Quote:

Originally Posted by pan31geo (Post 2524062)
I also have a feeling there must be something wrong with the add-on. Anyways, I will ignore it and post an update. I guess I am not the only one with the same issue. Cheers mate.

Hello All :Kaleun_Salute:

I've been using the verifier since it was first introduced. At first I got the failed message fairly regularly, its difficult to determine false positives with it.

I still recommend using it, it still serves a purpose and getting it back on track has proved easy

Restarting the game has got it to pass every time bar the odd save with traffic too close which is not advisable in anycase

My last 20 or so saves with update 2.09d have passed 100% ( it may or may not be connected ) . I think this is in part due to having good habits with managing saves, this is very easy to overlook

Following the instructions in the WOS Guide, to the letter, where saves are more critical helps a lot, for example not going too long with complete restarts, bunker and post AO saves and so on

I've also found deleting all Auto saves and keeping saves to an absolute minimum helps ( also helps loading time )

The big plus for me using the Campaign Verifier is it gives me added confidence that I'm not heading for a situation where I'm stuck with stalled progress

It also helps with keeping good habits with saves and serves as a reminder to maintain this

I will still continue to use it, for me its helpful, it may not be perfect and may possibly gives false positives but I still think its worth considering for all the aforementioned plus sides

Simon

:subsim:WOLVES Of STEEL

Werner von Schmidt 11-08-17 12:01 PM

Set course / depth
 
Is there a way to set a course like key x + ### respectively a certain depth? I just saw in the cfg a cmd called set_course, that's why.

Thanks in advance.

palmic 11-08-17 12:33 PM

Yes, this would put immersion on whole another level, Vecko? :hmmm: :)

Cyborg322 11-08-17 01:53 PM

Quote:

Originally Posted by Heinrich (Post 2524188)
Is there a way to set a course like key x + ### respectively a certain depth? I just saw in the cfg a cmd called set_course, that's why.

Thanks in advance.

What is it you don't like about using the compass depth gauge and command icons ? would be helpful to know

pan31geo 11-08-17 03:38 PM

Quote:

Originally Posted by Cyborg322 (Post 2524182)
Hello All :Kaleun_Salute:


I will still continue to use it, for me its helpful, it may not be perfect and may possibly gives false positives but I still think its worth considering for all the aforementioned plus sides

Simon

:subsim:WOLVES Of STEEL

As I said I will post back when I have something to report. So, even if I had an error message the game progressed as expected once I passed the 4th of the month. Same as you said,I will keep using it but I won't worry a lot if I get false positives. Will try to follow the suggestion with the save games. Cheers :Kaleun_Thumbs_Up:

Werner von Schmidt 11-08-17 03:45 PM

Quote:

Originally Posted by Cyborg322 (Post 2524201)
What is it you don't like about using the compass depth gauge and command icons ? would be helpful to know

I usually play without HUD and would love to set especially the course manually (without using the mouse).

kevinsue 11-08-17 03:48 PM

Quote:

Originally Posted by Heinrich (Post 2524188)
Is there a way to set a course like key x + ### respectively a certain depth? I just saw in the cfg a cmd called set_course, that's why.

Thanks in advance.

If you use speech recognition, you can tell the helmsman to steer "Southwest by south" or say "new course, 214 degrees". Also you can tell the Chief to "take her down to 30 meters" etc. Everything can be done including inputting target data into the TDC without the use of the UI or keyboard, except walk around the boat. It's also a lot of fun trying to get down the conning tower ladder as fast as you can while screaming "Alarm! Alarm! Alarm! and watching all hell break loose as the boat crash dives! If you want realism, using speech recognition is the way to go.:yep:

kevinsue 11-08-17 03:50 PM

Quote:

Originally Posted by Heinrich (Post 2524236)
I usually play without HUD and would love to set especially the course manually (without using the mouse).

You can...put your boat on any course you want using the rudder keys.


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