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You are referring to small map scale line in lower left corner of navigation map? Now that you mentioned it I can see that it is totally misaligned but I really never used that thing anyway...:) Actually, I've never heard that anyone use it...:D On the other hand, map scale line on TAI map is more or less correct.. If you click on small blue triangle button on upper right corner of nav map, you'll get map bearing overlay pretty much the same like those from your mod for SH4 (IF you don't use Real nav).... |
I just have a couple of little questions:
1. I just noticed I've been playing without any patches. Oops. I just enabled the most recent one. Is it save game compatible? It mentions that I might need to advance my campaign before it comes into effect, has that been tested or do you say that just in case? 2. Are the medals actually possible to obtain? I've received the Iron Cross first class 7 times now and the other Iron Cross twice but none of the others. |
finally after days of practice and frustration using this mod at full 100% realism plus real navigation. I finally sunk my first ship, sent 2 torpedos. The first hit exactly where I aimed and the second missed somehow but she still went down.
The main area I found I was screwing up on my TDC calculations was the Damn AOB and shooting at the correct Gyro angle once you set the AOB. |
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So one point is clear – I will not use the map scale (lower left corner) instead I will use map tools. The bearing tool is another story. The button on the upper right corner work correctly the bearing tool appears. The problem is that the bearing is not scaling! It’s mean that no matter zoom I have on the map the bearing tools have still the same size J (big size) I can live without it but I like it and I’m already use to it Can you tell me witch mod is for this bearing tool? Maybe a little tweak:) Regards |
welcome aboard!
MrMessick!:Kaleun_Salute: and HistoryGeek...belatedly :Kaleun_Salute:
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Greetings, back again!
I was able to wreak some havoc with realnav on, and without map contacts, sank a few HOG islanders, an SV, a 17k ton oil tanker :D (It was escorted by one destroyer) so my tonnage is around 30k - ballast tanks are GONE, so my depth isnt accurate anymore XD but I still have 7 or 8 torps left. (second mission, "hunt at the eastern shoreline of the UK") yaaay. But after this first few days of testing, I actually REALLY need some advice XD I know, I know my nav officer can do celestial fix, but I rather do it myself sometimes- he can do the dead reckoning for me. I Learned how to use the sextant to shoot the north star, and getting the latitude- But can you tell me a simple method to get the longitude aswell? I mean, i can get a 56degree 32` 44" (I can't find the degree sign circle on my keyboardXD) for example as latitude, but by using the "sunset/sunrise" almanac, I can only get a 56degree I mean a whole degree longitude position. Thats a whole timezone of sea XD How can I get a more punctual reading at longitude, like 56degree 32` ? ANother problem is, that I usually use the attack wheel speed determination method, the "how much seconds it gets for the ship to pass the central line with it's full length", and then pairing the seconds on the Zeit circle with the another circle- Like 120.5m ship length as 1205. The speed I get as result is usually higher than it should be, no matter that I'm at dead stop. (actually my speed shouldnt matter if I directly face the target...) And my target is usually near 90 degree at me, so I see the full length. ALSO: a more important thing. IF a target's length is smaller than 100 (eg. the minimal 1000 on the wheel) like, 80.5m, then what reading should I Use on the wheel for that length? And what second? The same second, like 20 for 20 seconds, or the fact that Im using less than the minimal 1000 (100m) length, are need me to use a different seconds setting? For example, I tried to use 8050 for 80.5, following the ticks before the 1000m, where it continues as 9000, 8000, etc., and the speed I got was 6.6 knot. And by eye at close range, and by the actual -hitting- torpedo solution, it's real speed IS between 3.8 and 4.5knot... So can you tell me how to accurately use this attack wheel "length"/"seconds" method? And how to use it if the length is lower than 100m? Or what other method do you recommend me to use for speed calc? The collision course attack wheel speed measurement can't work for me, as I can't always produce a situation like that, and my old methods, drawing the exact angle, and distance for 2 observations, then measure the lenght between them by either with nomograph, or using 3.15 minutes became tricky, as I dont use map contacts anymore, and I started to fail 3-4 knots by drawing the distances myself... Please, can you help me with these two things, how to get detailed longitude, pairing with the already known detailed sextant-latitude, and how to accurately determine target speed, without map targets? Thank you! P.S.: By the way, I need to run a filecontent "search and replace" for "U-28" at the game root, and at the documents dir, and change all instances to "U-50". I waited long enough XD already... Just hope it does not going to blow up the SH5 engine... It shouldn't. (yes, I changed the starting boat to a VIIB, and going to use it through the whole game XD Im not interested in C) |
Hello again
After 3 week trying to play SH5 WoS I’m quite frustrate. Beside configuration problem and other strange thing that you have to do in order to making MOD work. Fortunately I was able to find some explication in the forum and youtube. Now I come with some other question hope that this time I will have clear answer. Yesterday I have found how to have my stadimeter back. (Can’t understand why anybody wants to remove that tool) -Where I can change option ‘’all stop when surface’’ -Where I can remove information windows that is on the bottom right side with information on ship (speed and distance) -Why my attack periscope I not blocking on target when I press ‘’L’’ or ‘’space bar’’ -I want English ship menu back. I’m talking about the ship menu where all function is described.(torpedo room radio room ext…) Thank you |
Hello Nobon
Basically in real navigation mod you have e pretty good documentation that explains that sextant navigation think. I don’t know if you are already familiar with this. If no read it I yes we can talk cause I was also using this method (I got bored) For the speed – of course you can hit ship smaller than 100m. Tak the distance from outside ring and match it to the middle rings outside number range. (Outside ring = real ship lenght, middle ring outside number= time) and you read your speed from the middle ring inside number range on the red pointer that is on 2h00 (two o clock). Personally I like to use different method. Attack wheel and different map position base on distance and bearing. |
I think my question was buried so I'll ask again: is it possible to actually receive all of the awards? I keep on getting the Knight's Cross First Class over and over and over again for some reason. I think I've gotten it 8 times now.
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Hi folks!!!
Sorry for my bad english; I started a new campaign in SH5 with Wos . Destroying the two destroyers in the mission in danzig when I clik the captains log button to see if it is completed , the game freezes ...:hmmm: Some kind of Bug? |
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Are you sure that you use attack disc correctly? I'm not sure about attack disc, but I can confirm that speed and range determination with RAOBF wheel is 90-100 % correct. |
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-Where I can change option ‘’all stop when surface’’ Never heard for that option...:06: -Why my attack periscope I not blocking on target when I press ‘’L’’ or ‘’space bar’’ Because no one like to read those boring tips of mine... -I want English ship menu back. I’m talking about the ship menu where all function is described.(torpedo room radio room ext…) Create your own modlist but without RSD-german patch addon and learn the true meaning of your "strange thing that you have to do in order to making MOD work" statement...:):up: |
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I think so, yes, but probably later in the war. Duplicated medals are not visible in the game, yet the game will award you every time after successful patrol . I'm still not sure how game actually choose which medal should be given. :hmmm: |
Hi littelmaster
Quote > -Where I can change option ‘’all stop when surface’’ Do you mean this key @ engines all stop? Peter |
Hello vdr1981 and THEBERBSTER
Thank you for taking time to answer me. I always read and search the forum before posting. I value your time as much I value my. 1- When I’m ordering ‘’surface the boat’’ the sub surface but it stop! Is not switching from electric to diesel engine automatically. I have found in the mode the option to automatically switch for recharging batteries and I was thinking that I could find the same option for engine. 2- vdr1981 – I have read your tips. You wrote “Press "X" to lock your periscope/UZO on target” On that point I have to apologies . For me X was the clock and that why I miss it. I have event edit commands.cfg file on line cmd125, cmd126 and cmd127 to correct this…(I didn’t succeed :( ) 3- I’m not moding because is out of my league. I prefer leave it to pro members and programmers. I’m just asking if there is any possibility to have RSD-german patch go back in English again. One again thx for your time and don’t be mad on me. I’m just not a programmer I’m a simple JSGME user. Now thanks to you I know GenericPatcher and OptionsFileEditor :know: |
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Hi littelmaster
Quote > 1- When I’m ordering ‘’surface the boat’’ the sub surface but it stop! Is not switching from electric to diesel engine automatically. I have found in the mode the option to automatically switch for recharging batteries and I was thinking that I could find the same option for engine. This is very strange! I know there is a "Time Delay" setting in TDW's Options File Editor Viewer for switching fuels. Did you enable the TWOS gps file for TDW's Generic File Patcher as it contains a lot of engine control settings? Are you doing anything with the independent engine controls before you surface? Quote > 2- vdr1981 – I have read your tips. You wrote “Press "X" to lock your periscope/UZO on target” On that point I have to apologies . For me X was the clock and that why I miss it. I have event edit commands.cfg file on line cmd125, cmd126 and cmd127 to correct this…(I didn’t succeed :( ) Depending on your keyboard. These would be default settings for EN. Space Bar locks the target? O key is the clock. X removes navigation marks. Peter |
The Wolves of Steel 1.04 - Patch 4 changelog:
Snapshot changes: - Other tweaks: - Germany set from Neutral to Axis coalition from campaign start (1939/08/31) in order to prevent infamous game freeze if player sinks Polish ship before the war actually starts (1939/09/01). However, insubordinate captains will receive rating penalties if this occurs... - Menu.txt: If player try to use stadimeter available in XO dialog screen, XO will tell him " To use stadimeter, press button above TDC range dial" - Removed 105mm deck gun upgrade. It doesn't work... 105mm gun on type VII U-Boat is also very unrealistic. - Added one medium sized target in Sea Trials area (TP campaign) so player wont be penalized because of low tonnage score if he decide to return to Kiel. - Revised/added civ. traffic in few axis ports. - Menu.txt: NewUIs sonarmen command "Follow nearest contact" is renamed to "KDB hydrophone follow selected contact" , because it acts like that. - Few more tweaks in Menu.txt file to make more sense for sonarmen/Hydrophones commands. - Lowered the cost of KDB/GHG hydrophone upgrade. Added mods: - HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0 (It appears that this fix is necessary after all) Removed mods: - Installation: 1. Start JSGME found in main SH5 folder and drag content of the archive into available mods area. 2. Enable the patch with JSGME after the main TWoS 1.04 megamod, JSGME list should look like this: The Wolves of Steel 1.04 The Wolves of Steel 1.04 - Patch 4 The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith *(optional mod) The Wolves of Steel - *x* Resolution Patch *(optional mod) * Enable the patch anytime and continue campaign. * This patch is cumulative which means that it containes changes from all previous patches. * Some changes will kick in after camping restart or after player's advance to the next campaign. |
Guys, I'm taking down patch for a few minutes...Need to check something...:yep::yep:
EDIT: It works now...If anybody has already downloaded the patch, please download it again... |
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