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hi captdudu
to enable tai map must go execute data / Aplications / OptionsFileEditorViewer see step6. good hunt Auto recognition is disable in this mod but try to edit the file Silent Hunter 5 \ data \ Cfg \ commands.cfg (see end of post) Quote:
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Edit - I got it : ) Thanks a lot mate. Edit 2 - Nope... after saving game and returning it is all messed up again.. maybe I should clean install game and do it all over again.. |
Hi all.
I've got the following (minor) problem with this mod: the yellow icon which marks the objective won't be displayed. Alltough it is displayed by a red X-mark on the map when you select your mission, it does not appear on the map after starting patrol. I've looked in the options editor but I couldn't find anything related to this. Any help will be much appreciated. |
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Look under tab Automatics. Turn automatically recharge batteries when surfacing to "true". Attachment 1036 Quote:
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If your magnification was at 6x then do you know what scope mod is included in this mega mod? Does that mod have a patch to adjust to the screen resolution ratio you're running? For example TDW's NewUI's mod ver 7.5.0 (the one I use) includes Mano's scope mod by default. However since I'm on a 16:9 monitor I need to seperately install mano's 16:9 patch. If such a patch is required and not installed you'll never get accurate readings. Also where did you get the distance reading in the XO dialog box? If that came from the stadimeter, does this megamod include a fix for the bug in the stock game that causes the stadimeter to over-read? Can't suggest anything else that might help, since as mentioned earlier I don't use this megamod myself. Hope you get it sorted. |
Finally...
I just wanted to express my thanks for this compilation. I always had trouble selecting the "right" mods and had trouble with their documentation and compatibility.
Thank you very much for this new motivation to play Silent Hunter 5. |
dutchelitex
thanks, thats very helpful!! but pressing E i get the mini menu on the right, but not the manual button on the left... |
Hello guys I have some questions regarding this mod pack. I have some experience in the vanilla game, and I just started to experiment with different mods for my game. This is the first mod pack I have installed.
Now I wounder how the minimap system works in this mod. Before, you would just bring up the minimap, which dosen't exist anymore? And then line your shots up. Honestly, I haven't even gotten out of port yet. I found some map settings and enabled most of them, but I can't create waypoints for my submarine on the map. ninja edit: I managed to find the options for the map, and I can finally move my submarine! Maybe this mod is just way too hardcore for me, or am I just missing some really simple stuff? I'm sorry if these questions seem really stupid to you, but for me it's really hard to work around Also, are there any beginners tips I should stick to when it comes down to this mod pack? Please don't hate on me, I'm quite new to this modding scene. //Thanks in advance, Vexxey |
this is getting pretty cool, got offered a VIIb now and things are great. it all looks just stunning
:salute: however, running a little test dive and my KDB hydrophone is destroyed at 120 meters... really? I mean, really? Am I the only Kaleun here scratching his head? after searching around I believe its the reworked damage mod. but i dont see anyone else commenting about this and asking how to take away this particular little feature. my questions: Why? Is that actually how it was, historically?? and regardless of either, is there a way to disable this feature? :hmmm: |
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take a look a bit above and you will find explanations...but to smooth things out for you: the tactical map ("mini map") needs to be reenabled to see it. search THIS THREAD for "TAI". you need to reenable and set sizes in optionsviewer.exe. your hassle with not seeing the u boat is because of the real nav mod. if you don't want that you need to remove the realnav mod in jgsme. to alter even more settings use the optionsviewer.exe On top of that, people in this thread here have reported ways of reenabling ship ID and SO target distance by means of hotkeys. look above for that. good sailing. |
Poor me also has a problem though...
I am on the 2nd patrol, hanging about the eastern coast of England. ALL the convoys I pickup over SO are actually GHOST SHIPS:P I travel to them, but they are not there (physically). Ships in harbors and single travellers work 100%. Did I mess sth up? I did not do anything ackward actually. Left out real nav and hydro mod. Changed settings back to enable TAI and most map features. Ship ID and SO dist keybound. Other than that all vanilla. I already started a new campaign twice on a fresh install (by means of copying backup SH5 folder prepatched 1.2) Any clues guys? |
Joerifle: listen at those ghost convoys with your own ears through the hydrophones
it helps :03::know: |
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it should work with the SO telling me though - works for all the other ships also:/\\!! |
Welcome Aboard
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edit: there are forum posts from people who say that spawned convoys can disappear close to land, but from what you said that is not what happened in your case. something else is there, very real and rather invisible. |
Welcome to Subsim Vexxey and telephono :sunny:
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Guys, is any chance to download this mod from another site than Subsim.com?
I have problems with downloading Wolves of Steel from Subsim. |
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Funny thing is, my SO reports MERCHANTS. Strange merchants:timeout: |
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