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

Lugermann 05-09-20 02:59 PM

Superb, Vecko!

Thanks for your work :Kaleun_Applaud:

fitzcarraldo 05-09-20 04:44 PM

Awesome work, Vecko!

Waiting the update. I´m in St. Nazaire, waiting "updated" orders (I think these changes need a bunker start to work). It is as...a quarantine.

Many thanks! :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

vdr1981 05-09-20 05:28 PM

The Wolves of Steel v2.2.18
 
Quote:

Originally Posted by fitzcarraldo (Post 2669581)
Awesome work, Vecko!

Waiting the update. I´m in St. Nazaire, waiting "updated" orders (I think these changes need a bunker start to work). It is as...a quarantine.

Many thanks! :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

OK, so there you have it Fitz...:salute:



v2.2.18 Changelog:

- Added Kapuhy's "Ghost Ships Fix", a large number of equipment/deck crew improvements and fixes for many SH3/SH4 imported coastal and other vessels.
- Added set of improvements for "Operation Drumbeat" campaign proposed by Tonci87 (Flotilla objectives start/ending dates and instructional radio messages).
- Added special chart which contains corrections for manual local apparent noon latitude calculation in SH5/TWoS world, for Captains who wish to perform full manual navigation using built in sextant. (Charts-Real navigation-LAN corrections)
- Fixed long standing stock game/OHII problem where still inactive airbases would spawn airplane groups before airbase activation date.
- Implemented new ship type in proper gr2 format - Small Motor Coaster created by Kapuhy!
- Added network of coastal traffic lines for various war theaters in all campaigns which will be used by various coastal merchants, trawlers and other coastal vessels available in the game (UK, Scandinavia, France, Spain, Mediterranean ect).
- Redesigned traffic, convoys, ocean liners campaign layers and sea traffic lines for all campaign chapters.
- Added at least 30-40% more individual sea traffic (groups of 1 to 2 ships) for many previously unused harbors for all campaign chapter. Somewhat safe and protected waters will feel much more alive from now.
- Fixed large number of errors and oddities from stock and OHII campaign files. Added much more minor fixes and game improvement as well.
- Redesigned sea threat zones which will correctly redirect sea traffic during their journey. No more oddities like allied merchants near axis controlled ports/airspace or German supply ships in English channel.
- Added Type-XIV "milk-cow" sub to the German roster which will take part in submarine sea refitting operation between early 1942 to mid 1944.
- In addition to Dithmarschen Supply Ship, German auxiliary crusers and few other merchant types will from now take their role in U-boats replenishment operations as well.
- A big thank you for the latest outstanding TWoS supporters/donors:Thomas "excel4004" Pentenrieder, Peter "THEBERBSTER" Scott, Peter Tregear, Matthias Giebichenstein, Ioannis Voulimeneas, Attila Kriszt, Stanislav Shchebetov, Thomas R Flaherty, Javier Benedicto Higuera, Stefano "Procione"" Scalmani, Dale Francisco, Jacques Alary and John Wall.
- *Installation note: The update can be installed anytime but some of the changes may require fresh campaign restart in order to be activated. For Captains who do not wish to restart their current campaign changes will be activated at the beginning of the next campaign chapter.



DOWNLOAD full standalone TWoS v2.2.18 installer

DOWNLOAD v2.2.xx to v2.2.18 Update

:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:
Happy hunting Captains!

fitzcarraldo 05-09-20 06:26 PM

Quote:

Originally Posted by vdr1981 (Post 2669598)
OK, so there you have it Fitz...:salute:


Lockdown finished!

Many thanks! Downloading now.

Can I start from the bunker in St. Nazaire with the changes? Is it needed a full campaign chapter start or a bunker start running an actual chapter is possible?

I returned to base (runing Western Approachs) and I´m now in a St. Nazaire bunker.

Awesome work!

Fitzcarraldo :Kaleun_Salute:

GrenSo 05-10-20 02:36 AM

Quote:

Originally Posted by vdr1981 (Post 2669598)
OK, so there you have it Fitz...:salute:



v2.2.18 Changelog:

- Added Kapuhy's "Ghost Ships Fix", a large number of equipment/deck crew improvements and fixes for many SH3/SH4 imported coastal and other vessels.
- Added set of improvements for "Operation Drumbeat" campaign proposed by Tonci87 (Flotilla objectives start/ending dates and instructional radio messages).
- Added special chart which contains corrections for manual local apparent noon latitude calculation in SH5/TWoS world, for Captains who wish to perform full manual navigation using built in sextant. (Charts-Real navigation-LAN corrections)
- Fixed long standing stock game/OHII problem where still inactive airbases would spawn airplane groups before airbase activation date.
- Implemented new ship type in proper gr2 format - Small Motor Coaster created by Kapuhy!
- Added network of coastal traffic lines for various war theaters in all campaigns which will be used by various coastal merchants, trawlers and other coastal vessels available in the game (UK, Scandinavia, France, Spain, Mediterranean ect).
- Redesigned traffic, convoys, ocean liners campaign layers and sea traffic lines for all campaign chapters.
- Added at least 30-40% more individual sea traffic (groups of 1 to 2 ships) for many previously unused harbors for all campaign chapter. Somewhat safe and protected waters will feel much more alive from now.
- Fixed large number of errors and oddities from stock and OHII campaign files. Added much more minor fixes and game improvement as well.
- Redesigned sea threat zones which will correctly redirect sea traffic during their journey. No more oddities like allied merchants near axis controlled ports/airspace or German supply ships in English channel.
- Added Type-XIV "milk-cow" sub to the German roster which will take part in submarine sea refitting operation between early 1942 to mid 1944.
- In addition to Dithmarschen Supply Ship, German auxiliary crusers and few other merchant types will from now take their role in U-boats replenishment operations as well.
- *Installation note: The update can be installed anytime but some of the changes may require fresh campaign restart in order to be activated. For Captains who do not wish to restart their current campaign changes will be activated at the beginning of the next campaign chapter.




Many many thx for you hard work and all supports of it. :Kaleun_Thumbs_Up:


Can you can tell us which changes are only active after a starting an new camapign?
At the moment I am in front of New York at Drumbait and it was a hard work untill now. ;)

vdr1981 05-10-20 04:23 AM

@fitzcarraldo and GrenSo,
Unfortunately, everything campaign related require campaign restart or advancement to the next campaign chapter. This is common for all SH games...

gap 05-10-20 08:02 AM

Quote:

Originally Posted by vdr1981 (Post 2669598)

Good work Vecko :up:

Torpedo 05-10-20 12:22 PM

Hi Vecko!!!
OUTSTANDING work!
Torpedo :Kaleun_Salute:

ShipSinkerIan13 05-10-20 03:08 PM

MY auto target ID isnt working, any help? Yes I do have the right things loaded on JSGME

gap 05-10-20 05:26 PM

Quote:

Originally Posted by ShipSinkerIan13 (Post 2669788)
MY auto target ID isnt working, any help? Yes I do have the right things loaded on JSGME

Hi Ian, I think Vecko disabled this command because XO always identifying the target in a fraction of second and with encyclopedic precision, wasn't too realistic. If memory serves, someone in the past had created a TwOS patch which re-enabled the auto-ID command, but I have no idea where it can be found nor if it is still compatible with the current TWoS version.

fitzcarraldo 05-10-20 08:08 PM

Quote:

Originally Posted by gap (Post 2669810)
Hi Ian, I think Vecko disabled this command because XO always identifying the target in a fraction of second and with encyclopedic precision, wasn't too realistic. If memory serves, someone in the past had created a TwOS patch which re-enabled the auto-ID command, but I have no idea where it can be found nor if it is still compatible with the current TWoS version.


There is an addon mod in TWoS for Auto target ID.

See in JSGME.

Regards.

Fitzcarraldo :salute:

gap 05-10-20 08:20 PM

Quote:

Originally Posted by fitzcarraldo (Post 2669831)
There is an addon mod in TWoS for Auto target ID.

See in JSGME.

Regards.

Fitzcarraldo :salute:

Thank you for integrating my answer Fitz, my bad for not knowing TWoS addon mods :salute:

Zinmar 05-10-20 08:23 PM

I was wondering if the VII C/41 with the 4 minelayer tubes was in the bow modeled in this mod. They don't have to be operational I'm just hoping that it is there.

OltzS Dobenecker 05-10-20 08:42 PM

I can only sail in reverse while submerged
 
Title says it all-
While submerged, currently on first mission off Danzig, I can only sail my submarine in reverse. Any ahead commands are met with the number being highlighted, but with no engine action, sound, or propeller movement. Using Wolves of Steel only.

Thanks for the help

* update* I found that sailing ahead underwater is odd- the only control that seems to work is ahead standard (3). However, it orders the boat into maximum speed (5). Meanwhile, 5 reduces down to all stop (0). Essentially no speed controls underwater. Only on or off. Meanwhile, reverse seems to be similar in that it is back emergency or nothing (4 or 0). I could use some help or guidance. Should I just reinstall everything?

fire-fox 05-11-20 06:20 AM

Quote:

Originally Posted by OltzS Dobenecker (Post 2669835)
Title says it all-
While submerged, currently on first mission off Danzig, I can only sail my submarine in reverse. Any ahead commands are met with the number being highlighted, but with no engine action, sound, or propeller movement. Using Wolves of Steel only.

Thanks for the help

* update* I found that sailing ahead underwater is odd- the only control that seems to work is ahead standard (3). However, it orders the boat into maximum speed (5). Meanwhile, 5 reduces down to all stop (0). Essentially no speed controls underwater. Only on or off. Meanwhile, reverse seems to be similar in that it is back emergency or nothing (4 or 0). I could use some help or guidance. Should I just reinstall everything?


ok, here. you might need to do a full deinstall + registry clear and then reinstall SH5 and reapply a new download of TWoS 2.2.18

fitzcarraldo 05-11-20 07:18 AM

Quote:

Originally Posted by OltzS Dobenecker (Post 2669835)
Title says it all-
While submerged, currently on first mission off Danzig, I can only sail my submarine in reverse. Any ahead commands are met with the number being highlighted, but with no engine action, sound, or propeller movement. Using Wolves of Steel only.

Thanks for the help

* update* I found that sailing ahead underwater is odd- the only control that seems to work is ahead standard (3). However, it orders the boat into maximum speed (5). Meanwhile, 5 reduces down to all stop (0). Essentially no speed controls underwater. Only on or off. Meanwhile, reverse seems to be similar in that it is back emergency or nothing (4 or 0). I could use some help or guidance. Should I just reinstall everything?

In the FAQ of TWoS-see post 1-it is explained the control of speed in TWoS. Personally, I prefer to manage the underwater speed via the speedometer and not the telegraph. Example, you want 3 knots, so put 3 knots in the speedometer. The telegraph has a problem with the several orders, a problem from TDW patches.

Regards.

Fitzcarraldo :salute:

GrenSo 05-11-20 08:23 AM

Quote:

Originally Posted by OltzS Dobenecker (Post 2669835)
Title says it all-
While submerged, currently on first mission off Danzig, I can only sail my submarine in reverse. Any ahead commands are met with the number being highlighted, but with no engine action, sound, or propeller movement. Using Wolves of Steel only.

Thanks for the help

* update* I found that sailing ahead underwater is odd- the only control that seems to work is ahead standard (3). However, it orders the boat into maximum speed (5). Meanwhile, 5 reduces down to all stop (0). Essentially no speed controls underwater. Only on or off. Meanwhile, reverse seems to be similar in that it is back emergency or nothing (4 or 0). I could use some help or guidance. Should I just reinstall everything?


Do you use the keyboard or mouse click to command the speed?

vdr1981 05-11-20 09:35 AM

Quote:

Originally Posted by OltzS Dobenecker (Post 2669835)
Should I just reinstall everything?

Most likely...

Sokolov 05-11-20 09:36 PM

Ok, so great mod... Ok. Just 1 campaign anything, ok. Some harbours defended by mines and coastal, but have no ships, some defended nothung and you can pumoping your tonnage that way is no reality, so much years of work and still those BUGS, no destroyers near port, but if you damaged coastal from long distance, first shot - you in ass (sorry for this word). Ugly environment. I understand sh5 is broken game form begin, but there are few things that easy can make game better. TWoS? it's - 1 (from five), i respect your work, but wrote the truth. Don't blame me. Reaaly just one man worked for sence here - he is DarkWraith, who been work wrom sh3 as Raserboy

Zinmar 05-11-20 10:27 PM

I gather nobody knows about the type VII C/41 then?


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