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

ridley 01-12-17 05:07 AM

Warning NOOB Alert.

I played a LOT of SH3 but not for a few years, yester day I got SH5 and have installed TWoS and all seems to be working, apart from I suspect me.

The UI is very different to SH3 and I am struggling a bit. I did go through the procedure to set the UI to SH3 style but unless I didn't do it right it made no difference.

I cannot even get the sub to submerge, I have looked at the keyboard shortcuts and checked in the patcher thingy but I cannot even get the depth gauge up or get it to crash dive.

Any help very gratefully received.

BTW does anyone still play multiplayer? If so what's the best way, tunngle?

vdr1981 01-12-17 10:15 AM

Quote:

Originally Posted by ridley (Post 2457596)
Warning NOOB Alert.

I played a LOT of SH3 but not for a few years, yester day I got SH5 and have installed TWoS and all seems to be working, apart from I suspect me.

The UI is very different to SH3 and I am struggling a bit. I did go through the procedure to set the UI to SH3 style but unless I didn't do it right it made no difference.

SH3 UI style... OFEV instructions are linked in FAQ and tips section ...

https://s6.postimg.org/6zkc2o1o1/SH5...5_23_01_41.png


Quote:

I cannot even get the sub to submerge, I have looked at the keyboard shortcuts and checked in the patcher thingy but I cannot even get the depth gauge up or get it to crash dive.
In order to dive you need to enter the sub first...

Castout 01-13-17 02:07 AM

Playing the first mission of the campaign in 1.06. How do you open the ships recognition manual?

I can't seem to order watch crew to stand on the conning tower? I've given the order for watch crew but no one stands on the watch tower but me.

palmic 01-13-17 03:54 AM

Quote:

Originally Posted by Castout (Post 2457847)
Playing the first mission of the campaign in 1.06. How do you open the ships recognition manual?

I can't seem to order watch crew to stand on the conning tower? I've given the order for watch crew but no one stands on the watch tower but me.

recognition manual:
key "E" and find it behind your left edge of screen - drag it to screen by handle on the edge.

Watchcrew:
You propably "alt-tabbed" to desktop.
Watchcrew is present at tower all the time you are emerged, no mather what do you order, until you alt tab from game while you are submerged.
On the other hand, if you alt-tab while you are emerged, watchcrew behave ok, but co2 calculating after submerge is broken.

Hotfix is to reload whole game and do not alt-tab.

Castout 01-13-17 05:13 AM

Thank you!

But reloading the saved game didnt fix the watch crew issue for me. A very nice game with the mod!

Castout 01-13-17 05:27 AM

Quote:

Originally Posted by palmic (Post 2457850)
recognition manual:
key "E" and find it behind your left edge of screen - drag it to screen by handle on the edge.

Watchcrew:
You propably "alt-tabbed" to desktop.
Watchcrew is present at tower all the time you are emerged, no mather what do you order, until you alt tab from game while you are submerged.
On the other hand, if you alt-tab while you are emerged, watchcrew behave ok, but co2 calculating after submerge is broken.

Hotfix is to reload whole game and do not alt-tab.

Hmm, E worked but I couldn't tell the depth of ships' keel to set magnetic torpedo's depth.

Reloading doesn't fix the watchmen issue not being present even when ordered.

gap 01-13-17 06:19 AM

Quote:

Originally Posted by vdr1981 (Post 2457294)
Destroyers can hear you on surface pretty much the same as when you are submerged, maybe even better. I wish I could tweak and separate these detection distances but I don't know how or is it even possible.

Are not the elevation/bearing detection parameters of the obj_Sensor controller correctly applied in game?
After looking at stock settings, it is my understanding that bearing settings are relative to units' heading (0 deg = afore, 90 = abeam, 180 = aft of the vessel/aircraft) and the elevation settings are relative to her zenith (0 deg = up to her zenith, 90 = parrallel to the horizontal plane, 180 = down to her nadir). Unlike player's sensor settings, AI settings are symmetrical, so a bearing of 90 deg means at a right angle relative to vessel's heading on both sides, and aan elevatio of 90 deg means parallel to the horizon both in front and on the back of the vessel.

That said, most hydrophones in game have a MinElevation setting of 80 deg, i.e. their vertical detection arc is not parallel to the water surface but it points upwards, with just a small area left uncovered on the surface, very close to the AI unit. Increasing that angle to 90 deg, or slightly more, should make any enemy sailing ad a shallower depth than AI ship's draft undetectable to her hydrophones (save on high waves, when ships' pitch might bring the detection arc of their hydrophones closer to enemy surfaced vessels during some fractions of second). Small, shallow ASW vessels might still be able detecting a surfaced submarine, but to obviate that problem the attaching bone of their hydrophones might be moved to a position deeper than their keel. I know that this is not an orthodox solution, but if nothing else works... :hmmm:

vdr1981 01-13-17 11:03 AM

Quote:

Originally Posted by gap (Post 2457865)
Are not the elevation/bearing detection parameters of the obj_Sensor controller correctly applied in game?

IIRC, escorts ability to hear surfaced submarines on short to medium range was introduced by TDW in his IRAI mod and with a good reason, but I can't remember which one.
I also think that this is not done trough sim or Sim.cfg files changes.

gap 01-13-17 11:15 AM

Quote:

Originally Posted by vdr1981 (Post 2457928)
...with a good reason, but I can't remember which one.

:rotfl2: :up:

vdr1981 01-13-17 11:19 AM

Quote:

Originally Posted by gap (Post 2457931)
:rotfl2: :up:

Do you remember maybe? There was a post where TDW was explaining why is this necessary but I really can't remember when or where it was?:hmmm:

gap 01-13-17 12:30 PM

Quote:

Originally Posted by vdr1981 (Post 2457933)
Do you remember maybe? There was a post where TDW was explaining why is this necessary but I really can't remember when or where it was?:hmmm:

No, I am sorry, I cant remember any discussion on this topic. Is it in the IRAI thread?

THEBERBSTER 01-13-17 01:21 PM

Hi Vecko
Is it this one he made the change in?
v0.0.29 - rewrote ship unknown tactics
- changed ship tactics for subs. The ship AI used to differentiate between a sub contact as surfaced (investigate) or submerged (plaster aka DC). They now just treat a sub contact as a sub contact (plaster aka DC)
Peter

Castout 01-13-17 11:05 PM

I need help. Every time I start the campaign with this 1.06 mod, the watch crew always goes down into the hatch at the start and afterward they never reappear on the bridge to stand watch no matter what I do.

I didn't alt-tab either if that made a difference...

vdr1981 01-14-17 04:16 AM

Quote:

Originally Posted by Castout (Post 2458049)
I need help. Every time I start the campaign with this 1.06 mod, the watch crew always goes down into the hatch at the start and afterward they never reappear on the bridge to stand watch no matter what I do.

I didn't alt-tab either if that made a difference...

http://www.subsim.com/radioroom/show...postcount=2657

Castout 01-14-17 04:36 AM

Uplay version.

I have ordered watch crew to stand watch but they never stand watch. Patched


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