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Old 11-14-10, 08:15 AM   #976
Rickster1
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my last meeting with a convoy protected by 5 escorts all 5 came after me for about 10 game hours
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Old 11-14-10, 08:42 AM   #977
TheDarkWraith
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Quote:
Originally Posted by Rickster1 View Post
my last meeting with a convoy protected by 5 escorts all 5 came after me for about 10 game hours
that tells me that an HK group was with the convoy then. The convoy itself had no escorts. There's an easy way to tell if a convoy has escorts escorting it or not. If there isn't an escort 'leading' the convoy then it's an HK group with the convoy.

Last edited by TheDarkWraith; 11-14-10 at 09:03 AM.
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Old 11-14-10, 10:48 AM   #978
tonschk
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Good to know , Thank you TheDarkWraith
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Old 11-15-10, 10:26 AM   #979
Rickster1
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But surely even one or more of the HK group would stay with the convoy it was unprotected. sorry to be such a pain !
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Old 11-15-10, 10:46 AM   #980
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Originally Posted by Rickster1 View Post
But surely even one or more of the HK group would stay with the convoy it was unprotected. sorry to be such a pain !
that defeats the purpose and meaning of HK groups - Hunter/Killer groups. They hunt/kill, they don't protect.
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Old 11-15-10, 12:59 PM   #981
DKSIMONS
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How do I know if this installed correctly. I have other mods that I have installed but I dont think this one is working. I see planes and they never attack...but it is early 1939 still.
Does that matter?
Does this still need a double mod folder to work? If so it is different then than the other installed mods?
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Old 11-15-10, 01:01 PM   #982
DKSIMONS
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How do I know if this installed correctly. I have other mods that I have installed but I dont think this one is working. I see planes and they never attack...but it is early 1939 still.
Does that matter?
Does this still need a double mod folder to work? If so it is different then than the other installed mods?
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Old 11-15-10, 01:15 PM   #983
Sepp von Ch.
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TDW have written:

1) FX_Update
2) New_UIs_TDC_5_1_0_ByTheDarkWraith (ensure you have the patche)
4) IRAI_0_0_26
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Old 11-16-10, 12:50 AM   #984
rascal101
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Default A little confused and perhaps dissapointed

Well I have many of the best mods I can find on this forum and it must be said they have made incredible progress with this game

However I'm just not getting some of the stuff folks are referring to here - I've included an active mods list below -

I think the Environment Mod is fixed as I havent had any CTDs for ages - however I'm still not getting any real challenge from the enemy AI, ships or aircraft and I keep coming accross unescorted convoys even in mid 1941

Last night I came accross a huge convoy mid atlantic - it was stationary - a couple of ships milling around but most were stationary in formation - until one destroyer and freighter exited stage left

While they were still within visual distance I started my attack and hit a tanker - so now the fun....didnt start - the destroyer did not come back to investigate, no others came from the convoy to defend - and the rest of the convoy just sat there with no evasive action. To make matters worse - there were no flares, nor secondary explosions - just another ho hum day at the office

Dont get me wrong I'm not criticising this or any other mod. It seems the simple fact is that there are now so many mods required to make the game interesting that its almost pot luck to get them in the right order in order to enjoy the fruits of the modders hard work

I know there is work being done on a Mega Mod and I am inclined to wait for this - at the moment I just cant seem to get the URAI to work nor do I get much luck with FX mods - the Multiple UI's look good but I'm not sure which of these to go for and I want to make sure I get German speech

Can any one look at my mods list an offer any advise, is there any correct order in which to install the mods, or am I missing a crucial mod that would give the game play or AI a bit of a boost

Cerberus62 Additional Merchant Ships 1.0
Cerberus62 Historical Ship Equipment 1.2
Environment 4.5 MOD
EQuaTool - Elite Quality Map Tools for SH5 v. 01.01 by AvM
Loading Screens Mod 2.0
Shadow Improvement Mod
sobers no shoe sound mod
sobers talking conning crew mod
SteelViking's Sky Banding Mod
SV&Com Underwater Mod
Wordeees' Actual Footage Menu V2
U-Boat Watch Crew Routine SFX
German U-Boat Hydrophone SFX
Grossdeutscher Rundfunk
Unterseeboot SFX
U-Boat Ballast Tanks SFX
U-boat Historical Specifications 1.4
Old Style Explosions V1.1
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
IRAI_0_0_29_ByTheDarkWraith
FX_Update_0_0_5_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
SteelViking's Interior Mod V1.2
AirTorpedoes
ImprovedWaves_Improved Pitch&Roll
BRF 1.3 full
Enhanced FunelSmoke_by HanSolo78
Ui-Boat V2.2
sobers ultimate base wave mechanics for SH5
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Old 11-16-10, 06:39 AM   #985
divittor
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Hi rascal,
SH5 was my first experience of adding Mods to a subsim and I had real trouble activating TheDarkWraiths Mods. I had already set up JSGME and placed a MODS folder in SH5 directory. When I downloaded these Mods and unzipped them and placed them in the MODS folder I didn't realize that TDW had already placed them in a folder named MODS of his own. Hence they didn't activate because the path had MODS in it twice. Hope this makes sense.
Your describing game play that sounds like the Mods haven't activated.

I just went into TDW's Mod's folder and added the Mods to JSGME from there,one path lower than TDW,s folder Headed MODS.

I am in no way very adept in these things but I hope this helps.
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Old 11-16-10, 10:11 AM   #986
SashaKA001
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Quote:
Originally Posted by rascal101 View Post
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
IRAI_0_0_29_ByTheDarkWraith
FX_Update_0_0_5_ByTheDarkWraith
you need to put these two fashion revolution
2). IRAI_0_0_29_ByTheDarkWraith
1). FX_Update_0_0_5_ByTheDarkWraith
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Old 11-16-10, 04:41 PM   #987
rascal101
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Thanks for the suggested fixes I have changed the order and hope this will make some difference - however no one has commented on my main problem which is basically the lack of significant challenge by the escort AI

Does anyone know from the mod list posted previously why other folks say they are being attacked and activly hunted by the escorts, yet I just dont seem to excite any interest from the destroyers, no matter how many ships I sink

I do have a couple of unactivated mods:
The Elite Campaign 1.1
Killer AI V1.02
Haramirs Escort Self Awareness Mod 1.1
Does any one reccommend any of these or should my currently activated be providing enough challenge, in which case there is something wrong

Regards to all

Rascal
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Old 11-16-10, 04:45 PM   #988
TheDarkWraith
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Quote:
Originally Posted by rascal101 View Post
Thanks for the suggested fixes I have changed the order and hope this will make some difference - however no one has commented on my main problem which is basically the lack of significant challenge by the escort AI

Does anyone know from the mod list posted previously why other folks say they are being attacked and activly hunted by the escorts, yet I just dont seem to excite any interest from the destroyers, no matter how many ships I sink

I do have a couple of unactivated mods:
The Elite Campaign 1.1
Killer AI V1.02
Haramirs Escort Self Awareness Mod 1.1
Does any one reccommend any of these or should my currently activated be providing enough challenge, in which case there is something wrong

Regards to all

Rascal
IRAI alone is hard enough. Did you extract the MODS folder out of IRAI and place in your \Silent Hunter 5\ folder? You just can't unzip IRAI to your MODS folder.
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Old 11-16-10, 04:49 PM   #989
SashaKA001
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Quote:
Originally Posted by rascal101 View Post
Thanks for the suggested fixes I have changed the order and hope this will make some difference - however no one has commented on my main problem which is basically the lack of significant challenge by the escort AI

Does anyone know from the mod list posted previously why other folks say they are being attacked and activly hunted by the escorts, yet I just dont seem to excite any interest from the destroyers, no matter how many ships I sink

I do have a couple of unactivated mods:
The Elite Campaign 1.1
Killer AI V1.02
Haramirs Escort Self Awareness Mod 1.1
Does any one reccommend any of these or should my currently activated be providing enough challenge, in which case there is something wrong

Regards to all

Rascal
believe this will be enough
any fashion
FX_Update_0_0_5_ByTheDarkWraith
any fashion
IRAI_0_0_29_ByTheDarkWraith
any fashion
and the sweet life you will be provided
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Old 11-19-10, 03:57 PM   #990
rascal101
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What a difference - Re-started a new career - went off to check out East Coast of UK inshore - was way to relaxed got jumped by two Hurricanes and severely shot up - had to return to base - kept getting jumped by air patrols on the way - now the air patrols mean something! - havnt even seen what happens with surface AI but if the air patrolls are anything to go by this game has just aquired a new lease of life as far as I'm concerned

Well done and thanks

One thing - am still not seeing the flares, red or white - also I noticed one modder has different coloured smoke affect - can this be incorporated as it would be more realistic - white steam when sea water hits the boilers for coal burners would be good

Still not seen secondary explosions after the ship is declared sunk - in SH3 there was a mod where ships would sometimes have secondary exposions even after they were destroyed, I mean still on the suface but sinking, sometimes there were big explosions even after they were going under

Would love to see explosions slowed down - they still seem to flash by too quickly - depth-charges for instances the spalsh seems to go up and down too quick - can explosions be slowed down slightly?

Rascal
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