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

vdr1981 04-21-19 05:35 AM

Quote:

Originally Posted by Sauroketh (Post 2604628)
In the campaign. Didn't try aout the separate missions at all.
Methinks you just barred this setting to get most realism, sir.
Oh I wish I were wrong.

You are forgetting that for the campaign purposes, you can only access game-play settings while in the bunker. Next time you dock and before speaking with your flotilla commander, hit the escape key => Options and edit your settings...:yep:

Sauroketh 04-21-19 05:39 AM

Quote:

Originally Posted by vdr1981 (Post 2604632)
You are forgetting that for the campaign purposes, you can only access game-play settings while in the bunker. Next time you dock and before speaking with your flotilla commander, hit the escape key => Options and edit your settings...:yep:

Oh THATS DASISTDANTASTISCH, GREAT, SUPER, THANKS, SEVEN HEAVENS, I'LL TRY THIS OUT IMMEDIATELY, AS SURE AS MY ASS IS DUMB!!!
P.S. Back to my problem with the pretty-petty "round numbers"...

vdr1981 04-21-19 05:39 AM

Quote:

Originally Posted by Sauroketh (Post 2604629)
Well, the "round numbers in the torpedo solution line" act almost just as weird.
Saw them in Memel in G7a TI solution line, never by equiping other torpedoes, Weird enough already. And after leaving thedock not even by G7a TI. Strange, sure strange as sure as the wind sturs the sea.

This option is disabled somewhere in the OFEV or maybe even Generic Patcher, can't remember exactly...

vdr1981 04-21-19 05:40 AM

Quote:

Originally Posted by Sauroketh (Post 2604633)
Oh THATS DASISTDANTASTISCH, GREAT, SUPER, THANKS, SEVEN HEAVENS, I'LL TRY THIS OUT IMMEDIATELY, AS SURE AS MY ASS IS DUMB!!!

:D:D:up::Kaleun_Salute:

XenonSurf 04-21-19 08:40 AM

Quote:

Originally Posted by Sauroketh (Post 2604633)
Oh THATS DASISTDANTASTISCH, GREAT, SUPER, THANKS, SEVEN HEAVENS, I'LL TRY THIS OUT IMMEDIATELY, AS SURE AS MY ASS IS DUMB!!!
P.S. Back to my problem with the pretty-petty "round numbers"...


As told by Veko, the gun fire line is disabled in the options, now to stop rotation of the deckgun:


Before you man or use the gun, you must order Battlestations 2, then order WO to man the gun, plus set fire options if you play auto-gun, or go to the gun yourself.
At the end, you must again order Battlestations 2 to revert the 1st order and then give order to WO to secure deck gun. Thats' it, after this exact sequence the gun will be put in the right initial position again. It's all about the Battlestation 2 command.


Hope this helps,
:Kaleun_Cheers:

vdr1981 04-21-19 12:19 PM

v2.2.12
- Edited Baltic early war sea traffic lines.
- Fixed problem where Polish merchant ships were occasionally trying to pass trough the Kiel kanal while trying to defect to Great Britain during the invasion of Poland.
- Defecting Polish ships will now be taken from Free Poland roster so they can be attacked without penalties for player even after Poland has been conquered.
- Reworked Operation Weserübung: British and German task forces routs departure dates and group compositions. *Note that near the coast operations can not be simulated due to AI limitations.
- Removed excessive number of both British and German task forces during the invasion of Norway.
- Fixed problem where British task forces will just disappear after their final way point is reached during the Operation Weserübung. Instead, they will patrol the designated area for several days and return to Scapa Flow.
- Edited/added set of radio messages which will instruct the player how to behave during the Operation Weserübung, when to start and stop attacking Norwegian ships...
- *All campaign changes require new campaign start in order to be activated but this is not mandatory if your current playtrough date is well beyond april 1940.
- Polish Grom destroyer 3D model is replaced with more historically accurate British R class, instead of used Tribal.
- Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Michael Meuren, Thomas "excel4004" Pentenrieder and Robert "bstanko6" Stanko.


Download links in my signature...Happy hunting!

:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:

Riekopo 04-21-19 12:37 PM

I have a question for the mod team. Is the exporter tool that user Jeff-Groves bought with community raised funds going to be used to make this amazing mod even better?

http://www.subsim.com/radioroom/showthread.php?t=226836

vdr1981 04-21-19 12:54 PM

Quote:

Originally Posted by Riekopo (Post 2604727)
I have a question for the mod team. Is the exporter tool that user Jeff-Groves bought with community raised funds going to be used to make this amazing mod even better?

http://www.subsim.com/radioroom/showthread.php?t=226836

I wouldn't know really...Maybe Jeff knows better since if I understood him correctly, he is the only one who can actually use the tool in question...

XenonSurf 04-21-19 01:18 PM

Export tool for what ? I have already described that backing up certain files (sh5.exe and a couple of others) and de-installing TWoS will give you the files you need to re-install game and using these files, this will give you a 1.2.0 game which is fully moddable and the TDW patch already applied.

Well, you still need TWoS for all that... :)
And all this for what? Just to play the 3-circle torpedo firing again, to see Captain Ralph in the initial tutorial, or playing with the mischief tonnage bar?...:hmmm: No thanks!

Tonci87 04-21-19 05:00 PM

Quote:

Originally Posted by vdr1981 (Post 2604724)
v2.2.12
- Edited Baltic early war sea traffic lines.
- Fixed problem where Polish merchant ships were occasionally trying to pass trough the Kiel kanal while trying to defect to Great Britain during the invasion of Poland.
- Defecting Polish ships will now be taken from Free Poland roster so they can be attacked without penalties for player even after Poland has been conquered.
- Reworked Operation Weserübung: British and German task forces routs departure dates and group compositions. *Note that near the coast operations can not be simulated due to AI limitations.
- Removed excessive number of both British and German task forces during the invasion of Norway.
- Fixed problem where British task forces will just disappear after their final way point is reached during the Operation Weserübung. Instead, they will patrol the designated area for several days and return to Scapa Flow.
- Edited/added set of radio messages which will instruct the player how to behave during the Operation Weserübung, when to start and stop attacking Norwegian ships...
- *All campaign changes require new campaign start in order to be activated but this is not mandatory if your current playtrough date is well beyond april 1940.
- Polish Grom destroyer 3D model is replaced with more historically accurate British R class, instead of used Tribal.
- Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Michael Meuren, Thomas "excel4004" Pentenrieder and Robert "bstanko6" Stanko.


Download links in my signature...Happy hunting!

:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:

Impecable timing VDR, I just finished a patrol and made my usual bunker save Oktober 1940 now :D
I´m glad that you reworked OP Weserübung. Great job!

excel4004 04-21-19 05:06 PM

Thats again a great update Vecko! :yeah:



Thanks for bringing Operation Weserübung to a next level! :salute:


Quote:

Fixed problem where British task forces will just disappear after their final way point is reached during the Operation Weserübung. Instead, they will patrol the designated area for several days and return to Scapa Flow.
..uhh nice, i had that situation that suddenly all ships disappeared in my campaign just 5 minutes before firering my duds, you remember? :o:haha:

HowieWowie 04-21-19 05:35 PM

Enabling Mods
 
I'm just starting with TWOS so sorry for the basic question.

Some Mods are listed as "Enable the addon in port". I want to be clear on what this means. Do I launch SH5 and enable the mod JSGME while in port? Is it only possible to disable the mod while in port?

Thank you

Tonci87 04-21-19 06:08 PM

If a mod is only to be enabled in port, that means that you have to enable or disable it while you are docked in the bunker, not while you are at sea.

HowieWowie 04-21-19 07:03 PM

Thank you Tonci.

I've just started the campaign. I'm on the way to the Polish patrol area. I've saved the game. The main menu has the option "Continue Campaign" and also "Load Game". To continue the campaign should I load my save or select continue Campaign? Please and thank you!

bstanko6 04-21-19 09:24 PM

Hey Howiewowie...

this is a debate amongst us, but i have tested this a lot, and I made a change by "continuing career" not "loading".

Loading allows you to choose which save to start from with the loss of your supermarks and navigational marks placed on the map.

Continuing allows you to have all of the marks, but you HAVE TO REMOVE THE AUTO SAVE BEFORE YOU QUIT THE GAME!

So when you are playing your game and are about to save and quit...

Go to the save option, and delete the autosave that is already there, save your current game to a new save name. Otherwise, you will start from the auto save and that is never good. I have experienced buggy gameplay doing this.

Hope this helps.

hauangua 04-22-19 01:54 AM

Hi Vecko i have a question
Trying to modify AI accuracy of enemy i have modified gun speed elevation, then tested with mission "Gryf Test mission", even with a value of 0.3 and 0.1 ( below the minimum recommended values but just for this test obviously ) So I changed the values ​​of the 2 types of Gryf cannon gun (4.7inch Ansaldo_turret and 5inch_SK_C34_turret_GER, instead I didn't change the value of the AA gun) But there is no such difference ... it seems behave in the same way,maybe something is wrong?
I don't want a "blind" enemy AI, I don't modify "Visual / hidro / sonar range" I just wish I would like their shots to be a little more random, some more aiming errors, at least for early war, after I know that the allies developed better technologies and increased their precision.

Thanks again Vecko
:salute:

XenonSurf 04-22-19 08:15 AM

Quote:

Originally Posted by bstanko6 (Post 2604815)
Hey Howiewowie...

this is a debate amongst us, but i have tested this a lot, and I made a change by "continuing career" not "loading".

Loading allows you to choose which save to start from with the loss of your supermarks and navigational marks placed on the map.

Continuing allows you to have all of the marks, but you HAVE TO REMOVE THE AUTO SAVE BEFORE YOU QUIT THE GAME!

So when you are playing your game and are about to save and quit...

Go to the save option, and delete the autosave that is already there, save your current game to a new save name. Otherwise, you will start from the auto save and that is never good. I have experienced buggy gameplay doing this.

Hope this helps.


By doing both, or activating a saved journal in the menu, or by loading it each time when I load a save, in both cases my destroyed shipmarks get lost, or misplaced in a part of the map where I never have been before... But maybe this cannot be avoided? I don't know. It's just a minor detail, it's not so important for me anyway.

vdr1981 04-22-19 08:30 AM

Quote:

Originally Posted by hauangua (Post 2604846)
I don't want a "blind" enemy AI, I don't modify "Visual / hidro / sonar range" I just wish I would like their shots to be a little more random, some more aiming errors, at least for early war, after I know that the allies developed better technologies and increased their precision.

Thanks again Vecko
:salute:

I understand you. I talked about the same issue long time ago but I don't think there's solution for it...SH AI is accurate and this is not only the case with SH5. It's probably hard codded.

XenonSurf 04-22-19 09:17 AM

Quote:

Originally Posted by vdr1981 (Post 2604918)
I understand you. I talked about the same issue long time ago but I don't think there's solution for it...SH AI is accurate and this is not only the case with SH5. It's probably hard codded.


Hi Veco, congrats for your new 2.2.12, it's awesome that you make campaign improvements!


Precision of AI is not hardcoded I think, it should be in the sim.cfg file. That's what Hitman has used in GWX in SH3 - and also SH4 :


------
[Visual]
Detection time=2 ;[s] ;was 0.5
Sensitivity=0.01 ;(0..1)
Fog factor=1.25 ;[>=0]
Light factor=2.8 ;[>=0] ;was 2.0
Waves factor=1.0 ;[>=0]
Enemy surface factor=350 ;[m2]
Enemy speed factor=15 ;[kt]
[Radar]
Detection time=1 ;[s]
Sensitivity=0.01 ;(0..1)
Waves factor=0.9 ;[>=0]
Enemy surface factor=5.0 ;[m2]
[Hydrophone]
Detection time=10 ;[s] ;was 1
Sensitivity=0.01 ;(0..1) ;was 0.04
Height factor=0 ;[m]
Waves factor=0.55 ;[>=0] ;was 0.75
Speed factor=15 ;[kt] ;was 20
Noise factor=0.2 ;[>=0] ;was 0.5
[Sonar]
Detection time=15 ;[s] ;was 10
Sensitivity=0.005 ;(0..1) ;was 0.01
Waves factor=0.6 ;[>=0]
Speed factor=15 ;[kt]
Enemy surface factor=100 ;[m2]
Lose time=30 ;[s]
-----------


Greetings,

vdr1981 04-22-19 10:14 AM

Quote:

Originally Posted by XenonSurf (Post 2604926)
Hi Veco, congrats for your new 2.2.12, it's awesome that you make campaign improvements!


Precision of AI is not hardcoded I think, it should be in the sim.cfg file. That's what Hitman has used in GWX in SH3 - and also SH4 :


------
[Visual]
Detection time=2 ;[s] ;was 0.5
Sensitivity=0.01 ;(0..1)
Fog factor=1.25 ;[>=0]
Light factor=2.8 ;[>=0] ;was 2.0
Waves factor=1.0 ;[>=0]
Enemy surface factor=350 ;[m2]
Enemy speed factor=15 ;[kt]
[Radar]
Detection time=1 ;[s]
Sensitivity=0.01 ;(0..1)
Waves factor=0.9 ;[>=0]
Enemy surface factor=5.0 ;[m2]
[Hydrophone]
Detection time=10 ;[s] ;was 1
Sensitivity=0.01 ;(0..1) ;was 0.04
Height factor=0 ;[m]
Waves factor=0.55 ;[>=0] ;was 0.75
Speed factor=15 ;[kt] ;was 20
Noise factor=0.2 ;[>=0] ;was 0.5
[Sonar]
Detection time=15 ;[s] ;was 10
Sensitivity=0.005 ;(0..1) ;was 0.01
Waves factor=0.6 ;[>=0]
Speed factor=15 ;[kt]
Enemy surface factor=100 ;[m2]
Lose time=30 ;[s]
-----------


Greetings,

Hardly...Those are just sensor parameters. Nothing to do with actual guns accuracy...:hmmm:


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