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 03-14-18 09:08 PM

Quote:

Originally Posted by Singed (Post 2545480)
Thanks and no worries, mod works great! I'm just kind of compulsive on tweaking the little things to suit my tastes, which may or may not suit anyone else. Been at it long enough to fully understand whatever I screw up is on me.

This is why I usually have 2 or 3 backups of everything I mess with.

Regarding your lat/long markings question ...Inn scripts folder you'll find file called IOstrategic map or something like that. In it you'll find the options to disable plastic map texture which will make lat/long numbers more visible.
I'm sorry, can't be more specific since I'm posting from my phone...
And yes, sh3 tactics tutorials should be fine even for twos in general although The AI in this expansion can be much more unpredicted than in sh3/4...

excel4004 03-14-18 09:45 PM

Very nice, very nice!! Thanks Vecko! :up:



:salute: :subsim:

vdr1981 03-14-18 10:01 PM

Quote:

Originally Posted by excel4004 (Post 2545487)
Very nice, very nice!! Thanks Vecko! :up:



:salute: :subsim:

:salute:

Singed 03-14-18 10:21 PM

Quote:

Regarding your lat/long markings question ...Inn scripts folder you'll find file called IOstrategic map or something like that. In it you'll find the options to disable plastic map texture which will make lat/long numbers more visible.

I'm sorry, can't be more specific since I'm posting from my phone...
Perfect instructions and a huge improvement for me! Thank You!
:Kaleun_Applaud:

vdr1981 03-14-18 10:46 PM

:salute:
Quote:

Originally Posted by Singed (Post 2545490)
Perfect instructions and a huge improvement for me! Thank You!
:Kaleun_Applaud:

You're quite welcome. As you may have already noticed, you can find there options to disable few more map features as well, like map dripped ect ...
Happy hunting!:salute:

ThePrody 03-16-18 02:02 PM

Has anyone tried the arctic campaign? My watch guys think the icebergs are ships so i'm getting "ship spotted" or "smoke on the horizon" all day , very annoying .

Netumin 03-16-18 02:32 PM

I can't get this to run.. Game loads up with WoS splash screen but then all I get is a black screen.

vdr1981 03-16-18 06:21 PM

Quote:

Originally Posted by ThePrody (Post 2545653)
Has anyone tried the arctic campaign? My watch guys think the icebergs are ships so i'm getting "ship spotted" or "smoke on the horizon" all day , very annoying .

It's either that or not to report them at all with possibility of collision. I think that more logical option is the first one.
Also , the number of icebergs in the game is no way near to be reported "all day"...

ThePrody 03-17-18 04:13 AM

well, luckily it wasnt all day every day :)
Is there a way to disable icebergs being recognized as ships ?

skin-nl 03-17-18 06:40 AM

Quote:

Originally Posted by Netumin (Post 2545657)
I can't get this to run.. Game loads up with WoS splash screen but then all I get is a black screen.

Did you wait a couple of minutes???

I need 3:45 minutes to load my game.

Michael

fitzcarraldo 03-17-18 12:00 PM

Quote:

Originally Posted by skin-nl (Post 2545748)
Did you wait a couple of minutes???

I need 3:45 minutes to load my game.

Michael

3 minutes here.

Regards.

Fitzcarraldo :Kaleun_Salute:

waldwolf1967 03-20-18 05:55 AM

My German Language Mod for TWoS
 
@vdr1981

You PM is full, than i post here =Sorry

Google Auto Translate (sory my englisch is not good)
*********************
Hello Vdr,
I have just uploaded my German language mod for TWoS! If you are interested in it, you are welcome to include it in TWoS and offer it! My mod is GME compatible.

Next will adjust the Funnelsmoke from all TWoS ships. For this I will take as base the file "particles_funnelsmoke" from the TWoS Library folder.

I have found that a lot of files are not yet fully in the game or in the mod.

I just want to support you a bit with your work, the TWoS has been great!
For a huge compliment !!!

Best regards
Han2007 (this is my modder Name) :Kaleun_Cheers:

fitzcarraldo 03-20-18 07:09 PM

Persistent destroyers:

August 1940, HT campaign, 100% realism. Great convoy in sight, at noon, I dive but they see me from long distance (only smokes on the horizon). They start to shot to me. I submerge to 140 mts. They start to ping me. Then, the depth charges rain starts. No damage. I try to take some distance from the escorts; there are four according the hydrophone, and very agressives. I start to go out of the area; the escorts stuck at me, the four damned destroyers. Due to my depth, I only receive light damage. Going at 2 knots, silent running, zigzags, more depht, less depht...From the noon to the next day morning - 20 hours in game-, the destroyers stuck at me. TCx64. I canīt understand why the escorts, the four, are with me and leave the convoy alone (circa 20 kms. at the morning). I have high CO2, batteries: 48%. Save the game and reload (Maybe the known sticky destroyers bug?). The destroyers are the four here, and continue to be agressive (more depth charges without pings); I go to periscope depth; try a shot to an escort, torpedo missed, crash dive (they see my scope in a 9 mts. sea), they continue behind me, all the four......It seems a lost cat-mouse game, I play death is death.
After 24 hours of submerged navigation, very low batteries, high CO2, I need to surface and try a without hope surface combat versus four destroyers....

Never see this behaviour in TWoS. The escorts are agressive, yes. Are persistent, yes. But 24 hours behind me, without pinging, without lose contact with my boat; I never experimented it. I play cat and mouse for 5 or 6 hours, and they win or I escape from them, but 24 hours persecuting me at very short range?

Please, tell me this isnīt true....

Some thoughts?

Regards.

Fitzcarraldo :Kaleun_Salute:

vdr1981 03-20-18 08:33 PM

Quote:

Originally Posted by waldwolf1967 (Post 2546140)
@vdr1981

You PM is full, than i post here =Sorry

Google Auto Translate (sory my englisch is not good)
*********************
Hello Vdr,
I have just uploaded my German language mod for TWoS! If you are interested in it, you are welcome to include it in TWoS and offer it! My mod is GME compatible.

Next will adjust the Funnelsmoke from all TWoS ships. For this I will take as base the file "particles_funnelsmoke" from the TWoS Library folder.

I have found that a lot of files are not yet fully in the game or in the mod.

I just want to support you a bit with your work, the TWoS has been great!
For a huge compliment !!!

Best regards
Han2007 (this is my modder Name) :Kaleun_Cheers:

Thank you very much waldwolf1967!
One of the main ideas behind TWoS was to attract new/old mod makers to work over unified platform so I really appreciate your efforts.
Cheers!:salute:

vdr1981 03-20-18 08:43 PM

Quote:

Originally Posted by fitzcarraldo (Post 2546243)
Persistent destroyers:

Some thoughts?

Regards.

Fitzcarraldo :Kaleun_Salute:

Without creating too much spoilers, I'd say that 2 knots is just too much for elite hunter-killer groups who wont leave you untill they can detect you with their sensors even periodically. You'll find few tips about this question on "few more tips" section of this thread...:salute:
You should also ask yourself what would you do if you were HK group commander and you know that there's uboat in the area which you can detect from time to time...


All times are GMT -5. The time now is 09:33 AM.

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.