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

siege00 03-15-16 06:55 PM

Quote:

Originally Posted by vdr1981 (Post 2389588)
Guys, dont forget that you can use "C" key to reposition your nav fixes and therefor help your navigator... Dead reckoning accumulated error can be corrected quite easily IF you have some landmark in sight...If not, well, then open four eyes and 10kn at max with minimal TC...:yep:

Thanks for the advice Vecko. I wondered if position fixes by RN would compound errors. I keep it going pretty regularly with Position on Patrol script and would dump bad ones.

Does SH5 simulate drift and currents? Because if not, I could help RN on the open seas where it really gets bad sometimes by dead reckoning my own route?

Thanks!

siege00 03-15-16 06:57 PM

Quote:

Originally Posted by palmic (Post 2389600)
I always fixes my position by C (well i did not know about this shortcut, i used pencil :-) ) when i calculate one :salute:
+ i nerfed down max TC to 128 and its much better for me, i still had no lagging exploit when "something" is around :)

BTW: ****! i want that avatar out, keeping posting! :o

LOL! "One night in Bangkok makes a hard man humble..." Every sailor's got one of those stories. ;)

palmic 03-16-16 05:19 AM

Quote:

Originally Posted by LesBaker (Post 2389532)
This is from the documentation in TWOS.

Range estimation
================
Binoculars and scopes have milliradian scales that allow to estimate/measure distances: "10" on the attack scope corresponds to "100" on the observation scope and represents roughly 100 milliradians (~5.73 degrees at low power magnification, at high power it's 4 times less: 25 milliradians or ~1.43 degrees).
One large mark on the binoculars represents roughly 10 milliradians (~0.573 degrees).
The markings are used as follows: given a target of height H that takes up M markings, its range R can be calculated:
R = H*k/M
where k is:
- 100 for attack scope low power and binoculars
- 400 for attack scope high power
- 1000 for observation scope low power
- 4000 for observation scope high power
Example:
Imagine you're observing a Liberty Cargo (mast height ~26m) through an observation scope at high power and ship's mast reaches "100" mark. Then the range will be:
26 * 4000 / 100 = 26 * 40 = 1040 meters
If you'd go up to conning tower and observe the ship through attack scope now (don't forget high power), its mast will reach "10" mark. Let's check the range:
26 * 400 / 10 = 26 * 40 = 1040 meters
RAOBF should give you something close to this value (between "10" and "11" on the range ring).
If you now surface and observe the target through your binoculars, it will take up 2.5 marks:
26 * 100 / 2.5 = 1040 meters
Mental rule for k:
"Normally x100, additional 0 for observation scope, additional x4 for high power magnification" ;)
Take note that horizontal scale on the observation periscope is in degrees. I don't know for sure why that is, and the sources are scarce, but I believe this could be helpful for navigation and for estimating target's angular size i.e. to set salvo spread angle.

Les

Where can i find this documentation? I tried even to search for strings from this post in TWOS files by total commander and found nothing..

oscar19681 03-16-16 07:27 AM

Dive planes
 
Question, when i click the LI and click manual dive planes the auto dive planes remain highlighted. Whats the trick to manually operate them?

vdr1981 03-16-16 08:45 AM

Quote:

Originally Posted by oscar19681 (Post 2389850)
Question, when i click the LI and click manual dive planes the auto dive planes remain highlighted. Whats the trick to manually operate them?

There is no trick if you have properly activated gen.patcher and the snapshot? Did you?:hmm2:

EDIT:

http://s6.postimg.org/8sxmoeei5/SH5_...6_14_51_52.jpg
https://www.youtube.com/watch?v=Inzh39SQtTY

vdr1981 03-16-16 09:08 AM

Quote:

Originally Posted by palmic (Post 2389821)
Where can i find this documentation? I tried even to search for strings from this post in TWOS files by total commander and found nothing..

I think it's from "Large Optics" documentation folder...

palmic 03-16-16 02:19 PM

nice one, i was searching in 07 update, thats why i did not find it :)
Thanks again :up:

oscar19681 03-16-16 04:33 PM

Quote:

Originally Posted by vdr1981 (Post 2389871)
There is no trick if you have properly activated gen.patcher and the snapshot? Did you?:hmm2:

EDIT:

http://s6.postimg.org/8sxmoeei5/SH5_...6_14_51_52.jpg
https://www.youtube.com/watch?v=Inzh39SQtTY

I installed with gen mod enabler in this order.

Wolves of steel 1.05
Wolves of steel update no-8
Wolves of steel real navigation
Wolves of steel resolution patch 8x5
Submarine fluctuate more powerfull mod for Wolves of steel

I get the diveplane logo,s but not dails. If i click for or af manual dive Control only the automatic dive plane logo,s remain highlighted on diveplane zero degrees logo,s are blacked out

Raven1976 03-16-16 05:49 PM

Hello guys i have a question: After you finish your patrol and return to your homeport how do you dock? I cant see any docking button (the one with the anchor).
I tried shift-z but nothing happened. Is there another button for this?

THEBERBSTER 03-16-16 06:11 PM

Hi Vecko
I have the same problem again as I had back in September 2015
http://www.subsim.com/radioroom/show...postcount=2644

i thought I would give Real Navigation another go after seeing the new Hawaiian_Hero tutorial.
I have done a re-install but have a problem with getting Real Navigation to show.
The Real Navigation mod is from patch no.8.

Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft\Silent Hunter 5\MODS]
1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update 08
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith

Shows correctly on the map when your old v1.04 fix is enabled.

Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft\Silent Hunter 5\MODS]

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update 08
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith

Hope you will be able to update a new fix for v1.05 for me.

Quite right Vecko, overthought the issue, now ok.
Thanks for putting me on the right path

Peter

Husksubsky 03-16-16 11:20 PM

Quote:

Originally Posted by oscar19681 (Post 2389403)
FHaving A strange issue. After i have installed my u-boat stutters in external view.It also seems to stutter somswhat less when on the bridge. It only seems to effect my u-boat And Everything else runs as smooth as silk. Can anyone tell
Me whats causing this?

I still use the antilag fix. Doesnt most use it? D3d.dll and a. Ini file . Some settings was adviced by sober. Fps 35and rnder ahead 2?

Husksubsky 03-16-16 11:40 PM

Quote:

Originally Posted by Warham (Post 2389178)
Does OldStyleExplosions V1.1 mod compatible with TWoS? Is there any nice video with TWoS like trailer?

2) Search script from some time don't accelerate time to x128. And he began to set maximum boat speed although earlier speed was small forward.

Can it be fixed?

All scripts start with leaving navmap and increase surfacespeed for quicker dive. If a contact is detected, TC will be set to one. Otherwise 128/4 script will resurface and go 32 x until recharge initiated(need OFEV edit.) then go 128X.

Apology for boats not keeping direction will fix it among other details. Anyone for a 256 option? I use 32 for myself :))

After surfaced FE (fueleconomy) Will set surface speed to slow.

Sjizzle 03-17-16 01:22 AM

Quote:

Originally Posted by Husksubsky (Post 2390040)
I still use the antilag fix. Doesnt most use it? D3d.dll and a. Ini file . Some settings was adviced by sober. Fps 35and rnder ahead 2?

there are plenty of players who use the Antilag the correct settings are

Quote:

; D3D9 antilag config file
; by Kegetys <http://www.kegetys.net>

; RenderAheadLimit: Limit how many frames ahead are rendered to reduce input lag. 0 to disable.
; FPSlimit: Limit framerate for smoother gameplay and reduced cpu/gpu use. 0 to disable.

[config]
RenderAheadLimit=2
FPSlimit=32

Husksubsky 03-17-16 02:51 AM

Quote:

Originally Posted by Sjizzle (Post 2390060)
there are plenty of players who use the Antilag the correct settings are

Yea I guess some gfx cards need it some don t. I always needed it with ATI cards
or AMD...

Warham 03-17-16 04:50 AM

Quote:

Originally Posted by Husksubsky (Post 2390045)
All scripts start with leaving navmap and increase surfacespeed for quicker dive. If a contact is detected, TC will be set to one. Otherwise 128/4 script will resurface and go 32 x until recharge initiated(need OFEV edit.) then go 128X.

Apology for boats not keeping direction will fix it among other details. Anyone for a 256 option? I use 32 for myself :))

After surfaced FE (fueleconomy) Will set surface speed to slow.

Thanks for info. Where are the scripts stored? I want to set 256х instead of 128. Or it will make some problems?

palmic 03-17-16 04:57 AM

Quote:

Originally Posted by Warham (Post 2390086)
Thanks for info. Where are the scripts stored? I want to set 256х instead of 128. Or it will make some problems?

In fact i limited all my TC only to 128x max just because lagging while there's some contact around, just to not exploit standard ways to detect enemies.
I think, this is only one problem with TC 256/512.

vdr1981 03-17-16 06:22 AM

Quote:

Originally Posted by THEBERBSTER (Post 2390010)
The Real Navigation mod is from patch no.8.

Peter, there is no any Real Nav mods in TWoS update No.08, haven't you understood that so far?:hmm2: What you see there is just an empty folder structure with few updated files for "real" RealNav mod which should already be placed in your MODS folder. You have probably deleted that mod, from some reason....Again...

Understand that with regular TWoS updates even optional mods/addons gets "modded", not only files from main data folder...

vdr1981 03-17-16 09:29 AM

Quote:

Originally Posted by Raven1976 (Post 2390007)
Hello guys i have a question: After you finish your patrol and return to your homeport how do you dock? I cant see any docking button (the one with the anchor).
I tried shift-z but nothing happened. Is there another button for this?

Save and reload the game, the orange anchor icon will appear then...


Quote:

Originally Posted by oscar19681 (Post 2389995)
I installed with gen mod enabler in this order.

I was asking you about TDW Generic Patcher, not JSGME. Step 6 from TWoS setup notes...

Warham 03-17-16 11:18 AM

I edited search scripts in SearchPattern.sha file.

Before:

Set_Time_Compression,8,0,0,0,0,0,0
Ahead_standard,0,0,0,0,0,0,2
Set_new_depth,32,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,120;****0
Report_nearest_sound_contact,0,0,0,0,0,0,15
Ahead_standard,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,70
Set_Time_Compression,1,0,0,0,0,0,0
Advanced_knuckle,-60,0,7.5,7.5,0,0,10
Set_Time_Compression,128,0,0,0,0,0,5400

After:

Set_Time_Compression,32,0,0,0,0,0,0
Ahead_standard,0,0,0,0,0,0,2
Set_new_depth,32,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,5
Hydrophone_normal_sweep,0,0,0,0,0,0,120;****0
Report_nearest_sound_contact,0,0,0,0,0,0,15
Ahead_standard,0,0,0,0,0,0,2
Surface,0,0,0,0,0,0,70
Set_Time_Compression,32,0,0,0,0,0,0
Advanced_knuckle,-60,0,7.5,7.5,0,0,10
Set_Time_Compression,512,0,0,0,0,0,5400


And its megacool now :up: And work's perfect. Before it was really slow and boring to patrol with scripts. Maybe there some problems which i don't see?

THEBERBSTER 03-17-16 11:29 AM

Hi Vecko
Thanks for the explanation, now fully understood, will not make that mistake again.
Peter


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