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

Lanzfeld 10-02-15 11:28 AM

Well on the topic of silent running...:hmmm:

Why are there two symbols for silent running? One is when I hit the "z" key (I think it is an ear symbol) and the other is when I hit F7 (I think) and a note with a slash through it appears. Both indicate silent running but what is the difference?:dead:

The disturbing part is the crew continues with repairs during silent running and that seems like it should not be happening. Any ideas? Why???:/\\!!

Also two battle stations symbols? A bell or a man symbol. Why?

Also...talking about repairs I noticed a hammer symbol in the engineers tabs but it doesn't seem to do anything. The crew seems to repair if that hammer button is pressed or not. Can anyone explain this to me?:know:

EDIT.....final question for now please...is there a different ping sound for when you are detected vs when they are searching?

Lanzfeld 10-02-15 11:34 AM

Oh yeah....a little tip on the vanishing anchor symbol. Try hitting "shift Z" a few times.:rock:

Tonci87 10-02-15 11:46 AM

Quote:

Originally Posted by Lanzfeld (Post 2348567)
Well on the topic of silent running...:hmmm:

Why are there two symbols for silent running? One is when I hit the "z" key (I think it is an ear symbol) and the other is when I hit F7 (I think) and a note with a slash through it appears. Both indicate silent running but what is the difference?:dead:

The disturbing part is the crew continues with repairs during silent running and that seems like it should not be happening. Any ideas? Why???:/\\!!

Also two battle stations symbols? A bell or a man symbol. Why?

Also...talking about repairs I noticed a hammer symbol in the engineers tabs but it doesn't seem to do anything. The crew seems to repair if that hammer button is pressed or not. Can anyone explain this to me?:know:

EDIT.....final question for now please...is there a different ping sound for when you are detected vs when they are searching?


Would like to know this too. What is the "proper" way of activating Battle station, silent running, or ther things?
Speaking to the crewmember, using the command symbols, hitting a key?

Also, yeah it does bother me too that you can leave silent running and battle station on only for a limited ammount of time because they drain morale so fast, if they drained it a bit slower, that would be nice.

Lanzfeld 10-02-15 11:52 AM

[QUOTE=Tonci87;2348576

Also, yeah it does bother me too that you can leave silent running and battle station on only for a limited ammount of time because they drain morale so fast, if they drained it a bit slower, that would be nice.[/QUOTE]

I didn't even know that. Seems rather silly.

vdr1981 10-02-15 12:03 PM

I'm not sure that I can give you correct answers because I also still don't understand quite well what is going on in game regarding crew related abilities and commands. This needs further testing...Luckily, I have you guys...:D

I know this though:
Yellow hammer- no function
Silent running- no obvious effect on submarine noise signature but I wonder was there any effect ever, in any SH game?:hmm2: Torpedo loading stopped, no propaganda to increase moral.
- Doubled SR/ BS commands - that commes from TDW NewUI's, why? I don't know...:hmmm:

This is the thread which deals with mentioned problems, maybe there you can find some answers...http://www.subsim.com/radioroom/showthread.php?t=195193

Lanzfeld 10-02-15 12:20 PM

Thanks for the link Vecko.:up:

I read a bit of it and I just don't get it. Moral drops so your crew refuses to pump the water out?!!:har:

I am still going to enjoy SH5 until something this absurd happens.

I agree with you. Certain aspects of the game make it hard to go back. Real nab is cool but I love the detailed harbors. And those sunsets are amazing.

vdr1981 10-02-15 12:29 PM

Quote:

Originally Posted by Lanzfeld (Post 2348580)
Thanks for the link Vecko.:up:

I read a bit of it and I just don't get it. Moral drops so your crew refuses to pump the water out?!!:har:

Not exactly...Taken water is pumped out automatically without your inputs, but chief engineer ability to speed up the process by taking command or something can be denied if his moral is low or if he's injured...This at least makes some sense...
Like I said, check the thread and you may find some answers there after which this whole thing wont seem so strange to you...:yep:

Tonci87 10-02-15 01:11 PM

Iīve read about it a bit and it seems as if Morale is really the wrong word, think of it as fatigue. A very long patrol drains your food supplies (something that is not represented in SH5) and you men want to see a bar from time to time and eat smth. proper. Donīt be on patrol for more than 6 weeks.
Also it looks as if skilling your Bosun is extremelly important since he has abilities that will significantly reduce morale decay or give your crew an emergency morale boost. Your cook is also important since he can cook a special meal for your crew wich also restores morale points.
Morale points do not affect basic sub operations but if they are all gone you will not be able to use special commands.

vdr1981 10-02-15 02:04 PM

Quote:

Originally Posted by Tonci87 (Post 2348591)
Iīve read about it a bit and it seems as if Morale is really the wrong word, think of it as fatigue. A very long patrol drains your food supplies (something that is not represented in SH5) and you men want to see a bar from time to time and eat smth. proper. Donīt be on patrol for more than 6 weeks.
Also it looks as if skilling your Bosun is extremelly important since he has abilities that will significantly reduce morale decay or give your crew an emergency morale boost. Your cook is also important since he can cook a special meal for your crew wich also restores morale points.
Morale points do not affect basic sub operations but if they are all gone you will not be able to use special commands.

Well explained and I guess you're right...:yep:
Just had a quick look in SpecialAbilities.upc file and there may be still some place for reorganization and improvement of current moral/fatigue/spec.abilities settings.
However , this may require some extensive testing... :yep:

Bosje 10-02-15 02:49 PM

cool, thanks for those updates.

i too was wondering about 2 types of silent running and 2 types of battle stations, but i never notice anything different about how my boat works. i read somewhere that i should have BS on when using deck gun... but they still fail to hit below waterline in any case, which is understandable from a rolling u-boat.

as for fatigue/morale: good point. i guess my suggestion has to be: reduce the rate of degradation and make it so special meal adds a point permanently.
in myu current patrol (2nd mission) i am off the English east coast. been there for 2 days, sinking 8 ships. took a little damage from a fighter which i tried to get repaired with the chief's improved damage control ability. and battle stations.
left both on for 2 hours. didnt really help repairs but my morale is down to 4. had a special meal, but that was yesterday, now morale/fatigue is down to 3.
this is 4 days into the patrol after sinking 8 ships and 2 fighters.
i'd expect to see morale at an all-time high after this. or maybe just a tad shaken for getting attacked by fighters even if we shot em out of the sky.
so i'd be happy to test anything less... babysitty :arrgh!:

edit: i remember now, i did read that thread before (reworked morale)
it's the 'no points for sinking merchants' that unbalances it in my view. add half a point for every merchant over 5000 tons maybe?

Bosje 10-02-15 03:44 PM

that was a very illuminating read-up on the modthread.

in my game i'd prefer to sink a ship after spending half an hour at BS and/or silent running and come out at least even on morale. fatigue would be high, but it would also recover after a few relaxing days of no combat at all :smug:

So vecko, if i simply do this:
[link]
http://www.subsim.com/radioroom/show...4&postcount=82
[/link]
would i mess anything up in your carefully tuned package?

vdr1981 10-02-15 04:41 PM

Quote:

Originally Posted by Bosje (Post 2348641)
that was a very illuminating read-up on the modthread.

in my game i'd prefer to sink a ship after spending half an hour at BS and/or silent running and come out at least even on morale. fatigue would be high, but it would also recover after a few relaxing days of no combat at all :smug:

So vecko, if i simply do this:
[link]
http://www.subsim.com/radioroom/show...4&postcount=82
[/link]
would i mess anything up in your carefully tuned package?

I really can not say for sure...:hmmm:
Maybe you should experiment a bit and report your findings? :hmm2: Every information regarding this is really useful...
In any case, fine tuning of moral/fatigue/abilities elements in SH5 can be done gradually and in small steps, while we sailing our campaigns. But, at least, I think it's possible...

THEBERBSTER 10-02-15 06:26 PM

If the Cook does not have 1 morale point he will not cook a meal.
You have to keep talking to him with the different available questions and he will gain the 1 morale point you need.
Do not ask him about his violin at any time as this will reduce his morale.

Peter

Bosje 10-02-15 07:23 PM

Ok i made a tiny little mod. only the one file where i changed 0,0 to 1,0
loaded it up with JSGME halfway through a patrol, off the english coast.

no problems at all, first ship i found, sunk it and got a morale point...
I think! at that same time i completed my objective so maybe the point is from that. also some officers got more morale boost than others, perhaps i got 2 points but not every officer applied. i'll keep testing it.
one little bug which i can't think has anything to do with it. delete all map tools: CTRL + the eraser. worked before, now it bumps me back to control room. sound familiar to anyone?

atm, to be honest, i am seriously enjoying your work Vecko (and that of all the modders who made the parts)
that ship i just sunk was my first ever with real navigation and manual targeting through the RAOB periscope tool. pretty cool, I still have map updates on and with real navigation, that's fairly useless except to dubbelcheck his course and speed. which was very helpful to get to grips with my calculations.
i've been playing GWX for years but always manual shots with map updates. now i can not live without hydrophone lines around my boat :oops:

give it a couple more years of modwork and SH5 may actually get some replay value :arrgh!:

vdr1981 10-03-15 05:22 AM

OK, new update 9 for Wolves 1.04 is now available in download section. You will find few interesting features in it but first make sure to check readme documentation. In the next patch I will try to learn more about SH5 crew moral/fatigue/spec.abilities elements represented in the game and if possible to make some improvements...

The Wolves of Steel 1.04 - Patch 9 changelog:

Snapshot changes:
- Decreased 3D rendering distance to 50.000m around the player sub in order to reduce CPU/hardware stress and to improve game performance and stability in densely populated areas.
*(If you wish to use this feature you should first enable your mods with JSGME as instructed down bellow. Then, start your GenericPatcher.exe, disable all patches, and then restore again TWoS 1.04_Snapshot.gps provided within the modpack)

Other tweaks:
- Removed CamoB and CamoC coatings for type VIIA because they don't work.
- Final campaign (Final Years) is now only available from MG and TP campaigns.
- Compartments flooding times for merchants reduced by 20-30 %
- Hog Islander max speed increased from 11 to 13 KN. Historically max speed was 15 KN but because this was an old ship from WW I era , I've decided to limit speed to 13 KN.
- Introducing, for the first time in SH5, available medium and small size merchants in allied convoys. Encountered convoys will from now have more diversity and will not be composed exclusively of only 2-3 ~7000 tons merchant types...
- Majority of ships in British coastal convoys will now be medium and small size merchants.
- Convoys formation density is set to vary from 700m-900m of spacing between columns/rows. These settings will best match historical convoy formations records provided by GAP and by various aerial photos/videos of WWII Atlantic convoys.
- Forced more realistic behavior of large warships by introducing new type of "defensive" warship in TF groups that contain capital ships. This means that aircraft carriers and large warships will not constantly buzz over your head and ram anything in their path while you're under DC attack, exposing them self to an unnecessary danger. In this case, TF will rather split in two groups where one group will try to pin you down while the other will stay with capital ships and leave the area, exactly as they should...
- Revised promotional/moral points requirements for some crew abilities.
- Increased crew members health points, FO heeling time significantly increased in order to avoid collapse of battlestations/silent running commands in dialog menu if FO is injured..

Added mods:
- OHII v2.5 - Allied Convoys Merchant Enhancement_0.1
- OHII v2.5 - GroupTypeDefs.cfg_7-8-9_XII
- TF capital ships behavior_Testing v0.1

Removed mods:
-

Installation:
1. Start JSGME found in main SH5 folder and drag content of the archive into available mods area (or simply extract it to your "Silent Hunter 5/MODS" folder).
2. Enable the patch with JSGME after the main TWoS 1.04 megamod, your JSGME activated mods should look like this:
The Wolves of Steel 1.04
The Wolves of Steel 1.04 - Patch 9
The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith
*(optional mod)
The Wolves of Steel - *x* Resolution Patch *(optional mod)

* Enable the patch in PORT/U-Boat bunker and continue campaign.
* This patch is cumulative which means that it contains changes from all previous patches.
* Some changes will kick in after camping restart or after player's advance to the next campaign.

Bosje 10-03-15 10:06 AM

cool update on the patch! trying it now, looks good so far

drronnie 10-03-15 09:40 PM

Installed it but the game kicks me out when loading the new campaign. Anything I can do here?

Bosje 10-04-15 03:03 AM

The game, mod and patch run just fine, Vecko. no issues to report.

meanwhile I have been looking at the crew morale and abilities, i read some threads about damage control and how it seems to serve no purpose at all...
indeed I have some light damage from fighter attacks, to various (auxiliary) ballast tanks I think.
Achtere Ausgleichszelle, Regelzellen,
also to Bugtorpedoraum Abteilung, Funkraum Abteilung, U-Raum Abteilung, Machinenraum Abteilung, Emaschinenraum Abteilung
and lastly to the diveplanes and driveshaft. all these items are around 98% intact, so minor yellow damage. been like that for days.
using up repair crew points achieves nothing. Setting the hammer icon on any parts makes no difference.
are both observations correct? is it because all these items cannot be repaired at sea or do crew repair ability and hammer selection not matter either way?

second thing i observed: i reloaded torpedoes with normal crew: 25 minutes.
reloaded with the NewGUI battlestations button (from watch officer, the grey icon on screen): 25 minutes.
reloaded with in-game watch officer dialogue BattleStations. (red bell-icon): 22 minutes.

my summary: battlestations from officer menu serves no puropose. BS from ingame watch officer is not worth the morale/fatigue it costs.

do you recognise those observations?

one final question: is there any way to stop my Chief using compressed air and using his diveplanes instead? The more I mess around with depth keeping and -changing, the more confused I get about the game mechanics...
:hmmm:

meanwhile I'm actually quite enjoying SH5 (and that's a first :arrgh!: ). Great job!

YoYo 10-04-15 03:16 AM

http://i921.photobucket.com/albums/a...psliv8bdax.jpg

Click: https://youtu.be/6MI0qWpeGh4 or https://vimeo.com/141313567

YoYo 10-04-15 05:50 AM

Quote:

Originally Posted by Bosje (Post 2348913)
i read some threads about damage control and how it seems to serve no purpose at all...
indeed I have some light damage from fighter attacks, to various (auxiliary) ballast tanks I think.
Achtere Ausgleichszelle, Regelzellen,
also to Bugtorpedoraum Abteilung, Funkraum Abteilung, U-Raum Abteilung, Machinenraum Abteilung, Emaschinenraum Abteilung
and lastly to the diveplanes and driveshaft. all these items are around 98% intact, so minor yellow damage. been like that for days.
using up repair crew points achieves nothing. Setting the hammer icon on any parts makes no difference.
are both observations correct? is it because all these items cannot be repaired at sea or do crew repair ability and hammer selection not matter either way?

I noticed also this strange problem, 87-98% for some of parts but from a week of patrol without any 1% more of progress...


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