SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

vdr1981 07-14-15 09:37 AM

Quote:

Originally Posted by gap (Post 2328514)
Vecko, please re-read my previous post and have a look into OHII's DefSide.cfg. I know what I am talking about as I myself created the core of that file, and discussed the feature with Zedi and Trevally. Neutral ships within Aliied convoys should be fake neutrals. If they aren't, they are there by mistake and should be replaced with the enemy counterparts of the same nations.

I see, and the idea is really realistic , just as it should be...

But, can you confirm that "fake neutrals" feature actually works in the campaign because it seems to me that I've never met one of those?:hmmm:
It's pretty easy to determent if unit is classified as neutral or enemy, TDW destroyed mark will show you just that every time, plus there is a DestroyedUnits.ini file where same thing can be checked...





Quote:

Originally Posted by gap (Post 2328514)
On a side note, you said that sinking neutrals ships will penalize the player with negative reward, which I am glad of. Does it mean that not always neutral ship sinking ends with an instant CTD? :hmm2::rock:

Of course not, that was never the case...Only friendly kill will freeze the game when captain's log is clicked...From some reason this is also true for Polish merchants if you attack them before 1st Sept 1939...:hmmm: EDIT: And I think I've just learned why...
Code:

[SideEntry 1]                ; /////////////////////////// G E R M A N Y \\\\\\\\\\\\\\\\\\\\\\\\\\\\
Country=German
Side=0
StartDate=19380101
EndDate=19390831

Germany is also neutral from some reason until 1st Sept 1939. Therefore, game thinks that actual kill was friendly and freez it self when log is opened..

vdr1981 07-14-15 09:39 AM

Quote:

Originally Posted by fitzcarraldo (Post 2328524)

The game didnīt CTD when attacking and sinking with deck gun the neutral ship, only after press the logbook button it crashes. And I press this button 15 minutes aprox. from the sinking; this was complete and without problems.

Best regards.

Fitzcarraldo :salute:

That was friendly ship, not neutral...Note that Netherlands ports are all blue at that time

fitzcarraldo 07-14-15 09:59 AM

Quote:

Originally Posted by vdr1981 (Post 2328536)
That was friendly ship, not neutral...Note that Netherlands ports are all blue at that time

OK, I understand. Many thanks.

All the best.

BTW: Will you take the vacations or not? Go and see a real sea, and enjoy, mate!!!

Fitzcarraldo :salute:

vdr1981 07-14-15 10:01 AM

Quote:

Originally Posted by fitzcarraldo (Post 2328545)

BTW: Will you take the vacations or not? Go and see a real sea, and enjoy, mate!!!

Fitzcarraldo :salute:

Tomorrow afternoon...I'll spam here just a little bit more...:D

gap 07-14-15 10:07 AM

Quote:

Originally Posted by vdr1981 (Post 2328536)
That was friendly ship, not neutral...Note that Netherlands ports are all blue at that time

So sinkinking friendly ships has not the same effect as sinking neutral ones, as far as CTD's are concerned?

gap 07-14-15 10:09 AM

Quote:

Originally Posted by vdr1981 (Post 2328546)
Tomorrow afternoon...I'll spam here just a little bit more...:D

I didn't dare asking, but since you are still here, what about putting back the changelog at post #1? :D

vdr1981 07-14-15 10:12 AM

Quote:

Originally Posted by gap (Post 2328514)
On a side note, you said that sinking neutrals ships will penalize the player with negative reward, which I am glad of. Does it mean that not always neutral ship sinking ends with an instant CTD? :hmm2::rock:

Of course not, that was never the case...Only friendly kill will freeze the game when captain's log is clicked...From some reason this is also true for Polish merchants if you attack them before 1st Sept 1939...:hmmm: EDIT: And I think I've just learned why...
Code:

[SideEntry 1]                ; /////////////////////////// G E R M A N Y \\\\\\\\\\\\\\\\\\\\\\\\\\\\
Country=German
Side=0
StartDate=19380101
EndDate=19390831

Germany is also neutral from some reason until 1st Sept 1939. Therefore, game thinks that actual kill was friendly and freez it self when log is opened..



Quote:

Originally Posted by gap (Post 2328553)
I didn't dare asking, but since you are still here, what about putting back the changelog at post #1? :D

What changelog?:hmm2:

gap 07-14-15 10:53 AM

Quote:

Originally Posted by vdr1981 (Post 2328555)
Of course not, that was never the case...Only friendly kill will freeze the game when captain's log is clicked...From some reason this is also true for Polish merchants if you attack them before 1st Sept 1939...:hmmm: EDIT: And I think I've just learned why...

Germany is also neutral from some reason until 1st Sept 1939. Therefore, game thinks that actual kill was friendly and freez it self when log is opened..

Well spotted! That's probably an error from my part :88)


Quote:

Originally Posted by vdr1981 (Post 2328555)
What changelog?:hmm2:

TWoS' changelog of course. I remember having seen one covering previous versionss before the last release, but I don't see it anymore. I don't rememeber if it wast at post #1 or elsewhere though.

vdr1981 07-14-15 11:03 AM

Quote:

Originally Posted by gap (Post 2328565)
Well spotted! That's probably an error from my part :88)

I don't think so, default DefSide.cfg have the same "Side=0" entire for mentioned date...



Quote:

Originally Posted by gap (Post 2328565)
TWoS' changelog of course. I remember having seen one covering previous versionss before the last release, but I don't see it anymore. I don't rememeber if it wast at post #1 or elsewhere though.

You saw it in patches...All previous changelogs are withing the madpack now...:yep:

gap 07-14-15 11:59 AM

Quote:

Originally Posted by vdr1981 (Post 2328567)
I don't think so, default DefSide.cfg have the same "Side=0" entire for mentioned date...

Then, it was our community mistake not to rectify this stock error earlier :O:
Have you tried sinking a German ship after changing tha 0 to 1?

Quote:

Originally Posted by vdr1981 (Post 2328567)
You saw it in patches...All previous changelogs are withing the madpack now...:yep:

I see, thanks :salute:

vdr1981 07-14-15 02:59 PM

Quote:

Originally Posted by gap (Post 2328579)
Then, it was our community mistake not to rectify this stock error earlier :O:
Have you tried sinking a German ship after changing tha 0 to 1?

What for?
That change would make all German units part of Allied coalition and friendly unit kill would still be friendly unit kill. The game freezes only when you kill units from same coalition, regardless of your side...In SH5 our side is "Side=2" (AKA Axis).

But that is not the issue here... :hmmm:

The main problem for me is to understand why the game continues to spawn "Side=0" ships (aka neutral coalition) inside allied convoys if you say that something like should not be the case?

Could random convoys be assigned with coalition status in the first place?

Was Trevally even able to affect ships nations inside randomly spawned convoys and traffic, or is it completely random?

jannlord 07-14-15 03:25 PM

Good day fellow Kaleun's :arrgh!:
Are there any good tutorial for manual torpedo attacks using real nav and WoS?
I picked up real nav with the latest release and am really digging it :yeah:
but find it very difficult to hit my targets at all.
I tried using the Crew for taking speed and firing solution but they always seem to fail. :dead:
I am a total noob at this so any help is appreciated :)

Damo 07-14-15 05:33 PM

Quote:

Originally Posted by jannlord (Post 2328632)
Good day fellow Kaleun's :arrgh!:
Are there any good tutorial for manual torpedo attacks using real nav and WoS?
I picked up real nav with the latest release and am really digging it :yeah:
but find it very difficult to hit my targets at all.
I tried using the Crew for taking speed and firing solution but they always seem to fail. :dead:
I am a total noob at this so any help is appreciated :)

Hi jannlord,

Watch the Let's Play I've linked below (playlist) as he uses a very easy and effective plotting technique for sinking ships in Wolves of Steel on full realism.

https://www.youtube.com/playlist?lis...cPOAbTiHh0D0Lp

:salute:

THEBERBSTER 07-14-15 06:08 PM

A Warm Welcome To The Subsim Community > jannlord :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:

Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos :ping: :salute::salute::salute:

gap 07-14-15 07:21 PM

Quote:

Originally Posted by vdr1981 (Post 2328621)
What for?
That change would make all German units part of Allied coalition and friendly unit kill would still be friendly unit kill. The game freezes only when you kill units from same coalition, regardless of your side...In SH5 our side is "Side=2" (AKA Axis).

Sorry, I meant changing 0 for 2

Quote:

Originally Posted by vdr1981 (Post 2328621)
But that is not the issue here... :hmmm:

The main problem for me is to understand why the game continues to spawn "Side=0" ships (aka neutral coalition) inside allied convoys if you say that something like should not be the case?

I agree. Before we start bothering Trevally on it, are you absolutely sure that they were neutral ships? As I told you the flag is not a reliable indicator for the nations I listed in my previous post.

Quote:

Originally Posted by vdr1981 (Post 2328621)
Could random convoys be assigned with coalition status in the first place?

Was Trevally even able to affect ships nations inside randomly spawned convoys and traffic, or is it completely random?

As far as I know, even random convoys can be formed according to some criteria. Nationalities and unit type are among those criteria. So yes, you can avoid neutral (0=Neutral) ships from spawning within Allied convoys. This is possible because, in game, "dissident" navies are threated as completely different nations compared to their neutral counterparts (who share the same flag with them). Indeed, this is not apparent to the player, who is left to decide wether a certain ship is a valid target or not from her location and behaviour. Ideally, discriminetaion factors should be:
  • A ship sailing under a neutral flag within an Allied convoy should always be an "1" (badly implemented feature according to your report)
  • A ship sailing under a neutral flag who is bound for/leaving from an Allied port, should always be an "1".
  • A ship sailing under a neutral flag with obscured lights, should always be an "1". Not yet implemented feature though.
  • A ship (especially a small vessel) who is sailing under a neutral flag withinn her national waters, is a dubious case but she is probably an actual "0". In absence of other disciminat factors, better leaving her alone.
  • A ship sailing under a neutral flag with lit lights, could be an actual "0". But this is not always true: before Pearl Harbor US ships were sailing in full light, nonetheless they were considered valid targets long before the USA declared war to Japan and Germany; as above: feature to be implemented.
  • For unescorted/lightly armed vessels, a valid method which also reflects an early war tactic actually used, would be surfacing the boat and drawing ship's attection on our boat. Any hostile action (including abrupt changes of route/speed, zigzagging, aiming/shooting guns against our boat, sending SOS messages, etc.), would unveil any fake "0".
  • Historical radio messages should be integrated with BdU messages stating for each nation fom which date they can start being considered valid targets, and under which conditions (see my notes above). Of course the strict observation of those engagement rules should minimize the risk of wrong target identifications by us. This is only partly implemented in game.

Implementing/exploiting those features would add a whole new dimension to the game, putting our expeience of captains to test. :yep:

THE_MASK 07-14-15 07:50 PM

RE radio messages .
TheDarkWraithUserOptions
The percentage chance that the radio operation will intercept a radio message .
RadioMessagesInterceptChance = 50

Should this be increased to 90% chance ?

gap 07-14-15 08:12 PM

Quote:

Originally Posted by sober (Post 2328671)
RE radio messages .
TheDarkWraithUserOptions
The percentage chance that the radio operation will intercept a radio message .
RadioMessagesInterceptChance = 50

Should this be increased to 90% chance ?

In my opinion, no. Among the factors I listed below for discriminating among valid and not valid target, SOS messages are the ones I am actually not fully sure about. I am under the impression that New UIs spawns those messages pretty randomly, regardless of the diplomatic stance of the ship who has just spotted us. I remember intercepting a bunch of "scope spotted" or "SSS" messages while sailing in friendly ports, and this is tedious. Besides it, if we set enemy shipping along the lines of what I said in my previous post, we are left with a lot of cues wether to attack a given ship or not. There may be cases that we can't be 100% sure, bat that's realistic, and it is part of the fun! :up:

Oby 07-14-15 08:28 PM

Hi,Gap!

Are there any particular consequences in game if I have been spotted and got a red radio message?

gap 07-14-15 08:40 PM

Quote:

Originally Posted by Oby (Post 2328685)
Hi,Gap!

Are there any particular consequences in game if I have been spotted and got a red radio message?

If you have actually been spotted, yes, there are good chances that the spotting unit(s) will make the best out of TDW's Units radio patch and call for reinforcements, supposed that her (their) radio equipment wasn't damaged. But IIRC, the SOS radio messages intercepted by our radio man are just a cosmetic feature. Getting them doesn't necessarily mean that we have been spotted.

MCM 07-15-15 02:28 AM

How do you recognize a if a ship is friendly or enemy? I have to dive really near the ship, am almost at fire torpedo resolution range and position... and then it is US eg. and I am not allowed. Is it the same for you? Frustration sometimes when you invest 20min with TC to come near only to see it is not for you.

Or is there a trick that will you have to recognize sooner if enemy or friend?


All times are GMT -5. The time now is 12:01 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.