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Old 03-02-18, 07:48 AM   #9826
vdr1981
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Originally Posted by vdr1981 View Post





As I have promised, fixed stock historical missions and few more things...

TWoS v2.2.2 changelog:
- Edited "Campaign Advance Verifier Testing" output message: removed "save game if necessary" note.
- Added back original SV interior various book and posters visible inside the player submarine.
- Realistic Kriegsmarine grid map visible in the conning tower and command room and fixed incorrectly orientated KM grid map in the command room.
- Fixed all stock historical missions: edited unit class entries for full compatibility with TWoS.
- Added external cargo for merchants in all historical missions and adjusted internal cargo per ships type.
- Revised and adjusted units placement and groups composition in all stock historical missions.
- Added more realistic and better looking crew hats and uniform parts from various mods for SH5 (credits to Pascal and Naights).
- Further adjusted colors and reduced saturation of imported uniform parts.
- Fixed incorrectly placed docked ships in Kiel harbor which could sometime cause damage due to coast proximity and shallow waters.
- Added couple of Junkers Ju 88 bombers overflowing Kiel harbor, for better immersion.
- Added Microsoft .NET Framework 4.7.1 (Web Installer) to the main TWoS package which will be offered during the megamod installation.
- DirectX 9.0c installer from the main TWoS package is replaced with web installer in order to reduce overall archive size.
- Updated FAQ and Gameplay tips documentation.
- Updated TWoS credits page. Latest outstanding TWoS supporters/donors: Thomas "excel4004" Pentenrieder, Luca "Hauangua" Guastalli and Kenneth Jorgensen - Thank You very much Captains!




Quote:
Originally Posted by Ashikaga View Post

Oh by the way, those are JU-188's.....
The publisher who released IL-2 couldn't do even this right...I'll fix that in future updates...Sorry about that.


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Originally Posted by jorca2 View Post
My congratulations for the new update of the game. It is spectacular. I would like to know if it is possible to add some climatology mod that makes the time more variable, in case some future update can be added
You mean for more frequent weather changes? I'm afraid that's not possible because it seems that weather changes in SH5 are hard codded and follow they own rules (regarding time of the year and world location).
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Old 03-02-18, 08:04 AM   #9827
vdr1981
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A few questions. Do I have to enable the event cam in the cfg file since it does not show up in the options screen at the beginning?
SH5 doesn't really like old 4:3 resolutions. The settings are there but you can not see them. Try to select the highest possible ingame resolution and see will the required setting options will appear in the menu. Otherwise, you can manually edit cfg file...

Quote:
Also I am still looking for the original Das boot bunker clip and music which went with TWOS in earlier versions. Deleting the .bik file did not work on my previous version 2.1. Any info on how to do that?
Search for mod called "Das Boot main theme" or something like that. It should be compatible...

Quote:
then, do I set finished tutorial on true in the cfg file? And my campaign advance checker keeps telling me there is a problem.
It's probably a false warning.

With "some" versions of the game you always get "error" message but your campaign transfers will work OK. If not, we have the alternative campaign transfer method which is described in TWoS documentation. In-game campaign/flotilla transfer radio messages will tell you what to do approximately 1 month before designated transfer date.
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Old 03-02-18, 08:52 AM   #9828
Torpedo
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Default Das Boot Departure Theme

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Originally Posted by Ashikaga View Post

Also I am still looking for the original Das boot bunker clip and music which went with TWOS in earlier versions. Deleting the .bik file did not work on my previous version 2.1. Any info on how to do that?

.
Hi Ashikaga!
the mod you are looking for is "Das Boot Departure Theme", it is a mod that I did with the collaboration of Yoram and if you are interested this is the link:

http://www.mediafire.com/file/5yec78...ture_Theme.zip

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Old 03-02-18, 10:39 AM   #9829
leeszaj
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Hey Vecko
I noticed that patrol boats are still setting themselves on fire.

Is it possible to make a view under the water which gives the depth of the ocean. Even when I am 500m under the keel, I feel like on a coral reef.

Another thing. The smoke chimney is visible in the reflection of the water even though the ship itself can not be seen.


Sensitivity to small caliber fire.
During the attack of armed small ships very quickly suffers critical damage, and the crew, although staying in the ship suffers serious wounds.

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Old 03-02-18, 04:17 PM   #9830
Muckenberg
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Hello
I think submarine damage is fine. Have you wondered what kind of weapons are these boats equipped? The submarine has no cloak armor. The pressure body has a force of 2 cm.
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Old 03-02-18, 07:43 PM   #9831
Factor
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Originally Posted by Ashikaga View Post
Follow cam for your sub is done in the camera bar with next unit. Then use your numpad keys to look around the sub. You can zoom in with W and out with S but not super close. Also side to side with A and D. To do closeups and camera angles for other shots you need the freecam function.
Thanks, but I am a bit confused here. I didn't see a "camera bar". I also do not see any "next unit" in the key map.

Please forgive, its been a long time since I have played this title, and I have just reinstalled, and applied the TWoS mod. To give you an idea how long its been since I have played this, my last save on Uplay was in April of 2011.

To be clear, I am looking for a way to have my external camera, attached, and following my sub.

Thanks again!
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Old 03-02-18, 09:15 PM   #9832
Ashikaga
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Camera bar is in the top of your screen. Move your mouse pointer there and it will show up.
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Old 03-02-18, 09:17 PM   #9833
Ashikaga
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Camera bar is in the top of your screen. Move your mouse pointer there and it will show up.

The follow sub cam is the second eye : camera on next unit.

@Vecko, is the event cam somehow disabled in TWoS?
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Old 03-03-18, 12:15 AM   #9834
Factor
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Got it...
Ashikaga.....Thank you!
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Old 03-03-18, 05:45 AM   #9835
vdr1981
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Quote:
Originally Posted by leeszaj View Post
Hey Vecko
I noticed that patrol boats are still setting themselves on fire.
Only in high waves, but I have already fixed this for the next update...

Quote:
Is it possible to make a view under the water which gives the depth of the ocean. Even when I am 500m under the keel, I feel like on a coral reef.
All underwater visibility parameters are in FogDistances.cfg file...

Quote:
Sensitivity to small caliber fire.
During the attack of armed small ships very quickly suffers critical damage, and the crew, although staying in the ship suffers serious wounds.
If you were there I don't think you would consider 20mm AAA gun with armor piercing rounds and high rate of fire so "minuscule"...

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Originally Posted by Ashikaga View Post

@Vecko, is the event cam somehow disabled in TWoS?
No...
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Old 03-03-18, 10:26 AM   #9836
leeszaj
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Originally Posted by vdr1981 View Post


All underwater visibility parameters are in FogDistances.cfg file...



I am not referring to the distance of visibility, rather the visibility and brightness of the seabed
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Old 03-03-18, 11:50 AM   #9837
fitzcarraldo
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1. KSD working fine offline in my installation.


2. I enabled destroyed marks in the map. Now I'm in HT, august 1940 and I see sunk ships with date 1943 (known problem?). I use the map marks colour addon.

Best regards.

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Old 03-04-18, 08:22 AM   #9838
ThaFr0ggy
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What is the best way to hit destroyers? I set the torpedos to 1 meter depth and they still often go below the keel of the destroyer. I tried setting the torpedos to magnetic but they prematurely detonate or don't detonate at all, even though I disabled duds in the gameplay settings. Can somebody give me some advice? I would be very grateful.
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Old 03-04-18, 08:28 AM   #9839
fitzcarraldo
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Originally Posted by ThaFr0ggy View Post
What is the best way to hit destroyers? I set the torpedos to 1 meter depth and they still often go below the keel of the destroyer. I tried setting the torpedos to magnetic but they prematurely detonate or don't detonate at all, even though I disabled duds in the gameplay settings. Can somebody give me some advice? I would be very grateful.
I left them in "surface" as sharks....

Impact pistol.

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Old 03-05-18, 03:09 AM   #9840
steinerger
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Hi guys,

first of all, I am totally enjoying the Mod. Its soooo good!
Despite the occasional Sh5 bug (destroyers friend and foe, stalking me unless I reload and they lose track, RMB-Camera, scrollwheel for binocs etc) I am having an absoloute blast.
Already sunk the QE when she was entering the fjord to narvik. took her 3 torps to finally go down and a couple of C3 cargo liners. Currently at early 1940 and still in my Typ VII A. Which is a shame, already got 120.000t sunk of which 31.000tons are warship tonnage.

Anyways, I was just wondering if its correct, that my sub is always called "U-**" I would love to have a regular number...

Best wishes and vecko so much thank you for this outstanding overhaul
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