Quote:
To make the deck crew man the gun after the submerged icon disappears from the top right of the screen , just click on the crew on deck icon . I did find a fix once for the deck crew leaving the gun but the alternative is sinking every ship with the deck gun . http://i57.tinypic.com/2rm9its.jpg |
Hi Guys
You can get all of Shaefer's video's from my tutorial post's in one place. See TWOS in action. Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos If you missed season 1 then here all the video's. Post #14 Shaefer's Season 1 Let`s Play Silent Hunter 5 (16 YouTube vidoes) Enjoy Peter |
Reducing 72 hour patrol time
Is there any way that the area patrol time can be reduced from 72 hours to 48 hours? Not being able to save during the patrol duration seems to induce a problem with the SH5 Advanced UI becoming corrupted after about 48 "in game" hours on my system under certain conditions.
All the UI information fields get blanked out with white squares and the only way to tell what they read is by placing the mouse cursor over it and reading the tool tips and also the game generally becomes unstable. :down: This has happened a couple of times now and I think it seems more prone to happen when the seas are high with wind speed up towards 15 M/S for the 72 hours of the patrol duration. |
Quote:
The ultimate SH5 mod........One that allows you to throw the deck/flack gunners into the ocean and watch them tread water while you sail into the distance!!!:D |
I use SH3UI and don't have any UI problems like that kevinsue.
This mod is working GREAT for me. It actually seemed to get more stable as my patrol went on. A solid 6 hours running the game with no crashes. (up the southeast coast of England, back to Heligoland to refit, and back to England again to dump my load on a convoy) IMO saving often is not that great of an idea. You want to minimize saving/loading as much as possible on patrol. This mod is loading everything inside 60km and drawing everything inside 20km. If you save while inside your patrol grid, there is a much higher chance that you are not making a "clean" save. The best is to follow the tips for stable gameplay on the supermod description. I make a save in/out of patrol area ~100km "open sea" all stop 0kn, run TC512 and watch the minute hand. If the minute hand isnt moving smooth at this TC there is probably traffic <60km away. Same thing for entering/exiting port or refit. I wouldn't ever load a save not made under those conditions. Watch the chronometer movement during TC! If it starts getting too choppy, you're flirting with a CTD. That patrol I mentioned finally did CTD going back to Willhemshaven at TC128. |
Quote:
Quote:
Quote:
For example , you're engaging convoy somewhere in the Atlantic, creating skirmish and your game engine "accumulates" objects A, B and C , but later when in your rendering area enters object D, your game may CTD. If you do not reload the game before object D enters your area, the game will restart it self...:D After all this years it seams that objects A, B and C are mostly .dat imported units and planes, particles ect while obj.D will almost always be found in the harbor... Quote:
Quote:
|
How do I deactivate these to stop CTD at homeport? Cheers.
TDW_Ship_Inertia_1_1_0 TDW_IRAI_Inertia_Damage_Test |
welcome aboard!
Jedstream & Death6 :Kaleun_Salute: We missed your first posts; forgive our bad manners.
|
Thanks- and no problem!
|
Quote:
|
Quote:
is out dated by RPM inertia that is found in the TDW_GenericPatcher_v_1_0_168_0 . |
A Warm Welcome To The Subsim Community > Death6 & Jedstream :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: |
Quote:
Off Topic: Just read a book yesterday called "I Flew for the Fuhrer" by Heinz Knoke. He spent much of the war years defending this area, Heligoland, Wilhelmshaven and Kiel etc against the massive allied bomber attacks......Interesting read! :yep: Quote:
|
Quote:
Quote:
Thank you very much, sir! :salute: I have some questions: 1: Can I apply "Nvidia missing lights" with the JSGME, after everything else, without messing the game up? In the folder there is only texture files, so I take it that wont make problems..... 2: I would also like to apply the "hide UI" option. Would be great for video making. Is there a guide somewhere on how to? 3: I am ready to install patch 5 + hotfix 2, but I dont want to screw it up. From what I read, I just apply it out of rendering distance, and I am good to go. No snapshot restoring at all, right? Thank you for your time. |
Your a star :salute:
Shift + Z hides the UI |
Quote:
I have seen this in some of Stoianm`s videos. The UI was hidden until he moused over it, then it became visible again. Thanks. |
Hi Shaefer
Your first series got me in to Real Navigation. In Series 1 episode 9 for example you showed how to use the 4 bearings Kuikueg version. In series II you are not playing the perfect game which would be easy to do through editing so we see both the right ways and wrong ways of doing things. Us, the viewers will learn from your mistakes and others will learn how to do things for the first time. Pesrsonally, I think they are good tutorials in a subtle way. Peter |
How to hide the GUI
Keep all your mods enabled go to your SH5 install folder Silent hunter 5\data\Applications\OptionsFileEditorViewer and click on the viewer click on file\set path to menu text and just point it to the menu in the sh5 folder Silent hunter 5\data\Menu\Menu then set the path to the SH5 install folder then click on open and point to Silent hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions the user options will open and then go to the heading HUD go to camera bar for example and click on the + double click on False to change it to true save and then try it out in game |
Last night I finally made it to the East coast of Britain for the second time.
It's really annoying to have to crawl past friendlies at 64X time compression max, even in travel mode. Anyway, I got there, and in the dark closed in on what appeared to be a tanker lead by a destroyer. My SH5 "eye" is obviously off from years of SH3. I closed in, set the TDC, guessed a speed of 7 knots, and fired from what I figured was 1000 meters or closer. I can't be sure. I fired three fish, one at the bow, one center, one stern, and all three missed. With the Wolves of Steel mod, if I'm in bunker and go into realism settings and turn on map contacts will I see map contacts that I see in the periscope, or does the mod override that? I'm thinking of going back to map contacts until my eye gets trained at SH5 range and speed estimation. Also, what is that formula for computing speed based on time crossing the reticule and the length of the ship? Steve |
Quote:
The mouse in/out function for the UI is easy to set up with the Options File Editor Viewer as per Sobers instructions in the previous post. I hide everything to do with the UI including the Torpedo control panel, Periscope control panel and the TDC, so when you are in periscope view, you only see whats outside, no gauges and dials or anything else. Great for low light visibility. I adjust the time delay for the Scopes periscope depth and Torpedo box from default 5 to 30, so they stay visible for longer when moused over, if you are setting up for an attack. Attack, Obs scope and UZO TDC mode are set to "NOTDCDials and are adjusted in the TDC tab of the Options File Editor Viewer so you just click on the Torpedo control panel TDC Dials button when you need them. I just install the "nVidia missing lights" mod after all the "TWoS" mods. This mod came about because all of the people involved in making "Steel Viking's Interior" mod used ATI Radeon video cards and were unaware of the lights problem with nVidia cards until after the mod was released. :D |
All times are GMT -5. The time now is 11:25 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.