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

Bungo_Pete 02-12-18 12:26 PM

I'm hung up on step three of installation...."GenericPatcher.exe"
after I choose language I get an file error..."patch file ...etc...kernel doesn't exist"
what gives? this starts when I hit enter for the first time.


vdr1981 02-12-18 01:53 PM

Quote:

Originally Posted by Bungo_Pete (Post 2541104)
I'm hung up on step three of installation...."GenericPatcher.exe"
after I choose language I get an file error..."patch file ...etc...kernel doesn't exist"
what gives? this starts when I hit enter for the first time.


Did you update your stock game to v1.2.0?

Try new v2.2 test installer. It should be piece of cake even for complete SH newby...http://www.subsim.com/radioroom/showthread.php?t=236582

Bungo_Pete 02-12-18 02:16 PM

yes

THEBERBSTER 02-12-18 02:57 PM

Hi K
When your Enigma machine shows a different year to your radio message just use your mouse scroll wheel over the year showing and then you can change the year..
Peter

vdr1981 02-12-18 03:37 PM

Quote:

Originally Posted by THEBERBSTER (Post 2541132)
Hi K
When your Enigma machine shows a different year to your radio message just use your mouse scroll wheel over the year showing and then you can change the year..
Peter

By the way Peter, I tested new TWoS installer with AVG and while the AV will actually check all the extracted files and activated sript commands during the installation of the mod, it will certainly not insist on uploading of the entire installer for the analysis...:yep:

vdr1981 02-13-18 10:00 AM

The Wolves of Steel v2.2 - ready for download (Steam v1.2.0 compatible)
 


Preivious v2.0.0 to v2.1.2 changelogs:
 
The Wolves of Steel v2.0.0

v2.0.1
- Few small fixes in fishing boats, common and "Royal Oak" campaign layers.
- "scrollable" inscription in user charts box, for less insightive captains.
- AI nightime visual sensor tweaks/adjustments.
- Lowered water reflections in order to reduce reflections flickering when looking at distant (dat, imported) objects.
- Names.cfg, few ship class/names tweaks.
- Small Replenishment Oiler (Small Oiler's upgraded twin/clone) present in TF with capital ships (required for realistic AI TF behavior).
- Currently installed TWoS version visible in main menu.
- Disabled AI escorts ability to detect surfaced targets with their hydrophone up until late 1942/early 1943 at which point most of in-game escorts will be equipped with on board radar anyway. This should make early war night surface engagements somewhat easier and more realistic ("TWoS Escorts_No Hyd on Surface_Testing" optional addon is not needed anymore).
- Added hydrodynamic drag to submarines conning towers adjusted per towers size, shape and number of AA guns (affects submerged range and speed).
- Dynamic Environment 2.9 realistic colors and env config files.
- TDW tweaks for water reflections intensity determent by available light.
- Free crew spec. abilities active by default.
- Adjusted/revised crew passive and spec. abilities, costs and bonuses. (*requires campaign restart)
- New realistic battery discharging/recharging times set per Gezahu's recent findings (~ 160km at 4kn with ~ 10h recharge). (*requires campaign restart)
v2.0.2
- New, more realistic and cool looking (Conus00) GUI dials.
- Removed misleading coalitions dates from flags chart.
- New map gradient, continental parts.
- Few map names location fixes.
- Sim.cfg, Airstrike.cfg, Specabilities bonuses.
- U-flak, corected NSS_Uboat7C41F_shp.dds file.
v2.0.3
- Radio Navigation: Added non directional radio beacons in axis ports which should help real nav captains to find their home ports in rough weather conditions (fog, night time ect). Request bearings from your radioman if you find your self "lost in the fog". Radio beacons will be active several hours per day once the port is captured by axis forces and their location can be seen in your nav map. (will became visible in your next campaign chapter)
- Various menu.txt tweaks in order to explain better the function of certain GUI commands.
- Various campaign fixes: Adjusted spawn cool-down days to more realistic values for sea traffic, task forces, U-boats, wolfpacks, ocean liners and other naval traffic.
- Adjusted traffic lines in orders to avoid some illogicality like allied ships traveling to ports under axis jurisdiction.
- Fixed several traffic nodes problems which could sometimes cause ships to spawn over dry land.
- New fishing boats traffic layers in Artic Convoys and Final Years campaigns.
- Adjusted misplaced and added new airplanes threat zones according to historical criteria. Occasional dogfights over Norths Sea or English Canal are now more possible.
- Automatically created desktop shortcuts for contained JSGME, Options File Editor, KSD Commander applications and a donations link for any people of good will out there.
- New icon file for TWoS installers featuring letter "W" (stands for "Wolves").
- Few more minor tweaks and fixes.
v2.0.4
- Several secondary missions patrol locations fixes for both encrypted and un-encrypted BdU orders.
- Adjusted/increased crew passive ability bonuses for different crew states (battle stations, silent running ect).
- Slightly decresed sub flags flapping sounds volume.
- Adjusted Enemy Air Strike Probability Increase on Radio Messages Sent values.
- Adjusted radioman's passive ability to lower the chances of being DF-end and getting an aircraft popping on you when sending messages.
v2.0.5
- Clouds visible underwater fix.
- Added back previously removed FXU gun shells explosion debris particles.
v2.0.6
- Added TDW's bridge crew for AI submarines.
- AI Sub crew "anti-CTD" fixes and TWoS compatibility tweaks.
- Chief engineer, Watch officer and Hydrophone operator dialog menus enhanced with more dialog and command lines taken from very nice archer9's expansion of old MCCD mod. Now it is possible to control your U-Boat only trough interactions with your crew.
- New dialog commands optimized for the use with TWoS megamod, removed some of the unrealistic and redundant commands.
- Several tooltips tweaks which should enhance players GUI functionality awareness.
- If dive command is issued while player is still on the bridge, message will inform him that he needs to first enter the sub.
- Underwater HDR effects adjusted for slightly "colder" appearance.
v2.0.7
- Navigation map, edited campaign name font and background colors for better spotting.
- Campaign selection screen, campaign name title fix.
- Few optimization tweaks in Menu.txt file.
- Completely disabled incomplete and redundant stock rec. manual visible in XO's dialog menu when auto target ID is used ([#SHIP#] => #SHIP#).
- Names.cfg, adjusted ship class designations.
- Fixed XO's message box respond when asked to identify target trough added interaction dialog commands.
- New main menu background movie with authentic historical footage.
- Adjusted main menu logo position and size.
v2.0.8
- Removed EMCCD v0.3.2 by archer9 extended dialog menu commands until I manage to track down source of game instability caused by interaction with the crew in some situations.
v2.0.9
- Fixed missing type VIIB surfacing sounds.
- Fixed problematic simmilarity betewen "Q" and "O" letters in radiomesages and captain's log pages.
- Fixed incorectly placed Independent engine ctr buttons, switched positions (Port-left, Stb-right).
- Added "Start new campaign" informational tooltip which will inform player (once again) to make SAVE/RELOAD uppon first bunker visit.
- Adjusted campaign title font in campaign selection page.
- Adjusted credits logo size and position.
- Ingame credits page updated with a list of outstanding TWoS supporters! Thanks Captains!
v2.0.9a
- KDB receivers fix , syb systems page. KDB receivers visible only if KDB is upgraded in bunker.
- Tarnmatte Imp. availability date adjusted per Andrey's suggestion.
- Removed some OHII land env objects due game instability (Ch.Church, Asian village).
- Wellington bomber visible in museum, fixed files/controllers.
- tugBoat, removed from museum and campaign, still visible in rec manual though.
- Added more then 40 imported SH3, GWX and SH4 environmental sea and land units, including some variations of already existing ship types. All added units represent a lot of work from various subsim modders even from SH3/GWX era. Appropriate documentation and credits are added to TWoS documentation. New warship types will follow in the upcoming TWoS updates.
- Large number of various files/controller fixes for all imported units.
- Performed extended game stability stress-testing in various test scenarios.
- Added new and edited existing campaign layers in order to support addition of new units.
- Added new historically authentic shipping lines.
- Added illuminated ships for neutral nations. Permanently neutral nations (Sweden, Argentina, Ireland, Portugal and Spain) will exclusively use these type of ships.
- Rearranged nations roster.
- Added large number of port units in order to make harbors more live and immersive (various tug boats, tenders, coastal vessels, light ships, coastal fortifications, floating docks ect...). (*requires advancement to the next campaign chapter or campaign restart)
- Updated credits page: Added names of latest outstanding TWoS supporters (thank You very much Captains!)
v2.0.9b
- Increased water reflection
- Stock waterPS.fx
- Museum.cfg, hidden duplicated ship variations
- Various file and campaign layers fine tuning tweaks.
- Updated credits page: Added names of latest outstanding TWoS supporters (thank You very much Captains!)
v2.0.9c
- Adjusted start and ending dates of newly added campaign traffic layers in all campaigns in order to avoid appearance of enemy merchants in axis ports in late war years.
- Added new traffic campaign layer to Turning Point campaign as well, fixed TP campaign start CTD problem previously detected in this campaign chapter in v2.0.9a.
- Added three more new merchant ship types.
- Added Strasbourg battleship.
- Completely removed unused OHII "Z" ships from campaign layers and nations roster.
- Iluminated ships multy paint variations for permanently neutral nations, "Hap" medium TT variation 2-iluminated.
- Various file, nations roster and campaign layers fine tuning tweaks.
v2.0.9d
- New destroyer type (Chacal, France)
- Important zon file fixes for two imported ship types (damaged unit texture glitch).
- Various file, nations roster and campaign layers fixes and fine tuning tweaks.
- TWoS credits updated with the names of latest outstanding TWoS supporters: Mark "mkiii" Keen, thank You very much Captain!
v2.0.9e
- New warships type: Gorizia Heavy Cruiser, Italian
- New warships type: London Heavy Cruiser, British
- New warships type: Bourrasque Destroyer, France
- Distance between units/ships in large convoys generally reduced by 100m approximately.
- Improved appearance of RAOBF colored graticules, more precise markings and cleaner look.
- Fixed misplaced traffic in few axis ports.
- Temporally neutral nations will from now utilize both darkened and illuminated merchant vessels. Once joined one of the opposed coalitions, the nation will use darkened ships only (except American illuminated coastal traffic which appearance has been extended to early 1942 in order to simulate conditions encountered by U-boat captains on eastern American coast during the opening stages of "2nd Happy Times" and Operation "Drumbeat").
- Added support for ultra wide triple screen (21:9) in game/display resolutions.
- Added support for two new optional TWoS 2.x.x addons (Harbors Chimney Smoke and Neutrals Exclusively Illuminated until [Date])
- AM1544 to AN1544, patrol grid fix.
- Museum.cfg, hidden few new duplicated ship variations.
- TWoS crew finally crew beard (except Beno of course, he still doesn't have it). Added Kevinsue's Bearded Crew TWoS addon permanently.
- Japanese warships museum and campaign CTD fix (*Ship.cfg, MaxSpeed).
- Various file, nations roster and campaign layers fixes and fine tuning tweaks.
- Updated TWoS credits page. Latest outstanding TWoS supporters/donors: Thomas "excel4004" Pentenrieder and Fernando "Fitzcarraldo" De Cicco - Thank You very much Captains!
v2.1.0
- Adjusted convoys and other traffic lines in Mediterranean campaigns in order to avoid occasional odd situations where allied convoys would get too close to axis controlled ports.
- Adjusted U-Boats patrol lines for AI submarines in Mediterranean campaigns.
- Adjusted port traffic lines in few Mediterranean ports.
- Fixed few problems discovered in campaign files regarding assigned convoy leaders.
- Reduced in game appearance frequency of stock "Large steamer" (Liberty clone). Adjusted availability date in order to avoid too early in game appearance of these ships.
- Various "under the hull" campaign layers and other file fixes and improvements.
- Updated and rearranged "TWoS - Documentation" folder for better transparency.
- Updated install instructions. Manual deletion of main.cfg file from documents folder ( Step 4 ) is not required anymore since it will be done automatically by TWoS main installer.
- Updated TWoS credits page. Latest outstanding TWoS supporters/donors: Clement "Siege00" DeLarge and David "HW3" Stevens - Thank You very much Captains!
v2.1.1
- Added water reflections for coastal artillery installations.
- Repositioned/adjusted coastal artillery 3D model bones.
- V-shaped coastal artillery platform replaced with smaller rounded one which should prevent occasional inoperative coastal guns and also fit better into the SH environment.
- Revised and re-positioned coastal artillery installations in order to cover exposed approaches of allied and axis harbors.
- Added destroyable radio room damage zones to coastal artillery installations.
- Revised/repositioned minefield locations. Added new dense minefields to the most likely attack directions near enemy harbors.
- Reduced spacing between individual mines in minefields from 300m to 120-130m which will significantly increase possibility of mine struck when operating in shallow waters near enemy harbors.
- Revised anti submarine nets locations. Still looking for solution for "nets sticking out of the water" issue.
- Improved units dusk/night time visual sensors (re-enable the snapshot via Generic Patcher to activate the change).
- Various "under the hull" campaign layers and other file fixes and improvements.
- Updated TWoS credits page. Special thanks to the latest TWoS supporters/donors: Peter "TheBerbster" Scott, Volker "Lasstmichdurch" Dannenberg, Vasiliy Horbachenko, Thomas "excel4004" Pentenrieder and Brian Imwold - Thank You very much Captains!
v2.1.2
- Zones.cfg, fooding times decreased by aproximatelly 60%.
- New flooding times added to optional TWoS FX addons.
- Added more and revised positions of already existing in-game minefields.
- Adjusted coastal defenses placing positions.
- Updated TWoS credits page. Latest outstanding TWoS supporters/donors: Markus "Tintenfassaffe86" Hübner and Chris Grimes - Thank You very much Captains!



v2.2.0 change log
Re organised main TWoS installer:
- Added to the main installer Sputterfish's automatic steam conversion tool which should finally make TWoS fully compatible with the (v1.2.0) Steam version of the game.
- Added Sputterfish's automatic config file generators for Generic File Patcher and Options File Editor/Viewer. It is not necessary anymore to manually edit any config files during the mod installation.
- Buit in JSGME application will from now contain only optional TWoS mods/add-ons while the main TWoS files will be extracted directly into "data" folder, reducing significantly possibility of user mistake and the duration of mod installation.
- Added set of optional mods and addons to the main TWoS installer, removed some of the less significant (I'll upload them per user request if neceserry).
- Resolution Patches are now named "Aspect Ratio Fix *x*" for better understanding and to keep them on top of the available optional mod list.
- Max time compression is now increased to x1024 due to proven megamod's stability.
- Windowed mod and V-sync options automatically disabled after the mod installation (significantly quicker loading times, enable the options in the in-game options menu if you wish).
- Stock OFEV settings cen be restored by runing "Restore Stock OFEV settings.bat" found in TWoS Documentation
folder.
- Yellow exclamation "new orders/objective" mark replaced with less intrusive black "message log" icon.
- Less intrusive/adjusted in-game rain effects.
- Various "under the hull" campaign layers and other file fixes and improvements.
- Updated pdf install instructions to reflect recent changes.
- Updated TWoS credits page. Latest outstanding TWoS supporters/donors: Andrew Widdicombe, Peter "bart" Simpson and Manuel Jesus Lagares Calvo - Thank You very much Captains!




:Kaleun_Salute::Kaleun_Salute::Kaleun_Salute:

fitzcarraldo 02-13-18 10:26 AM

@Vecko:

Is this the same as the 2.2.0 "test"? I installed the test version yesterday and I don´t want to uninstall/reinstall SH5 if this is the same.

Many thanks for all the support and work.

Fitzcarraldo :Kaleun_Salute:

vdr1981 02-13-18 10:50 AM

Quote:

Originally Posted by fitzcarraldo (Post 2541228)
@Vecko:

Is this the same as the 2.2.0 "test"? I installed the test version yesterday and I don´t want to uninstall/reinstall SH5 if this is the same.

Many thanks for all the support and work.

Fitzcarraldo :Kaleun_Salute:

Yes, the installers are identical, only renamed...You're good to go...:yep:

fitzcarraldo 02-13-18 11:27 AM

Quote:

Originally Posted by vdr1981 (Post 2541229)
Yes, the installers are identical, only renamed...You're good to go...:yep:

Great. It´s easy to reinstall SH5 with TWoS, and my savegames are in the UBI cloud, but it is tedious to configure OFEV with my own settings. Continuing now HT, August 1940, all OK.

Many thanks!

Fitzcarraldo :Kaleun_Salute:

leeszaj 02-13-18 12:53 PM

vdr1981
Thanks, Can I count on additional optional mod's?
For a moment after uploading the mod,night was really dark, and then in a minute it became clear as in December day. Can you darken the night to make it more realistic?:Kaleun_Cheers::salute:

vdr1981 02-13-18 01:00 PM

Quote:

Originally Posted by leeszaj (Post 2541245)
vdr1981
Thanks, Can I count on additional optional mod's?
For a moment after uploading the mod,night was really dark, and then in a minute it became clear as in December day. Can you darken the night to make it more realistic?:Kaleun_Cheers::salute:

Are you sure? Most of the time people complains that the nights are too dark. :hmmm: What do you mean by "and then in a minute it became clear as in December day". Screenshot?

vdr1981 02-13-18 01:16 PM

Quote:

Originally Posted by fitzcarraldo (Post 2541232)
but it is tedious to configure OFEV with my own settings.

Why don't you use Options Migrater tool found in data/Applications folder?:hmm2:

You can restore your own setting within a seconds...:yep:

leeszaj 02-13-18 01:18 PM

Yes, I'm sure.
Probably most of them are playing in a highly exposed environment. Before that, I mentioned the possibility of darkening the night in original mod dyn.env2.9. The nights are realistically dark. I realize that this makes it difficult to detect and identify, but it is life.
http://ge.tt/5Z45IZo2

vdr1981 02-13-18 01:22 PM

Quote:

Originally Posted by leeszaj (Post 2541254)
Yes, I'm sure.
Probably most of them are playing in a highly exposed environment. Before that, I mentioned the possibility of darkening the night in original mod dyn.env2.9. The nights are realistically dark. I realize that this makes it difficult to detect and identify, but it is life.

If you like, you can use optional DynEnv2.9 mod for darker nights, it should be compatible.

leeszaj 02-13-18 01:32 PM

I tried but it is not stable. It threw me to the desktop
That's why I am asking for an additional stable mod. It's difficult to play honestly when you see an enemy from many kilometers and he does not.


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