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Old 01-27-16, 02:03 AM   #3811
MCM
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Dönitz says: "Uboot sind die Wölfe zur See: Angreifen, reißen, versenken!"

That means: "Uboots are the wolves of the sea/ocean: attack, rip/tear appart, sink"

In german the word "reißen" is a word that is defined for alpha animals who stand upmost upon all on the food chain hunting down a victim, bad to translate. Like the german uboots in the early times: Wolves
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Old 01-27-16, 05:33 AM   #3812
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encounter a task force,sun a dido in underwater attack,hunted by 6 dds,couldnot escape...
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Old 01-27-16, 08:08 AM   #3813
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Quote:
Originally Posted by MCM View Post
Dönitz says: "Uboot sind die Wölfe zur See: Angreifen, reißen, versenken!"

That means: "Uboots are the wolves of the sea/ocean: attack, rip/tear appart, sink"

In german the word "reißen" is a word that is defined for alpha animals who stand upmost upon all on the food chain hunting down a victim, bad to translate. Like the german uboots in the early times: Wolves
Awesome, thanks!
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Old 01-27-16, 10:26 AM   #3814
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Dynamic Campaign



Unlike previous SH titles, SH5 Dynamic Campaign is composed of several "smaller" campaigns merged into one large. Some of the advantages of this new approach to the campaign system are more diversity in campaign settings depending on the current war period, better campaign progression "feeling", ect.
One drawback is unintuitive instant "jump" from patrol to bunker when ending date of individual campaign chapter is reached. This however can be avoided with few tweaks described in my alternative method of campaign progression, down bellow in F.A.Q....
Campaign "shifts" are commonly followed by flotilla and homebase transfers.

Due to some issues with SH5 launcher caused by Ubisoft, campaign transfers can be a bit problematic for some players. There are several available solution how to bypass this issue, so make sure to pay special attention on "How can I pass from one campaign chapter to the next one?" tip , down bellow in FAQ section.

Another novelty in SH5 campaign system are flotilla Objectives which will be offered to the player in every individual campaign chapter...



Flotilla objectives



Active objectives can be seen in top left corner of navigation map and/or as circular (ticked) click buttons also visible in nav map.
In TWoS, objectives represent currently available rough area of operations of your flotilla provided by BdU, but keep in mind that objective's graphical representation visible in navigation map are certainly NOT something which players should follow "blindly" or at any cost. Your constant and THE most important "objective" is to hit your enemy as hard you can, when ever and where ever you can. With high tonnage score per patrol OKM will be pleased, one way or another...
In this expansion, Objectives are exclusively date controlled and they will dynamically appear and disappear from your navigation map as war progresses.
Objectives in TWoS only have two statuses, On-going and Finished and they will be declared as "Finished" when certain deadline date is reached or sometimes even before, if BdU decide so...
All previously seen tonnage bar related nonsense are effectively eliminated from this expansion...

One more function of player objectives is to provide the player with several types of Secondary missions ...



Secondary Missions



Missions can be requested only in bunker and during the flotilla commander briefing by clicking "Request mission" button. TWoS/OHII features several types of secondary missions (area patrol, spy infiltration, harbor photo recon ect) and their main function (except "coolness") is to provide the player with one crew promotional point and to restore some crew moral, after successfully finished mission.
That been said, just like objectives, success is not mandatory and it shouldn't be forced at any cost. Successful convoy attack outside your currently designated patrol area will give you much more than 48h area patrol without success. I'm pretty much sure that BdU wont complain neither...
During patrol, your current mission will be shown in your Captains log as Primary or Secondary "Objective" so don't get confused about this...Note also that area patrol missions should be done in single playing session, without leaving the operation area or exiting to main menu. Stuck area patrol timer can be restarted by exiting from designated area, saving/reloading the game, and entering the zone again.

Last edited by vdr1981; 04-22-18 at 11:45 AM.
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Old 01-27-16, 11:03 AM   #3815
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Awesome, thanks!
hello vdr,if sub run with highest speed after depth charges exploded,could dd hear me?
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Old 01-27-16, 11:19 AM   #3816
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Quote:
Originally Posted by JT1981 View Post
hello vdr,if sub run with highest speed after depth charges exploded,could dd hear me?
I'm not completely sure but I'm afraid that the answer is yes...There was a mod called something like "DC water disturbance" made by TDW which should prevent this but, IIRC there were some CTD issues involved.

Last edited by vdr1981; 01-27-16 at 11:26 AM.
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Old 01-27-16, 11:33 AM   #3817
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Quote:
Originally Posted by vdr1981 View Post
I'm not completely sure but I'm afraid that the answer is yes...There was a mod called something like "DC water disturbance" made by TDW which should prevent this but, IIRC there were some CTD issues involved.
so,the fact is,if you were hunted by more than 3dds,you could escape hardly,because the dd will call more dds coming,i am hunted by 6 dds,so ,i am a dead man already....
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Old 01-27-16, 11:47 AM   #3818
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Quote:
Originally Posted by JT1981 View Post
so,the fact is,if you were hunted by more than 3dds,you could escape hardly,because the dd will call more dds coming,i am hunted by 6 dds,so ,i am a dead man already....
Not really, check tips, you may find some useful advice there...
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Old 01-27-16, 04:45 PM   #3819
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Hi guys
IIRC the maximum number I have had looking for me was 9 when I did EBCW and I did eventually manage to get away at 1 knot zigzagging, starting and stopping.

I have put together a tutorial that some of you might be interested who use map contacts which should give you a better chance of escaping when used for attacking convoys.
This is an alternative to the 90 degree fast shoot with a 45 degree one.
With this there is a good chance that any escorts will look for you in the wrong place.
Post #38 J.P.C. 45 Method SHV Revised For Tutorial

Peter
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Old 01-29-16, 07:20 AM   #3820
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What about a harbor raids, now there coastal defence, so it's not so unreal to do it?
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Old 01-29-16, 09:37 AM   #3821
vdr1981
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Quote:
Originally Posted by Sokolov View Post
What about a harbor raids, now there coastal defence, so it's not so unreal to do it?
Try it , why not...
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Old 01-29-16, 09:58 PM   #3822
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Heh, my mod made it in here after all this time. Auto download, cheers guys.

I cant wait to try this.
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"History repeats itself, you would know that if you watch Battlestar Galactica." -me "Nerd" -you
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Old 01-30-16, 05:23 AM   #3823
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Quote:
Originally Posted by ual002 View Post
Heh, my mod made it in here after all this time. Auto download, cheers guys.

I cant wait to try this.
Of course ! And as you can see, they are on top of the list...
Welcome back!
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Old 01-30-16, 07:28 AM   #3824
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I finally got this wonderful mod to work!

Now, I am somewhat of a noob to SH5 and I must admit I am overwhelmed by the manual targeting. I already left out Real Navigation during install ( at some point I will try it, I promise!!), but is there as well a way to change the targeting to a somewhat more automatic or semi automatic version? If I try to reduce realism in the main menu to leave out manual targeting, it does not seem to work in game. It seems I still need to calculate some data points to get a target solution.

At least until I got a better feel for the game I would like to have targeting a lesser challenge with TWOS. If you could help me out here I would appreciate.
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Old 01-30-16, 01:29 PM   #3825
vdr1981
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I wasn't satisfied with some of mine settings/tweaks from v1.05 so I'm uploading quick No. 03 update.

Also, I've noticed that number of main mod downloads is approximately 2x times larger than number of update downloads which indicates to me that many players are not aware of TWoS regular updates. Please, spred the word about the updates and make sure to periodically check SH5 megamod download section. Link for download can also be found in my signature...


The Wolves of Steel 1.05 - Update No. 01/02/03 changelog:

Snapshot changes:
- Remark: Since TWoS v1.05 "Carriers/Airbases launch aircraft when contact detected" patches are disabled by default because of suspicion that these are responsible for planes overspawn bug which can corrupt game saving function. However, this may not be true so If you wish, you can manually enable these patches at your discretion and report any findings in TWoS home thread. Note that "Carriers/Airbases launch aircraft" related patches can be found in two sections of TDW Generic Patcher application (sh5 and shsim).

Other tweaks:
- No funny looking bandages on wounded crew. Instead, when injured, crew icon will turn red...
- Few tuning tweaks in Sim.cfg and Airstrike.cfg files.
- Maximum displayed gameplay realism percentage for "Non-RealNav" players or for those who use optional "Wind & Smoke" addon is tuned up to 70%. This should also affect renown bonuses...
- Tweaked renown values for merchants: Tankers and large troop transport ships are now significantly more valued than regular cargo ships.
- Compatibility tweaks for "A Fistful of Emblems v1.51" mod
- Stock IRAI 0.0.41 settings in Airstrikes.cfg file. It seems that my tweaks were causing unrealistically high number of airplanes spawned in players area even without player detection/radio message interception.
- Stock IRAI 0.0.41 sensors dificulty settings in Init.aix file. If you wish you can experiment with alternate settings.
- Few tweaks in rec.manual, ship pictures.
- New paint variation for Medium Composite Merchant.

Added mods:
- SH5_No Funny Bandages
- A Fistful of Emblems v1.51_TWoS Compatible
- A Fistful of Emblems v1.51 (Weathered)_TWoS Compatible

Removed mods:
-

Installation:
1. Extract content of the archive into your "Silent Hunter 5/MODS" folder.
2. Start JSGME and enable the update with JSGME after the main TWoS 1.05 mod, activated mods list should look like this:

1. The Wolves of Steel 1.05
2. The Wolves of Steel 1.05 - Update No. 03
3. The Wolves of Steel 1.05 - Real Navigation_by TheDarkWraith
*(optional mod)
4. The Wolves of Steel 1.05 - *x* Resolution Patch *(optional mod)

* This update is cumulative which means that it contains changes from all previous patches. You can remove previous updates.
* Enable the update anytime (in port or in patrol) with your JSGME and continue campaign.

Last edited by vdr1981; 01-30-16 at 01:38 PM.
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