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Fifi 10-08-18 02:02 PM

Quote:

Originally Posted by vdr1981 (Post 2571794)
Thanks guys for your feedback. Anyone else? It seem that the glitch can be heard only when flooding is present...:hmmm:

Already had flooding, and nothing special to report in the playing sounds...
Have to say i’m Playing without any music background though.

gap 10-08-18 03:03 PM

Quote:

Originally Posted by vdr1981 (Post 2571842)
I made it eventually, yes...I loaded convoy leaders with "dynamite" so if a player is so lucky to hit exactly them, they'll go "boom" and a "leader duty" will be instantly transferred to unit No2... :D Works very well in game...:yep:

Brilliant :yeah:

vdr1981 10-08-18 06:02 PM

:D

https://i.postimg.cc/c4WRbpwX/SH5_Im...9_00.08.38.jpg

Ashikaga 10-08-18 08:52 PM

Hahahahaha epic Vecko!

Quick question is it possible to make a script which turns on sub flags about 10 km from friendly ports as well as home harbors. This because subs on missions never showed their flag. So at the moment I always have to turn on or turn off the no sub flags mod off several kms from port which means exiting and restarting the game. It would be great if it could be automated.

CaptBones 10-08-18 09:56 PM

Now there's something you don't see every day!
 
Well, out of the loop for a day or so and amazed at what's been going on.

Anyway...back to the matter of flags and pennants...although I really must get to the Kiel Kanal now! :D

Writing a point-by-point reply is getting kind of cumbersome, so let me try to address the main questions and provide just a little more background.

Additional definitions: National flags and ensigns (naval and merchant marine) are called "colors", or "colours" for our British friends. Colors and "distinguishing" flags (those authorized to be used by Flag Officers...that's where the term comes from, obviously) are "worn" by ships and by individuals (Flag Officers) entitled to display a personal flag. They may also be said to be flown in a ship or at a place. Other types of flags may only be flown or displayed, they are never "worn".

Warships: display of flags is definitely controlled by rules and regulations as well as by custom and tradition. I applaud vdr1981 for the KM ensign changes shown in the screenshots in the 10/08 11:33 AM post. Almost all of the flags in the sim are much too large and prominent at too great a distance. However, the display of ensigns is specific to each navy, with the RN being quite different from the USN and the KM essentially following the same practices as the RN. The USN was discussed earlier, so I will just mention the RN/KM rules. The ensign and the jack are displayed in port, or at anchor/buoy, same as with the USN. At sea, during peacetime, it is worn at the fantail flagstaff, unless the weather is bad, when it is worn at the main peak. At sea, during wartime, it is worn at the main peak, not at the fantail. Also, when in action or going into action, RN and KM warships wore two ensigns, one at the main peak and the other in a "conspicuous position", e.g., from another mast or at the fantail. Now, are convoy escorts (in the sim) "in action" or are they "going into action" and if so, is it possible to display two ensigns? Just asking, not saying it must be so.

As far as pennants go, that is really a great idea, but is also mostly eye candy and a treat for those who take and share screenshots with nice eye candy. In our beloved sims, a Kaleun who can see and appreciate those pennants is one who is flying around "cheating" with the external camera or is virtually floating about in a life-ring or on flotsam from his recently departed "iron coffin". :O:

Merchant ships: much more difficult to say "one size fits all". There are "rules" here too, but much more like custom, tradition and courtesy. They wear their colors at sea largely at the discretion of the Master, except for certain circumstances. Encountering a warship at sea is one such circumstance (failing to dip is considered quite an insult), entering another nation's territorial waters is another, where custom and courtesy requires you to identify your own nationality and to also recognize (and honor) your host nation.

In time of war, it might be preferable for a belligerent nation's ship, sailing alone, to conceal its identity until it can identify any strange ship (or aircraft) that has likely sighted it and is approaching. A belligerent vessel in convoy would not necessarily need to fly its colors, everybody knows who everybody else is. But then, they might be proud of the fact that they are on the team and "giving it a go" in the face of those evil U-boats and would want all the other ships to see those proud colors snapping in the breeze. House flags fit into that scenario quite nicely. They are usually flown when entering or leaving harbor or meeting other ships (sort of fits the description of being in a convoy, doesn't it?) and are flown at the main masthead (from a yardarm or a gaff at the masthead) not the main peak.

If I were doing what you all are trying to do, I would try to put as much variety into it as possible, if at all possible. For instance, not all belligerent merchant ships would display their colors. Most of those that do would wear their colors at the main peak, except for ships with superstructures and/or bridges aft, which would wear them at the fantail. There has already been enough discussion of how neutral vessels should handle wearing their colors; where they do so fits into the foregoing statement.

Well, enough, again...I hope this helps rather than adding more confusion.

Thank you all again for the wonderful work you do...sink 'em all!

:Kaleun_Salute:

Fifi 10-09-18 03:04 AM

I agree with CaptBones about his last merchants statements.
I have examples where merchants didn’t wear at all any flag, and U-Boot had to guess for their nationality.
Currently reading Peter Cremer biography, after sinking some cargos, he had to ask survivors in their lifeboats what nationality and ship name they sailed...
It even bring the terrible error when he sank a German ship coming back from china with a precious load!

I’m quite convinced some civilian ships in war time tried to hide their nationality until they crossed other boats they could trust.
But for an hidden U-Boot... :D

vdr1981 10-09-18 06:54 AM

Slowly preparing new v2.2.8 update, this would be the changelog so far:

v2.2.8
- Initial loading screen updated with additional "Black screen pause" note and "Best of Subsim 2017" badge.
- Edited appearance dates of FuMB-1 Metox radar warning receiver, FuMO-29 radar and Bold1 decoys according to historical dates in single missions and campaign.
- Radar display will now show airborne contacts as well.
- Added ability to manually turn off radar at captains discretion which wasn't possible before (radar was always radiating EM energy regardless of On/Off state).
- Incorrect South African flags are now fixed, together with few more flag problems like incorrect German flag shown in the museum (info card) and missing "Free Netherlands" flags on ships.
- Soviet and New Zealand navy and civilian vessels now have correct ensigns.
- Various flags chart fixes.
- Moved flags positions to ship's stern for several ship types (Medium troop transport, London heavy cruiser, Chacal destroyer, Strasbourg battleship, Deutschland and Admiral Hipper class cruisers). More to come in future updates...
- Send weather report command from radiman's UI command menu is now functional! Use it at your own discretion but be aware that, just like a normal status report, your weather report can be intercepted and triangulated by allies.
- Better description for some TWoS optional mods and add-ons. (Campaign Advance Verifier Testing, More info)
- Edited numerous ingame texts and tool-tips for better understanding of certain GUI command functions.
- Removed some of the non-implemented and redundant GUI commands in order to avoid confusion.
- Added "Russian fonts patch" to TWoS Documentation folder with the appropriate install instructions.
- Various smaller tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Richard Roberts, David "HW3" Stevens, Ales "Kikinado" Bily, Dale Francisco, Christian "Kuddell1982" Eilmes, Yangfan Xu, Garry Dragon, Steven Reynolds and especially to Grant "CaptBones" Graeber for his enormous 100 USD donation! Thank you very much Captains! Have fun and sink 'em all! :)


Gamesave compatible of course...:yep:

excel4004 10-09-18 03:05 PM

WoW! What a fantastic update is arriving soon!


Cant wait to install it and leaving port with all these nices fixes and news.


Very nice! :yeah:


:subsim:

CaptBones 10-09-18 05:11 PM

You are very welcome Vecko and thank you also.
 
The additional changes you advised will be coming in v2.2.8 look very nice, please keep up the wonderful work you are doing. Without your efforts and the products from all the great modders out there, this game/sim wouldn't be worth even attempting to play.

I did want to point out one thing that I also mentioned in my 10/08 9:56 PM post. RN and KM (and probably French and Italian) warships follow...or did follow in WWII...the RN's practices WRT wearing the colors at sea. In peacetime at the fantail ensign staff (except in bad weather), but during wartime at the main peak. The corrections you've identified as coming in v2.2.8 would be a step back from "reality" in our 1940's sim world. But, I also have to say that your earlier screenshots of the "Deutschland" and "Prinz Eugen" do look much better, just because the size of the ensigns is a great improvement all by itself.

If I may, I have two questions also...

First; putting 2.67m of scope above water is much more than I would prefer under most circumstances. I'd like to make that about 1m and change the default periscope depth for all three Type VII boats to 13.5m. Do you think that changing that value in the respective Submarine folder's ".cfg" files would have any adverse effects elsewhere?

Second; I did another Historical Mission Tutorial last night and tried out the SH3 style HUD speed, course, and depth dials/controls. They look good and seemed to function well at first, but then I noticed that the speed control was not responding correctly. The EOT would only advance to one setting less than I ordered, regardless of how I ordered the change (clicking on the dial or using a hotkey). I also could not coax more than 4knots out of the boat (at periscope depth) even when ordering standard/full/flank ahead.

Any ideas or suggestions to investigate and fix that? I'll revert to the SH5 Enhanced HUD controls otherwise.

THEBERBSTER 10-09-18 05:48 PM

Hi CB
I also noticed that the SH3 GUI speed dials do not show the correct telegraph response but only when electric engines are used.

From All Stop to Slow Ahead there is no response from the telegraph.

Slow Ahead cannot be selected.

Ahead 1/3rd moves the telegraph to Ahead Slow.

Ahead Standard moves the telegraph to Ahead 1/3rd.

Ahead Full moves the telegraph to Ahead Flank.

Peter

Ashikaga 10-09-18 06:04 PM

While that is true it is easily overcome by setting the speed after you give the telegraph order.

Click on the square under the telegraph to change the dial and remember both engines can and will run at different speeds if so ordered. Use both hands separately when you like.

What I do find annoying of the sh3 dials is that at times when you give a dive command or depth command the engines go to all stop. That is why I now give dive and speed commands at the same time.

Vecko, about my question to have an automated flag near port and no flag at sea for the U boat, is that possible to do?

vdr1981 10-09-18 06:47 PM

Quote:

Originally Posted by CaptBones (Post 2571956)
I did want to point out one thing that I also mentioned in my 10/08 9:56 PM post. RN and KM (and probably French and Italian) warships follow...or did follow in WWII...the RN's practices WRT wearing the colors at sea. In peacetime at the fantail ensign staff (except in bad weather), but during wartime at the main peak. The corrections you've identified as coming in v2.2.8 would be a step back from "reality" in our 1940's sim world. But, I also have to say that your earlier screenshots of the "Deutschland" and "Prinz Eugen" do look much better, just because the size of the ensigns is a great improvement all by itself.

So, if I understand correctly, you are trying to say that it would be more realistic actually to leave flags as they were before, right?

Quote:

If I may, I have two questions also...

First; putting 2.67m of scope above water is much more than I would prefer under most circumstances. I'd like to make that about 1m and change the default periscope depth for all three Type VII boats to 13.5m. Do you think that changing that value in the respective Submarine folder's ".cfg" files would have any adverse effects elsewhere?
You are aware that you can fine tune attack periscope height with PgUp and PgDown keys? And yes, you can adjust pre-selected depths in submarines cfg file. Those settings will only effect depths for your GUI commands.
Also, "snorkel depth" (13.5m) is more suited for attack periscope, that's why I always use it during the attack... :yep:


Quote:

Second; I did another Historical Mission Tutorial last night and tried out the SH3 style HUD speed, course, and depth dials/controls. They look good and seemed to function well at first, but then I noticed that the speed control was not responding correctly. The EOT would only advance to one setting less than I ordered, regardless of how I ordered the change (clicking on the dial or using a hotkey). I also could not coax more than 4knots out of the boat (at periscope depth) even when ordering standard/full/flank ahead.
The same will happen with stock SH5 UI style. It's a side effect from one of the TDW patches (Gen. Patcher, SHsim.act, Electric engine ratios) which is responsible for realistic speed and RPM outputs while submerged.

This is from Quick Start Manual...
Quote:

- Telegraph acts weird. I ord er standard speed (3) but it only sets to slow ahead (2) and so on, it is always one speed setting behind the
ordered one.

Small side effect from one of the patches but your commands are accepted correctly, works much better with SH3 interface...
That been said, your max submerged speed of 4 knots doesn't sound right at all. :hmmm: All U-boats in game, except U-FLaK, have maximum underwater speed (with full batteries) 7-8 knots, depending of currently equipped conning tower...

vdr1981 10-09-18 06:53 PM

Quote:

Originally Posted by Ashikaga (Post 2571963)

What I do find annoying of the sh3 dials is that at times when you give a dive command or depth command the engines go to all stop.

I think that you have "over modded" something again...:) That is not happening in TWoS regardless of used UI style... :yep:

Quote:

Vecko, about my question to have an automated flag near port and no flag at sea for the U boat, is that possible to do?
If it was possible, it would be modded long time ago...:cry:

Ashikaga 10-09-18 07:35 PM

Okay, thanks for that info. Do not think I overmodded since the actual speed when checking does not really change so it must be a telegraph dial glitch or something in the sh3 UI.

Twos 2.2.7,is running fairly stable here. I am convinced any ctd is due to my 2.33 dual core and Nvidia 720 and my RAM. Happens only when in very busy engagements with many ships and sporadically. Game freeze when giving several crew commands while moving about the sub at high speed et cetera. Should all change with my new rig which is fairly massive.

problems became worse though with the rusted glory mod.

CaptBones 10-09-18 10:44 PM

Thanks for the quick response Vecko...
 
So, if I understand correctly, you are trying to say that it would be more realistic actually to leave flags as they were before, right?

Regarding warships..."yes". Although I have not seen every or even many warships in the game yet (I'm still practicing and getting used to operating things), from what I have seen in various utube videos and screenshots from yourself and other players, as well as comments here from others, I would say the placement is correct as before...at the main peak. The reduced size by itself produces a much much better representation of what you would see (and be able to see and identify) at sea in the real world.

You are aware that you can fine tune attack periscope height with PgUp and PgDown keys? And yes, you can adjust pre-selected depths in submarines cfg file. Those settings will only effect depths for your GUI commands.
Also, "snorkel depth" (13.5m) is more suited for attack periscope, that's why I always use it during the attack...
:yep:

Yes again...I did exactly that, but was wondering if I could change the default periscope depth without affecting anything else. Then I would fully extend the scope initially and adjust my depth to raise it higher if needed or use the PgDn or single down-arrow button to lower it a bit if needed...more "realistic" method from my real-world experience. IIRC, snorkel depth for the VIIC was 12m, so I would also adjust that...but maybe I'm just "picky". :)

The same will happen with stock SH5 UI style. It's a side effect from one of the TDW patches (Gen. Patcher, SHsim.act, Electric engine ratios) which is responsible for realistic speed and RPM outputs while submerged.

This is from Quick Start Manual...

Well, then I think I'll stick with the SH5 Enhanced HUD instead...

That been said, your max submerged speed of 4 knots doesn't sound right at all. :hmmm: All U-boats in game, except U-FLaK, have maximum underwater speed (with full batteries) 7-8 knots, depending of currently equipped conning tower...

Hhhmmm...I wonder if maybe I was just being too impatient and forgetting that there are time delays built in to prevent "jackrabbit" acceleration. I was focused on the lack of correct response on the EOT and might have simply made too many changes too fast.

Thank you again Vecko...many thanks.

Fifi 10-10-18 01:52 AM

Quote:

Originally Posted by vdr1981 (Post 2571971)
If it was possible, it would be modded long time ago...:cry:

Sorry for off topic, but there is a very cool SH3 GWX feature about sub flag...
We can ask the watch officer to raise flag, or lower it! (By pressing a hot key)
It just make it appear or hide... i wish it could be feasible in SH5 :D
Maybe one day!

Cybermat47 10-10-18 02:56 AM

Does anyone else have escorts following them at 15 knots when shadowing a convoy?

And if so, is this a glitch, or is the escort using radar or huff-duff?

Fifi 10-10-18 04:29 AM

Just a thought for future update...

Maybe you could add as TWOS additional mod the Mighty Fine Crew Alt faces (with beard or not) for those who are tired of stock faces...
I think it’s fully TWOS compatible, i use them currently without any issue :03:

Ashikaga 10-10-18 05:52 AM

It is great to see input by submariners on here. About that periscope. Yes you can put it full out and adjust depth with the sub to either let it be just above the surface. 1meter or less. I have done that a few times. However adjusting depth takes time. And it makes noise. So at the moment i go to periscope depth and just fiddle with the height by slowly clicking on it. I often am just on the border of water and surface and can still lock.

Cybermat47 10-10-18 07:22 AM

@vdr1981 I’ve been doing some research on the G7e TII torpedo, and I’ve found that it’s inaccurate in SH5 at the moment, even with TWoS. Currently, it has a speed of 28 knots, and a range of 3000m. However, I’ve found that this performance was only found in the torpedo when it was launched “cold”. When properly pre-heated, it had a range of 5000m at 30 knots.

The sources I use for this from are uboat.net (https://uboat.net/technical/torpedoes.htm), navweaps.com (http://www.navweaps.com/Weapons/WTGER_WWII.php), and the work of the GWX team.

If you want to include this mod in the next version of TWoS, feel free to :Kaleun_Salute:

http://www.subsim.com/radioroom/down...o=file&id=5388


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