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Old 03-18-16, 07:46 AM   #4381
renard60
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Hello I have install(settle) the mod but I shall want to be able to put back(hand) colors on the card(map) of the enemies in red and ally in green as before you can help me svp thank you very much
Hello
please
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Old 03-18-16, 08:35 AM   #4382
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Hello
please
do u mean the sip color ?
if yup then i think that vecko change that in TWoS u can recognize all ship by looking at his flag and u know which one is ally, neutral and enemy. there a are also flag charts in the game
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Old 03-18-16, 08:49 AM   #4383
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Originally Posted by Sjizzle View Post
do u mean the sip color ?
if yup then i think that vecko change that in TWoS u can recognize all ship by looking at his flag and u know which one is ally, neutral and enemy. there a are also flag charts in the game
Tell me about it, last evening i got drunk and you know what? I had a great idea - to play TWOS
So last evening totally drunk u-boat kapitan sunk 2 Portugal ships, because he at first need some frags and at second - he was recognizing flags just after last one went on its trip to the bottom
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Old 03-18-16, 02:56 PM   #4384
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Tell me about it, last evening i got drunk and you know what? I had a great idea - to play TWOS
So last evening totally drunk u-boat kapitan sunk 2 Portugal ships, because he at first need some frags and at second - he was recognizing flags just after last one went on its trip to the bottom
Been there done that
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Old 03-18-16, 03:16 PM   #4385
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Originally Posted by Warham View Post
Yes, but your scripts works better than standart search pattern scripts. I will use them with 32/512 settings.
Good idea if you like it. The very fuelsaving patrol area lurk(just crawling with baffles and go up to reload before co2 gets too high) can be speeded up immensly. maybe you can tweak all scripts and publish it as an alternative? seem most players like more TC than me. While ure at your tweaking decrease the turning degrees of baffles too otherwise theres a 3-5 degree divert. (not palurk).I set 60 degrees instead of 90. ( 90 worked with twos 1.03 on the spot)


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Should i change real nav scripts after every 4 hours? For example from 04-08 to 08-12. Or make it only once after loading game?
No just start it once . BTW I always wondered wether thats gmt or local Not really searched readme for it though hehe.
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Old 03-18-16, 03:30 PM   #4386
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I think im going for a complete reinstalling of Sh-5 and start from scratch step by step. Been away from sh5 for a long time but i think this mod is really worth it.
The generic patcher is there. If you use winrar(I use 7 zip) I think if not mistaken that winrar creates an extra folder with same name as the mod and the folder tree structure will be wrong. The contents of mainmod doesnt go in the mods folder of sh5. It goes to sh5 main. The contents of update (08 now) goes to sh5 modsfolder.
To check: sh5 mods folder should contain mods with Data documentation folder. sometimes other stuff.
The mods in the sh5 mods folder should not contain mods. omg did I make sense? can it be explained easier?

With contents is ment the contents of the packed file. Not the contents of the mods.Just be sure to cover everything that has a slight chance of misunderstanding.

Last edited by Husksubsky; 03-18-16 at 03:41 PM.
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Old 03-18-16, 03:43 PM   #4387
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... BTW I always wondered wether thats gmt or local Not really searched readme for it though hehe...
Always use GMT as local can change unexpectedly..
GMT is always the same.
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Old 03-18-16, 03:44 PM   #4388
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Originally Posted by Husksubsky View Post
The generic patcher is there. If you use winrar(I use 7 zip) I think if not mistaken that winrar creates an extra folder with same name as the mod and the folder tree structure will be wrong. The contents of mainmod doesnt go in the mods folder of sh5. It goes to sh5 main. The contents of update (08 now) goes to sh5 modsfolder.
To check: sh5 mods folder should contain mods with Data documentation folder. sometime other stuff.
The mods in the sh5 mods folder shold not contain mods. omg did I make sense? can it be explained easier?
I can already see...
The Husk's Tutorials thread !
Because he knows how to put it in the easy way!


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Old 03-18-16, 04:40 PM   #4389
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Woohehe New Avatar, now i cant recognize you!
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Old 03-18-16, 05:11 PM   #4390
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One more hint, i expect you know about it, but i have to note it anyway, as i watch a lot of documentaries about uboats and read some books about aces...
The best depth to not be heard by DD's for sub was always near surface. Hydrophones and Asdic are able to hear most effectively if you are deep.
Great strategy in convoy attacks was sneaking in periscope depth because DDs was unable to hear anything so closely to surface.

In TWOS right now you are always much better heard near of surface (with exception if you are fully emerged, than you are not heard at all)
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Old 03-18-16, 05:40 PM   #4391
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One more hint, i expect you know about it, but i have to note it anyway, as i watch a lot of documentaries about uboats and read some books about aces...
The best depth to not be heard by DD's for sub was always near surface. Hydrophones and Asdic are able to hear most effectively if you are deep.
Great strategy in convoy attacks was sneaking in periscope depth because DDs was unable to hear anything so closely to surface.

In TWOS right now you are always much better heard near of surface (with exception if you are fully emerged, than you are not heard at all)
Well, not really but it will take to much time to explain SH AI logic...In short , historical facts and data are sometimes pretty much useless when it comes to SH games, because if you set historically accurate performances and sensors there is a strong possibility that resulting AI behavior will be really "strange"...
Sometimes you need to use "wrong" settings in order to simulate correct AI behaviour.

Anyway, you should take a good read in IRAI thread and you may understand why some things just have to be as they are in SH games...

Small example...We can make your sub "invisible" while near the surface but that would probably result in uninterested and passive escorts who do not care about the sub present in the area ect...There are number of examples like this in all SH games and especially in SH5.
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Old 03-18-16, 05:59 PM   #4392
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OK this i didnt expect
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Old 03-18-16, 06:02 PM   #4393
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And ladies and gentlemen, of torpedo attack i've seen, a lot more realistic than Das boot scenes which looks very hollywood-like for me
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Old 03-18-16, 08:29 PM   #4394
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Originally Posted by vdr1981 View Post
I can already see...
The Husk's Tutorials thread !
Because he knows how to put it in the easy way!


I ll start right away , wait , is there sarcasm here?
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Old 03-18-16, 08:39 PM   #4395
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Originally Posted by palmic View Post
One more hint, i expect you know about it, but i have to note it anyway, as i watch a lot of documentaries about uboats and read some books about aces...
The best depth to not be heard by DD's for sub was always near surface. Hydrophones and Asdic are able to hear most effectively if you are deep.
Great strategy in convoy attacks was sneaking in periscope depth because DDs was unable to hear anything so closely to surface.

In TWOS right now you are always much better heard near of surface (with exception if you are fully emerged, than you are not heard at all)
I always go deep. Escorts seem (some time back) to be very confused when I run around pd depth. Just didn t seem right...like harbour raids don t seem right.
Not sure what they d do in real life but I m sure they had ways
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