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scelta apparentemente facile


fanghino

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Dopo aver disinstallato il gioco per continui problemi dovuti a tante mod e pasticci coi file, ho deciso di ripartire con il gioco  nuovo e con le mod di sostanza. Desideroso di una grafica accattivante, mi sono orientato sul SH 5, ma leggendo le opinioni dal sito di steam, non ne son più convinto. In sostanza, più effetti speciali, che gioco. Un solo U BOOT possibile, nessuna carriera, bisogna scorrazzare per il battello per qualsiasi azione.... A questo punto, torno su SH 3, magari la versione suggerita da Von Faust, completa di tutti gli accessori, la definitiva insomma. E avrei il vantaggio che di base so già come agire. Con pochi aggiustamenti sarebbe il battello cucito sulle mie esigenze. Se avete qualche consiglio ulteriore, sarei grato

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Aspetta, incomincio a non capirci più nulla, non vorrei che tu parlassi di una cosa ed io, non capendo, te ne rispondo un altra 😂

 

"Wolves of steel" è una MEGAMOD da utilizzare solo ed esclusivamente con SH5 . SH5 nella sua versione "uscita di fabbrica" è pessimo ma con la mod "Wolves of steel" (detta WoS) lo fa diventare un gran bel simulatore. Una delle tante novità di questa è la possibilità di non avere la tua posizione aggiornata istante per istante (è un'opzione) ma solo quando chiedi al tuo navigatore di calcolarla. Ovviamente ci sono una marea di altre migliorie.

 

Per SH3 invece ci sono due megamod, una GWX ormai datata ed una aggiornata di recente "Living silent hunter 2020".

 

In entrambi i casi puoi aggiungere, senza esagerare altre piccole mod per personalizzarti i simulatori ancor di più.

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Ringrazio Von Faust, che dedica non poca pazienza alla mia ignoranza. A questo punto torna il dubbio se rimaner fedele a SH3 con le sue ultime migliorie, o passare al 5 WoF. Il dubbio è se tale gioco con la mod torni sulla falsariga del 3 o resti una evoluta versione arcade. Per il momento ho scaricato solo il client di steam, in base alle vostre risposte, compirò la scelta. Alla fine le esigenze sono poche, gradirei aver il 3 (con la sua giocabilità, punteggi, carriera evoluzione del battello e del personale di bordo, navigazione e puntamento) ma con grafica e interni del 5. Parrebbe semplice, ma credo non sia così, cambia il cuore del gioco

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1 hour ago, fanghino said:

Ringrazio Von Faust, che dedica non poca pazienza alla mia ignoranza. A questo punto torna il dubbio se rimaner fedele a SH3 con le sue ultime migliorie, o passare al 5 WoF. Il dubbio è se tale gioco con la mod torni sulla falsariga del 3 o resti una evoluta versione arcade. Per il momento ho scaricato solo il client di steam, in base alle vostre risposte, compirò la scelta. Alla fine le esigenze sono poche, gradirei aver il 3 (con la sua giocabilità, punteggi, carriera evoluzione del battello e del personale di bordo, navigazione e puntamento) ma con grafica e interni del 5. Parrebbe semplice, ma credo non sia così, cambia il cuore del gioco

 

Perchè non tenere entrambi come faccio io ? 😁

SH5, come detto,  con la MOD passa dall'essere poco più di un arcade ad un qualcosa di decisamente realistico, ti faccio un video con il quale mostro tutte le funzionalità così ti fai un'idea.

Per spaventarti, ti elenco sotto tutte le modifiche ed aggiunte fatte al gioco originale, basta vedere la quantità di cose fatte per capire subito che non ha più nulla a che vedere con l'originale.

 

v1.06.01
- SM Interior QR1 room swinging lamp, re-added by Torpedo.
- New imported SH3/4 ship types: Coastal Freighter and Medium Steam Merchant (2nd variation of Granville type, presented as British Steam ship Waziristan).
- Few more controllers fixes for several dat ships.
- Updated New Merchant Fleet mission, added new Coastal Freighter and Medium Steam Merchant.
v1.06.02
- New T3 Tanker and Large Liner variations.
- New SH3/GWX medium tanker.
- More controllers/cfg files fixes for several imported dat units.
- Updated New Merchant Fleet mission.
- Added search lights, Medium Composite Merchant.
- Zones.cfg, Weaponslight zone, destructable=No, revised HT/armor values.
- Musem.cfg, removed from museum, ClassName=Z-ships,NECT
- HanSolo78's old style explosion effects/sounds tweaks, Sober's smokescreen compatible.
- Added The Beast's Ho-229B(Flying Wing) and the Me-262A jet aircraft with an appropriate campaign layers. The jets can be seen from early 1944 around Kiel, Wilhelmshaven and Bergen Bases. Unlike Me-262A, Horton-229B is not part of active German squadrons and it will be engaged only in test flights around Kiel and Wilhelmshaven area from mid 1944.
- Removed Snorkel mounted RWR, doesn't work.
v1.06.03
- Updated Menu.txt battle stations level 2 tool tips.
- Updated FAQ and Tips pdf documentation.
- Fixed notorious CTD issues involved around German type II AI U-boat, visible in the museum again.
- Additional AI type II 3D model and sensors tweaks.
- Added to campaign AI Type II sub, together with an appropriate campaign layer which will add Type II as static units in German ports and as active operational units in British coastal waters, Baltic and Black Sea areas within historical date span.
- Added Jace's Flower Class Corvette paint and equipment improvements.
- Merged Choum's UpgradePacks.upc tweaks and fixes.
- Fixed stock issue in FY campaign radioman's interaction script (kudos to The Beast).
- Hingnd snorkels files/controllers fixes.
- UZO and UBold damage zones - Destructible=No, to prevent possible issues when destroyed completely.
- Deamplified annoying radio room telemetry sound.
- Increased volume of DC explosion sounds (heard from inside).
- Removed unnecessary files from the update in order to reduce size of the archive.
- Environmental layers tweaks.
- Revised/Fixed Zones.cfg Father=XX dependencies to prevent possible CTD in situations when player's unit suffers heavy damage.
- Slightly decreased "LargeWavesCoef" values in SeaParameters.cfg file in order to reduce number of premature detonations in sea state with medium wind speeds, hopefully...
- Laboe Mausoleum (Credits to GWX team).
- Few precautionary Zones.cfg tweaks - removed unused effects from sub compartments zone definitions.
- Few minor tweaks/fixes.
- Coastal defenses campaign layers fixes.
- Danzing objective end date - 04/9/39.
- Sim.cfg : Lost contact time=20 (was 30), Max fire range=7000 (was 8000).
- TG_BoG, mission radius adjustments.
- AI Subs sound fix: AI subs can be heard on hydrophone again.
- Removed static AI subs from Kiel until some more testing is done.
v1.06.04
- U-Flak museum missing coning tower rendering fix.
- Monsun campaign, added missing allied Subs campaign layer.
- Harbors air raid warning sirens in allied and axis ports.
- Addressed rare CTD issue caused by an unknown AI script when friendly warship detects enemy unit while friendly AI subs are present in the area.
- Added docked/inactive sub units to axis ports which will not cause CTDs.
- Submarines generator nodes moved away from home ports.
- Revised Type II campaign layers.
- Added submarines to recognition manual.
- Revised air raids threat zones for all campaigns.
- New historical mission : 1943 Brest Air Raid.
- Added ships warning sirens/horns and star-shell guns for several more merchant types.
- Removed rusty VIIA external textures since many players didn't like them.
- Few minor tweaks and fixes.
v1.06.05
- Patrol zone location fix for one secondary mission from CW campaign (the one which starts with AE9911 grid).
- Updated pdf documentation.
- Removed useless stock tutorial mission, changed/simplified megamod's install instructions accordingly.
- Campaign layers optimization tweaks (env, mines/nets, port defences ect).
- Camp.layers tweaks: Mines/Nets, FWCD, skapa mission.
- Removed imported SH3 Medium Tanker from nations roster due to occasional CTD issues.
- Reduced HP values for AI subs from 250 to 150.
- Lighting storm CTD fix which will completely eliminate small possibility of game crash during rough weather.
- Compatibilty updates for stock multiplayer missions.
- Redline202 new buoy bell sounds, further edited by vdr1981.
- New instructional "Campaign Transfer Orders" flotilla objective available at the end of every individual campaign chapter.
- Alternative campaign progress workaround PDF documentation.
- Optional encrypted BdU combat orders for "Final Years" and "Operation Drumbeat" campaigns.
- Few minor tweaks and fixes.
- OldCoder's Campaign Advance veifier scripts.
- Campaign Transfer Orders objectives, edited starting date.
- Few Tooltip tweaks in Menu.txt file in order to explain some less understandable GUI commands and to support recent changes.
- Torpedoman pasive and special abiities point costs.
- Set of instructional campaign/flotilla transfer radio messages at the end of every campaign chapter.
- Removed OldCoder's Campaign Advance veifier scripts untill more testing is done. The updated sctipts are now available in the form of aditional test mod which will automatically be added to your JSGME.
- Added missing file from updated OldCoder's Campaign Advance veifier scripts (optional test mod).
v1.06.06
- Adjusted dates and content of instructional campaign/flotilla transfer radio messages.
- Main.cfg file tweaks.
v1.06.07
- German Voices sound pack. Optional "German Voices_Uplay_for TWoS 1.06" is not longer needed for people who were using it.
v1.06.08
- Removed optional "Campaign Advance Verifier Testing_For TWoS 1.06" addon until some more testing is done.
- Corrected installer's default game path.
- Updated SH5 Validator default "ignore" exceptions in SHValidatorSH5.cfg file.
- Few precautionary tweaks in main.cfg file.
v1.06.09
- Targor's wooden lifeboats.
- Adjusted content of instructional campaign transfer radio messages.
- Updated "New Merchant Fleet" mission.
- Removed few non-essential test missions, edited mission names.
- Changed file structure in order to avoid possible "Destination Path too long" errors caused by Windows 260 characters limitation.
v1.06.10
- Disabled interaction menu for crewman Max Bauer (the guy in stern torpedo room) since he hasn't any interaction options.
- Removed unnecessary leftover mods from "Generic Patcher/MODS" folder.
- Katze's Moon phase fix.
- Revised few first Enigma messages.
- Waves shape tweaks.
- Merged several environmental "RealEnvironment" and "DynEnv v2.9" tweaks in order to get the best from both quality Env mods for SH5 (Kudos to W clear, gap and all modders involved in development).
v1.06.11
- Updated effects from the Beast's EUF_UBoat_FX mod (revised bubbles and water splash generators, added submarine exhaust smoke).
- Few optimization tweaks for env/static subs.
- Various files/controllers fixes which will (finally) prevent all CTDs when sub flags are used in modded game.
- Added TheDarkWrait's/The Beast's submarine flags (playable subs only, no flags for U-FlAK yet) and turm fixes.
- Added global wind controller to turm flags so that flags can be influenced both by wind and sub's movement.
- Removed some unnecessary files.
- Updated SH5 validator ignore list.
v1.06.12
- More Air/Sea untits files fixes
- Coning tower fixes and tweaks
- submarine upcge rwr bones fix
- U-Flak coatings upgrade pack fix

- Removed wooden lifeboats, certain issues detected.
- WA campaign traning drils encr message fix.


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
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 supporter/donor: Andrew Widdicombe - Thank You very much Captain!
v2.2.1
- LCD_Bunker_Large.zon / Radio Room dmg zone placed inside Test dmg zone.
- Deck gun shell debris particles replaced with spark particles to prevent CTDs.
- Reverted back Zones.cfg files before v2.1.1. Adjusted entries.
- Few more minor stabilize tweaks.
- Updated TWoS credits page. Latest outstanding TWoS supporters/donors: Peter "bart" Simpson and Manuel Jesus Lagares Calvo - Thank You very much Captains!
v2.2.2
- 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!
v2.2.3
- Fixed damage zones problem which was causing patrol torpedo boats to spontaneously catch a fire in rough seas.
- Fixed deck awash appearance of AC Komet/Ems Type freighters in axis harbors.
- Fixed incorrect Ju-188 designation.
- Fixed typo in one grid patrol mission assignment from Western Approaches campaign chapter.
- Fixed incorrectly placed harbor traffic in few British ports.
- Slightly adjusted shape of low wind speed waves and increased overall water reflection intensity.
- Room_QR1_silentmichal.sim, missing controllers fix.
- Added new optional add-on which will make interior even more cramped by adding Silentmichal's extra food supplies (food crates and salami) visible inside your U-Boat - "TWoS SM Interior_Food Stocks".
- Updated TWoS credits page. Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Michael "Skin-nl" Kotte and Brighter Walls - Thank You very much Captains!
v2.2.4
- Microsoft NET Framework 4.7.1 web installer had been replaced wilt older version 4.0 for better compatibility with older OS. The installation will be rejected if you already have same or newer version of NET framework installed on your computer.
- Reorganised and renamed some of the in game charts for easier handling.
- Added recognition manual aditional info entries for several more ship types(catapult ships, light vessels, C-3 cargo ect).
- Several more minor "under the hull" tweaks and fixes.
- Updated TWoS credits page. Latest TWoS supporter/donor: petes-ponderables - Thank You very much Captain!
v2.2.5
- Fixed bug where player could see trough the wall if entered aft toilet (missing texture fix).
- Added patrol radius info in Monsun Gruppe secondary missions (e.g. Patrol Area 1, Radius 250km). Note that most of the MG secondary patrol missions require at least one sunk ship in order to complete the mission and move to the next patrol area.
- Fixed script problem where warning message would enter indefinite loop if maximum underwater speed with snorkel raised is exceeded. CE will now automatically reduce speed to 2 knots.
- Improved appearance of radio room light bulbs (system related, may effect only some players).
- Several precautionary stability fixes. ( VIIB files)
- Revised and adjusted food diminishing time intervals for food storage in radio room (Salami, SM Interior Food Stocks addon).
- Food stored in command room and aft quarters room will now also diminish over time for players who are using SM Interior Food Stocks add-on. Still looking solution for "camera out of sector" problem caused by this addon.
- Improved TheBeast's submarine smoke exhaust effects.
- Added recognition manual additional info entries for several more ship types, more stuff to read during long patrols (Ehrenfels type freighter, Orion auxiliary cruiser, parcel ships ect...).
v2.2.6
- Reduced appearance of Brazilian merchant ships in allied convoys in order to avoid player's unnecessary penalty points for neutral kills.
- Fixed "Panama_T" group, Norwegian merchant replaced with Panamanian.
- Reduced UnderwaterDispMap effect.
- Revised and tested scripted historical events and units transfers.
- Several minor "under the hull" tweaks and fixes.
- Special credits to the Captains who have supported my work in last two months trough the available TWoS PayPal link: Jason Jara and Andrew Zamic, Peter "Theberbster" Scott and Jan "Muckenberg" Somsag - who have also made several donations so far, and especially to Andreas Vogt for his enormous 100 euro donation which left me quite speechless!
v2.2.7
- Added back classic SH style binoculars and UZO apereance with bearing marks, for more enjoyable gameplay.
- Removed dripped effects from nav map plastic cover for cleaner look.
- Reduced ability for all in-game guns to perfectly track targets in vertical axis in order to achieve more realistic hit/miss ratio and to simulate traditionally inaccurate WW2 naval gunnery.
- Added recognition manual aditional info entries for several more ship types.
- I also submitted large number of false positive reports to various AV vendors in order to reduce number of unjustified detections.
- Updated install documentation.
- Several more minor tweaks and fixes.
- Special credits to the Captains who have supported my work during the last two months trough the available TWoS PayPal link: Philippe "RealMadDad" Kogler, Eric MacLuchlan, Noel Bennett, Patrick Cremona, Elvin Vega, Sebastian "Nixis" Walter and Andrey Surzhykov-Tsarykevich! You guys are truly awesome!
v2.2.8
- Initial loading screen updated with additional "Black screen pause" note and "Best of Subsim 2017" badge.
- Edited appearance dates of FuMB-1 Metox radar warning receiver, FuMO-29 radar and Bold1 decoys according to historical apereance dates in single missions and few months earlier in the campaign in order to simulate new test equipment for successful captains.
- Radar display will now show airborne contacts as well.
- Added ability to manually turn off radar at captains discretion which wasn't possible before (radar was always radiating EM energy regardless of On/Off state).
- Incorrect South African flags are now fixed, together with few more flag problems like incorrect German flag shown in the museum (info card) and missing "Free Netherlands" flags on ships.
- Soviet and New Zealand navy and civilian vessels now have correct ensigns.
- Various flags chart fixes.
- Moved flag position to ship's stern for Medium troop transport. More to come in future updates...
- Send weather report command from radiman's UI command menu is now functional! Use it at your own discretion but be aware that, just like a normal status report, your weather report can be intercepted and triangulated by allies.
- Enabled previously blocked torpedoman special ability to pre-heat/overcharge torpedoes in order to somewhat increase their range (*restore the snapshot again using Generic File Patcher to activate the changes).
- Increased range of TII but somewhat reduced range of TIII electric torpedoes so that both types can have maximum range around 5km in their pre-heated state. However, newer TIII type will still have slightly better range than it's predecessor.
- Edited and adjusted torpedoman's special abilities: "Pre-heat/overcharge torpedo" (for range and reliability) and "Torpedo Warhead" (slight damage increase).
- Increased duration time from 10 to 30 mins for "Pre-heat/overcharge torpedo" and "Torpedo Warhead" abilities so that player can have enough time to issue an order to the torpedo-man well before the engagement.
- Edited numerous ingame texts and tool-tips for better understanding of certain GUI command functions.
- Removed some of the non-implemented and redundant GUI commands in order to avoid confusion.
- Better description for some TWoS optional mods and add-ons. (Campaign Advance Verifier Testing, More info)
- Added "Russian fonts patch" to TWoS Documentation folder with the appropriate install instructions.
- Various smaller tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Richard Roberts, David "HW3" Stevens, Ales "Kikinado" Bily, Dale Francisco, Christian "Kuddell1982" Eilmes, Yangfan Xu, Garry Dragon, Steven Reynolds, Andrew Cummings and especially to Grant "CaptBones" Graeber for his enormous 100 USD donation! Thank you very much Captains! Have fun and sink 'em all!
v2.2.9
- Western Approaches campaign chapter, flotilla renamed to more historically accurate 7th flotilla.
- OFEV stock settings: Range filter for useful contact reports from Captains Log increased to 800km (previously 400km), Hydro follow contact update time, 3 minutes + few more minor tweaks. (run batch file from TWoS Documentation folder to activate the changes)
- Edited tool-tip description of "Range filter for useful contact report" function which will hopefully make it more understandable for less insightive players.
- Slightly increased probability of enemy airstrike when you're detected and/or when sending radio messages.
- Historically accurate South African naval/merchant ensigns , flags chart updated as well.
- Removed "unknown contact" label if a sound contact is located outside of hydrophone detection parameters and can not be detected by your AI sonarman. The contact can still be heard by player though, due to engine limitation, but you won't be able to track it with the apropriate hydro GUI commands.
- Fixed bug which was causing certain (undamaged) warships and destroyers to appear at "deck awash" depth in the campaign.
- Fixed bug which was causing hospital ships in French ports to spontaneously catch fire and sink.
- Fixed typo in M4 Enigma in-game instructions.
- Edited U-boat flags appearance so that German flag is always on top.
- Fixed and completely redesigned crew efficiency bars visible in the crew efficiency page. The bars will now move in right directions depending on current crew/efficiency state(s). The percentage values of bars movement are not completely accurate and should not be taken for granted but they'll be accurate enough to give you a clue about what is going on in your sub and how certain crew special abilities can effect systems/crew efficiency.
- Added pumps and watch crew efficiency bars.
- Updated F1 key commands help chart: F11 key-Submerged torpedo loading, F12 key-External torpedo reserves transfer.
- Tuned and re-enabled "units visual sensor affected by available light" patch in TWoS Generic Patcher Snapshot (restore snapshot to activate changes).
- Completely revised and edited composition of late war years convoys. Now it will be much more difficult to find a convoy without at least few old frigates on protection duty from 1943 onwards, except in some very distant waters.
- Edited description and picture of GHG+KDB hydrophone upgrade pack from which is now clearly visible that your U-bot will be equipped with two hydrophone sensors after the upgrade (GHG which is stock + added KDB).
- German warships and destroyers are now completely removed from Mediterranean campaigns. Only auxiliaries and submarines will be present.
- Added two new dialog commands to radioman and WO dialog menus: Send weather report and Report the nearest stationary radio source/beacon.
- Added moderate crew morale bonus for merchants and significant morale boost for capital ships sinking.
- Removed all crew abilities which could effect torpedo damage.
- Added new active crew abilities which will allow the player to disengage sound and visual contact reports. "Watch crew off" ability is limited to 20 min while the "Hydrophone off" has a on/off function. Use these abilities carefully from obvious reasons.
- Redesign and improved crew morale/motivation mechanics. "Life saving" and normal operations abilities won't require any special crew motivation, while some individual skills will still require good morale in order to be activated.
- Crew won't directly reject your orders anymore if low on morale/motivation. Instead , you'll receive more appropriate answer like "I'll try Sir" or "I am doing my best Sir" without any "head shaking" animation ect.
- Added passive abilities to senior staff as well: Chief engineer (Pressure Hull-Critical Spots), WO (Watch Crew) and XO (Crew Check-enabled by default). Check ingame description for details.
- Added several more realistic crew abilities:
Torpedoman:
* External torpedo reserves transfer - to the best of my knowledge, this is the most realistic implementation of this dangerous and demanding activity so far which will make your sub very vulnerable until the transfer is complete.
* Submerged torpedo loading - Torpedoman's ability to "motivate" his men which will improve with every new level upgrade.
* Regular torpedo maintenance - Passive ability which will ensure nominal torpedo performance and range.
Chief Engineer:
* Air purification measures - Taken directly from type Type VIIC manual. Reduces CO2 accumulation for certain period of time and. It can be used only once per patrol.
Bosun:
* Last Resort - A new and interesting ability which will allow the player to send the crew to bunks in order to save the oxygen in especially desperate situations, inspired by well known "Das Boot" ending.
Navigator:
* Celestial Navigation: Should have effect only with Real Navigation Add-on.
- Various smaller tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporters/donors: Andrew Kassian, Marcelo "lvl4F" Flores, Jeff Klatt, James Belless and especially to Maurizio "Torpedo" Cattaneo for his enormous 100e donation! Thank you very much Captains! Heil und Sieg und fette Beute!
v2.2.10
- New loading screen. Special thanks to gap and Edward Tambunan who has actually repainted the photo (U-96).
- Watch crew will now report bearing as well when group of units/convoy is in sight.
- Enhanced tooltip instructions for external torpedo reserves transfer in order to avoid confusion how to utilize this ability.
- Player's submarine in Monsun Gruppe campaign chapter ("silentotto" start) is changed to type VIIC since it is still too early for VIIC/41.
- Player's submarine in Turning Point campaign chapter ("silentotto" start) is changed to type VIIC instead of U-Flak. To start this campaign chapter using U-Flak, enable "Campaign Start_VIIB_UFlaK" addon prior your campaign start. In normal gameplay and without this add on enabled, U-Flak will be offered to player from mid 1943 to the end of the year, depending of current player'a rating.
- Edited starting bases of several campaigns in order to avoid unnecessary instant jumps between bases at the end of campaign chapter. Almost all base/flotilla transfers will be followed by the appropriate encrypted and unencrypted radio messages...
- Few more minor tweaks and fixes.
- In game credits page updated with latest TWoS suporter/donors.
- A big thank you for the latest outstanding TWoS supporters/donors: Peter "TheBerbster" Scott, Michal "Palmic" Palma, Alexander Zhavoronko, Robert Jesse Gary, Adrian Spence, Gerhard Pfundt, Enrique Frances, Aitor Avendano Ormaetxea, Jacques Alary, Thomas Oulie, Joachim Thieme.
v2.2.11
- Added Gutted's solution for annoying repetitive crew voices when using certain in-game functions: torpedo settings (salvo, depth, speed, pistol settings), map course plotting ect...
- The visual sensor affected by available light for all AI units modifier has been changed from 0.0 to 0.5. This should effectively reduce overall spotting distance of all in game AI units. (Disable all patches in your Generic Patcher and restore the snapshot again to activate the changes*)
- External torpedoes reserves transfer cool-down time has been reduced from seven to two days.(this tweak requires new campaign start*)
- Reduced accuracy of 3-inch and 4.7-inch guns used on some allied merchant ships.
- Special thanks to the latest outstanding TWoS supporters/donors: Michael Von Franck, Charles Dellipizzi, Stephen Allen and Robert Lansdell.
v2.2.12
- Edited Baltic early war sea traffic lines.
- Fixed problem where Polish merchant ships were occasionally trying to pass trough the Kiel kanal while trying to defect to Great Britain during the invasion of Poland.
- Defecting Polish ships will now be taken from Free Poland roster so they can be attacked without penalties for player even after Poland has been conquered.
- Reworked Operation Weserübung: British and German task forces routs departure dates and group compositions. *Note that near the coast operations can not be simulated due to AI limitations.
- Removed excessive number of both British and German task forces during the invasion of Norway.
- Fixed problem where British task forces will just disappear after their final way point is reached during the Operation Weserübung. Instead, they will patrol the designated area for several days and return to Scapa Flow.
- Edited/added set of radio messages which will instruct the player how to behave during the Operation Weserübung, when to start and stop attacking Norwegian ships...
- All the campaign changes require new campaign start in order to be activated but this is not mandatory if your current playtrough date is well beyond april 1940.
- Polish Grom destroyer 3D model is replaced with more historically accurate British R class, instead of used Tribal.
- Special thanks to the latest outstanding TWoS supporters/donors who are making this expansion to keep going: Michael Meuren, Thomas "excel4004" Pentenrieder and Robert "bstanko6" Stanko.
v2.2.13
- Polish destroyer ORP Wicher is now accurately represented in game by Bourrasque clone since real ORP Wicher was copy of this French destroyer.
- Fixed occasionally missing "Start of hostilities against Poland" radio messages from the opening stages of Operation Himmler (invasion of Poland).
- Slightly reduced visual sensors difficulty parameters for merchants and warships.
- Reduced skill of Polish Danzing bay taskforces to "average".
- Slightly increased duration of "Disable watch crew reports" WO ability in order to pass unimportant contacts more efficiently and without TC drop.
- F7 key command will now simultaneously activate/deactivate both battlestations level 1 and 2 crew states and also place the guns to neutral positions after the command is disabled.
- Improved numerous tooltip descriptions for various GUI elements and commands in order eliminate players confusion. (travel mode ect)
- Improved tooltip descriptions and instructions for some crew active and passive abilities (Submerged torpedo loading, External torpedo reserves transfer, air purification measures ect).
- Added warning message in the main gameplay settings screen which will note the player that gameplay settings for the ongoing campaign can be manipulated only from the bunker.
- Reworked XO TDC dialog box messages for players who have troubles to understand optional auto TDC procedure in TWoS (XO: Lock target again to calculate auto TDC solution => Auto TDC is active!).
- Ingame TWoS credits page updated with latest outstanding TWoS supporters/donors : Hubert Dewey, Fernand Delfosse, Ludwig Diebel, Joerg Krieger, Carlos Jesús Bustos Moreno, Joseph "TM=Bluntman" Dewey and Janne Aatrakoski. Thank you very much and happy hunting Captains!
v2.2.14
- Added tooltips description how to use built in Navmarks/Supermars functions.
- Updated events.ini file by Tonci87. Corrected Grossdeutscher Rundfunk radio station news broadcast dates trough out the entire war.
- Improved XO TDC dialogs - Auto TDC active/inactive.
- Added missing star shell guns and ship whistles for several merchant types and auxiliary cruisers.
- Added missing search lights for several merchant types and auxiliary cruisers.
- Nation's roster historical fixes as suggested by kapuhy.
- Various "under the hull" campaign file fixes and improvements.
- Ingame TWoS credits page updated with latest outstanding TWoS supporters/donors : Sebastian Loof, Isaac Bordelon and Ernesto Sanchez Lliso. Thank you very much and happy hunting Captains!
v2.2.15
- Fixed typos in Events.ini file which could cause CTD on certain dates.
- Special thanks to the latest outstanding TWoS supporters/donors: Margot Kalus, Nik05 and Gene Davidson! Thank you very much Captains! Heil und Sieg und fette Beute!
v2.2.16
- External torpedo transfer torpedoman's ability cooldown time reduced to just over 10 hours in order to simulate crew resting after this complicated and risky task.
- Removed faulty DC racks animation for imported Bourrasque and Chacal destroyers.
- Added clear and unambiguous translation of every item from submarine system/equipment page which can be seen in bottom part of the page (technical description area).
v2.2.17
- KSD Commander fix, loging to KSD server is possible again, adding back full functionality of this program (online chat and stats comparison).
- Optional addons for radioman GUI commands (send contact and status reports) are now part of the main mod by default.
- Added three new optional addons - "Remove Map Plastic Cover", which will make various nav map elements much more visible, "Officer Icons as Stations", Captain America's alternative officer icons adopted for TWoS and "Env Settings - Brighter Nights", a gap's Dyn Env solution for nights being excessively dark for some users.
- Added more and further improved set of instructional campaign/flotilla transfer radio messages which will be sent to the player at the end of every camping chapter.
- Increased KSD hydrophone receivers damaging depth.
- New high resolution flags textures for several nations.
- Reorganised and improved various GUI elements (sub systems page, Captains log ect). A big thanks to Serega who has allowed me to use his Russian addon for TWoS as a inspiration!
- New and better looking nav map color gradient.
- Combining and further adjusting many graphical elements from various environmental mods in order to achieve the most realistic looking environment. Improved environmental graphics, more realistic sky, clouds, water and fog effects (credits to W_clear, gap and Serega!).
- Reintegrated small TDW tweak, water surface reflection varies with available light.
- Stock loading pictures (artwork) is replaced with authentic colorized WW2 Battle of the Atlantic photos.
- Set of Kapuhy's fixes, improvements and alpha channel textures for Schute_M1 (Motor-Hafenschute).
- New Leigh Light 3D model by gap.
- Few OFEV options adjustments.
- Special thanks to the latest outstanding TWoS supporter/donor: Maurizio "Torpedo" Cattaneo! Thank you very much Captain!
v2.2.18
- Added Kapuhy's "Ghost Ships Fix", a large number of equipment/deck crew improvements and fixes for many SH3/SH4 imported coastal and other vessels.
- Added set of improvements for "Operation Drumbeat" campaign proposed by Tonci87 (Flotilla objectives start/ending dates and instructional radio messages).
- Added special chart which contains corrections for manual local apparent noon latitude calculation in SH5/TWoS world, for Captains who wish to perform full manual navigation using built in sextant. (Charts-Real navigation-LAN corrections)
- Fixed long standing stock game/OHII problem where still inactive airbases would spawn airplane groups before airbase activation date.
- Implemented new ship type in proper gr2 format - Small Motor Coaster created by Kapuhy!
- Added network of coastal traffic lines for various war theaters in all campaigns which will be used by various coastal merchants, trawlers and other coastal vessels available in the game (UK, Scandinavia, France, Spain, Mediterranean ect).
- Redesigned traffic, convoys, ocean liners campaign layers and sea traffic lines for all campaign chapters.
- Added at least 30-40% more individual sea traffic (groups of 1 to 2 ships) for many previously unused harbors for all campaign chapter. Somewhat safe and protected waters will feel much more alive from now.
- Fixed large number of errors and oddities from stock and OHII campaign files. Added much more minor fixes and game improvement as well.
- Redesigned sea threat zones which will correctly redirect sea traffic during their journey. No more oddities like allied merchants near axis controlled ports/airspace or German supply ships in English channel.
- Added Type-XIV "milk-cow" sub to the German roster which will take part in submarine sea refitting operation between early 1942 to mid 1944.
- In addition to Dithmarschen Supply Ship, German auxiliary crusers and few other merchant types will from now take their role in U-boats replenishment operations as well.
- A big thank you for the latest outstanding TWoS supporters/donors:Thomas "excel4004" Pentenrieder, Peter "THEBERBSTER" Scott, Peter Tregear, Matthias Giebichenstein, Ioannis Voulimeneas, Attila Kriszt, Stanislav Shchebetov, Thomas R Flaherty, Javier Benedicto Higuera, Stefano "Procione"" Scalmani, Dale Francisco, Jacques Alary and John Wall.
v2.2.19
- Old SH3 C-3 cargo liner has been replaced with new highly detailed and great looking 3D model, created by Rosomaha!
- Updated files and performances for recently added Kapuhy's Small motor Coaster.
- Slightly increased re-spawn intervals for fishing and others trawlers which can be encountered in coastal waters of various nations. Adjusted fishing areas node positions.
- Added/repositioned allied destroyer patrols to several sea traffic choking points near coastal waters, like Gibraltar, British NW and SW approaches ect.
- Majority of neutral traffic bound to British waters in early war years have been replaced with the appropriate "free nations". This means that from now all darkened ships encountered in British waters, even under the flag of currently neutral nation (like Sweden, Denmark ect) will be valid targets and player won't receive penalty points in case of sinking. Also, use of optional "Neutrals Illuminated Only_Until [Date]" addon for TWoS is highly recommended.
- Few other minor tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporter/donor: Larry Shirley, John Carlson, Victor Nunez Riera, Ulrich Bäumler and Kostyantyn Davydov. Good hunting Captains!
v2.2.20
- Neutral Illuminated Only until_[Date] addon is now added to the main mod and it can not be disabled anymore. This means that temporarily neutral nations (like Norway, Iceland, USA ect) will use illuminated vessels only until they declare war to Germany or they join to Allies or Axis coalition. (Note: you may see on the next patrol or two few bugged ships without skin/paint but the problem will sort it self out pretty soon).
- Added latest version of "Little_Ships" package which contains several new coastal cargo ships, tankers and trawlers, created from scratch entirely by Kapuhy!. For more info check "Silent Hunter 5\The Wolves of Steel - Documentation\Other Readme Files and Docs\Kapuhy's Little Ships - Documentation".
- Added latest version of great looking Rosomaha's C-3 cargo liner with lots of improvements.
- Added Kapuhy's new Fairmile B Motor Launch patrol boat to regular port defense campaign layers.
- Added Targor's cool looking Wooden Lifeboats as an optional addon. Slight game freeze can be observed on less powerful systems when these lifeboats are spawned and that's why it's optional.
- Added "Missing Nav Map Coordinates_Fix" optional addon which will solve the problem of missing/hidden navigation map coordinates for people who are using large screen resolutions.
- Reverted back to original SteelViking's interior CR.gr2 and sim files in order to get rid of some occasional game crashes when game is saved and reloaded without exiting game.
- Fixed patrol missions in Monsun campaign. Added patrol zone coordinates for patrol areas near African coast.
- Some optional adons have been renamed for better understanding of their function.
- Large number of tweaks and fixes for improved game stability with recently added units.
- Number of various minor tweaks and fixes.
- Special thanks to the latest outstanding TWoS supporter/donor: Francois Coussement. Good hunting Captains!
v2.2.21
- Edited and revised campaign traffic lines in order to ensure that by the early October 1939, all DARKENED ships bound for British ports may be considered hostile, regardless of their markings of currently neutral nations (like Norway, Sweden, Denmark, Finland ect).
- Edited and revised campaign traffic lines around fall of France in June 1940 in order to prevent possible friendly sinking of French ships around UK and other legit U-boats hunting grounds since they will appear as legit darkened targets (The game will consider french units friendly as soon as France fall and it's ports "turn blue").
- Fixed problem where allied convoys in Mediterranean campaigns will occasionally try to "squeeze trough" in between Sicily and the mainland Italy.
- Other various campaign fixes involved mainly around illogical and misplaced traffic which can sometimes occur when nation "change side" form Axis to Allied and vice versa.
- Added new merchant ship type to various nations roster: awesome looking "Raised Quarterdecker", entirely created , from scratch, by Kapuhy!
- Edited description and displaying messages of Campaign Advance Verifier_Testing addon. Make sure to read updated JSGME "More info" description of this addon.
- Edited instructional Campaign/Flotilla transfer radio messages to be in line with recent Campaign Advance Verifier_Testing addon description changes.
- Disabled Generic Patcher Collateral Damage patches in the snapshot for better damage distribution calculations, both for playable subs and other units. No more exploding bow when torpedo hit stern of the ship or damaged propellers if you frontally collide your sub with something. Some larger ships and warships will more frequently require more then one well placed torpedo in order to go down which is more realistic after all. (Fire up TDW Generic Patcher and restore the snapshot again if you wish to activate the changes).
- Edited and rearranged XO dialog box Auto TDC messages. After you mark the ship the XO will inform you that "Auto TDC solution are set! Fire when ready!", so if anyone still ask again "how to use auto TDC in TWoS" , I will personally shoot him with my Luger pistol!
- Increased probability to 80-90% and decreased time interval (12h) of non directional beacons activation in harbors, which can help real navigation Captains to position their boats properly for harbor entrance in bad weather conditions.
- Updated official PDF install instructions to reflect recent changes.
- Added names to ingame official credits page of recent TWoS donors and supporters: Gregory Prichard, John Damuth, Lenny Miller, Jacques Alary, Dimitris Triantis, Antti Komulainen, Wolfgang Moog. Thank you very much Captains and I hope you'll enjoy TwoS for a long time!
v 2.2.22
- More campaign traffic lines improvements and fixes: redirected several traffic lines in the Mediterranean in which ships for axis needs would get too close to allied controlled waters.
- Coastal schooners (small merchants with sails) are transferred to the appropriate ships category type (Coastal vessels) so that they won't be seen anymore on long oversea routs.
- Added realistic KM grid map visible on navigator's table in the command room.
- Added 8/16/32km tooltip for radar range dial.
- Radar apparatus is moved higher up for approximately 10-15cm so that radar display can bee seen better even without player manning the station (this will be useful for early radars without 360 deg scan capabilities).
- Fixed GR2 editor error for stern torpedo room.
- Compressed air dials in the command room will act independently simulating multiple CA storage (0-50% and 50-100%).
- Edited low wind speed waves shape for more realistic sea appearance and U-boat behavior.
- Increased cooldown intervals for units in coastal traffic lines by approximately 0.5 days and lowered probabilities of forming larger coastal traffic groups of 3 or more vessels.
- Removed range data from radioman's "bearing to nearest stationary radio source/beacon", NDB activation intervals increased to 4h.
- Added radar capabilities for air raid sirens for better in game behavior and timely response.
- Airstrikes.cfg tweaks: increased attenuation factor, reduced AB skill modifiers.
- Mosquito fighter-bombers moved from "bombers "to "fighters" category, which is more appropriate category for this type of airplanes.
- Reduced number of available bombers/torpedo bombers in AB and AC groups in order to prevent planes over-spawn problem which can corrupt gamesaves and/or CTD the game.
- Minimum 2 escort ships: Edited sea traffic groups in order to ensure that minimum of 2 escort ships are assigned to convoy protection duties if game decides to spawn protection for given group, since single escort ship on convoy protection duty can not react very well and she will simply ignore the threat most of the time.
- Edited composition of some naval groups/convoys for more realistic in game appearance and behavior.
- A big thank you for the latest outstanding TWoS supporters/donors: Michael "Skin-nl" Kotte and Leslie Green! Thank you very much captains! I wish you all Merry Christmas, happy new year and lots of good hunting with Wolves!

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Ho tradotto e letto tutto l'elenco, un lavoro enorme! Che sposta l'indice di gradimento nuovamente verso il 5. Non intendo scaricare entrambi i giochi, in quanto giocherò con uno soltanto. La procedura dunque e scaricare SH5 da steam, poi installare WoF e altri selezionati mod su vostro consiglio. Salvare l'intera configurazione e solo dopo iniziare a giocare

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5 hours ago, fanghino said:

Ho tradotto e letto tutto l'elenco, un lavoro enorme! Che sposta l'indice di gradimento nuovamente verso il 5. Non intendo scaricare entrambi i giochi, in quanto giocherò con uno soltanto. La procedura dunque e scaricare SH5 da steam, poi installare WoF e altri selezionati mod su vostro consiglio. Salvare l'intera configurazione e solo dopo iniziare a giocare

 

Esatto, fammi prima verificare un paio di cose sull'installazione e ti dirò (quindi usi la versione steam giusto ?).

PS: io uso solo la mod WoS, al momento soddisfa a pieno tutto ciò che cercavo.

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Confermo. Ho scaricato il gioco, devo ancora installarlo. Da steam si vedono dei video davvero molto avvincenti, con la colonna sonora di das boot, addirittura si adegua alle azioni! Interni molto realistici con le casse di cibo, e parecchie altre cose che rendono il gioco assai coinvolgente. Proprio come piacerebbe a me. Non so se sia nel pacchetto di wos, sarebbe perfetto. 

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6 hours ago, fanghino said:

Confermo. Ho scaricato il gioco, devo ancora installarlo. Da steam si vedono dei video davvero molto avvincenti, con la colonna sonora di das boot, addirittura si adegua alle azioni! Interni molto realistici con le casse di cibo, e parecchie altre cose che rendono il gioco assai coinvolgente. Proprio come piacerebbe a me. Non so se sia nel pacchetto di wos, sarebbe perfetto. 

 

Ti ho fatto un piccolo video per illustrarti tutto, perdona se non sono un gran oratore 😂

Lo sto caricando su Youtube, ci metterà un pò.

Per quanto riguarda le MOD WoS ha al suo "interno" tutta una serie di piccole mod (quindi testate da loro) per piccoli adattamenti, tra questi anche il cibo che per farti il video ho attivato (di solito la disattivo per non appesantire troppo il PC)

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Ma nooo.... ma cosa succede ora. Non ho il gioco, parte la versione on line da steam. Ho scaricato un file da 380 gb e non c'è nella cartella. Non capisco cosa sia successo. Ho creato una cartella steam, e su quella c'è solo roba di steam. Nessun file SH5. 

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17 hours ago, fanghino said:

Ma nooo.... ma cosa succede ora. Non ho il gioco, parte la versione on line da steam. Ho scaricato un file da 380 gb e non c'è nella cartella. Non capisco cosa sia successo. Ho creato una cartella steam, e su quella c'è solo roba di steam. Nessun file SH5. 

 

Controlla nella cartella \Steam\steamapps\common\

di solito steam mette tutto ciò che installi in questo percorso.

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1 hour ago, Von Faust said:

 

Controlla nella cartella \Steam\steamapps\common\

di solito steam mette tutto ciò che installi in questo percorso.

Lo so, cliccando sull'icona del gioco, mi butta sul sever di ubisoft, che neppure funziona... Dovrei avere una cartella compressa con il gioco dentro. Non c'è nei d.load. Ho il WoF, ho la mod das boot... ma il gioco in se no. Non è nel cestino mah

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14 minutes ago, fanghino said:

Lo so, cliccando sull'icona del gioco, mi butta sul sever di ubisoft, che neppure funziona... Dovrei avere una cartella compressa con il gioco dentro. Non c'è nei d.load. Ho il WoF, ho la mod das boot... ma il gioco in se no. Non è nel cestino mah

 

chiedo agli altri Comandanti, io di tutti i giochi di Steam ho le cartelle con tutto nel percorso che ho indicato.

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1 minute ago, Von Faust said:

 

chiedo agli altri Comandanti, io di tutti i giochi di Steam ho le cartelle con tutto nel percorso che ho indicato.

Ho scritto nel forum di steam, pare che non sia il solo ad avere questo problema

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Aggiornamento: dopo inutili ricerche, ho eliminato la cartella, e ripreso un altro scaricamento. Steam ha creato una cartella steam/.../ ecc al cui interno finalmente vi è il gioco. Ho amaramente scoperto che cliccando sull'exe (l'icona del gioco con file eseguibile) compare un messaggio d'errore, e siamo punto a capo. Vi è un'altra cartella con un file: ubisoft game launcer. Non penso sia quella l'icona. 

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Continuo ad aggiornarvi in merito. Ho scritto all'assistenza steam, che con sorpresa è stata sollecita nel rispondermi chiedendo la natura del problema e uno screenshot. Stiamo a vedere. Se la cosa non trovasse soluzioni, torno a SH3 nella versione proposta da Von Faust e pace e amen

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On 7/1/2021 at 09:49, fanghino said:

Continuo ad aggiornarvi in merito. Ho scritto all'assistenza steam, che con sorpresa è stata sollecita nel rispondermi chiedendo la natura del problema e uno screenshot. Stiamo a vedere. Se la cosa non trovasse soluzioni, torno a SH3 nella versione proposta da Von Faust e pace e amen

Ciao a tutti 

Fanghino ti da un errore tipo questo ubisoft ?

"A SERVICE IS UNAVAILABLE
a Ubisoft service is unavailable at the moment. Please try again later"

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Ma guarda, non divento matto per un gioco. Non capisco come mai. La prima volta che scaricai il 3 funzionò subito bene. Ora bisogna scaricare, giocare on line almeno una volta, passare a modalità off line di steam, ancora non funziona.... se devo anche star a cercare su ubisoft..... Provo la versione che suggerisce Von Faust.

....andavo così bene con una bella carriera, adesso è seccante ricominciare la guerra di nuovo!

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5 hours ago, fanghino said:

Ma guarda, non divento matto per un gioco. Non capisco come mai. La prima volta che scaricai il 3 funzionò subito bene. Ora bisogna scaricare, giocare on line almeno una volta, passare a modalità off line di steam, ancora non funziona.... se devo anche star a cercare su ubisoft..... Provo la versione che suggerisce Von Faust.

....andavo così bene con una bella carriera, adesso è seccante ricominciare la guerra di nuovo!

Parli di sh3 o 5?

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3 hours ago, prima_legio said:

Parli di sh3 o 5?

Io volevo passare a SH5, ma è stato un problema e basta. Dopo il d.load da steam non si avvia, parte solo on line, la procedura per andare off line non funziona.... una delusione. Von Faust ha postato un link da cui ottente SH3 in versione definitiva, immagino con ogni aggiornamento possibile. La quale spero non creai noiosi contrattempi di funzionamento. Tutto qui, semplice solo a parole....

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Riscaricato SH3, parte in modalità on line, sul server ubisoft. Per render le cose più semplici, va subito in pausa e non c'è azione che lo faccia ripartire.Eliminato ogni file ubisoft, ma al lancio, si torna al problema. Poichè ho ben poca pazienza e voglia di esser preso per i fondelli da ubisoft e steam, se qualcuno ha un suggerimento, ottima cosa. Altrimenti abbandono i giochi che è inutile giocare a rimpiattino, a far la gara su chi è più abile al pc con queste multinazionali del... "file"! 

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18 hours ago, fanghino said:

Riscaricato SH3, parte in modalità on line, sul server ubisoft. Per render le cose più semplici, va subito in pausa e non c'è azione che lo faccia ripartire.Eliminato ogni file ubisoft, ma al lancio, si torna al problema. Poichè ho ben poca pazienza e voglia di esser preso per i fondelli da ubisoft e steam, se qualcuno ha un suggerimento, ottima cosa. Altrimenti abbandono i giochi che è inutile giocare a rimpiattino, a far la gara su chi è più abile al pc con queste multinazionali del... "file"! 

Di solito il problema è una sezione dell'elenco di compressione del tempo mancante nel main.cfg della cartella SH3 in Documenti. Per risolverlo, copia la sezione di compressione del tempo"[TIME COMPRESSION]" del tuo main.cfg

Ubisoft/SilentHunterIII/data/cfg

nel gioco SH3 e incollalo nel main.cfg nella cartella SH3 nella cartella Documenti 

Documenti/SH3/data/cfg/main.cfg

e salva.

In alternativa,per risolvere I problemi con steam/uplay eccetera vai a questo link

https://www.designmodproject.de/forum/silent-hunter-3-fragen-tipps-tricks/1328919-sh3-installation-für-uplay,-steam-und-amazon-2020-fit-machen

O leggi il mio post successivo( ho tradotto con google)

Ps le modifiche proposte sono legali ed approvate da ubisoft perchè necessitano di un exe legalmente acquistato con l'installazione da Steam e/o Uplay.

Provato da me e perfettamente funzionante su w10 steam

 

IMPORTANTE!!!!

l'installazione da Steam e/o Uplay DEVE SEMPRE essere presente sul pc NON disinstallarla! Altrimenti
1-non sarebbe più legale!!!
2-(e più importante) il gioco diventa inutilizzabile ( non parte proprio ! )

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Oppure segui questa guida ( tradotto da tedesco)



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Ciao amici SH3

Chiunque abbia acquistato online il gioco originale Ubisoft "Silent Hunter III", ad esempio tramite STEAM, UPLAY o AMAZON, deve prima copiare il gioco e poi modificarlo in modo che sia giocabile per mod di grandi dimensioni.
Sfortunatamente, questo passaggio è necessario perché tutte le versioni del gioco presumibilmente "Original Silent Hunter III" sono state modificate per la vendita online o possono essere modificate in qualsiasi momento
(ad es. Per impedire installazioni multiple o per fornire al gioco una protezione artificiale contro la copia, ecc.) .


Ecco il modo per "copiare" una licenza di gioco di Silent Hunter III legalmente acquisita correttamente da Ubisoft ©.

a) Innanzitutto, il gioco acquistato deve essere trovato sul supporto dati
b) Quindi la cartella del gioco di Silent Hunter III corrispondente deve essere copiata per intero
c) Quindi il gioco deve essere "neutralizzato", cioè riportato al suo stato originale
d) Quindi il gioco è pronto e può essere utilizzato per tutte le principali mod.


Ed è esattamente come funziona (qui usando l'esempio di STEAM e UPLAY):

1. Cerca il gioco originale "Silent Hunter 3" di Ubisoft ©

variante STEAM; il gioco si trova in ...
😄 \ Program Files (x86) \ Steam \ steamapps \ common \ Silent Hunter 3 \
(può anche essere: 😄 \ Program Files (x86) \ Steam \ steamapps \ common \ Silent Hunter 3 \ )
Se il file "SH3.EXE" si trova in questa cartella, ad esempio ... \ Silent Hunter 3 \ SH3.EXE, questa è la cartella corretta.

Variante UPLAY; ecco dove sta il gioco.
😄 \ Program Files (x86) \ Ubisoft Game Launcher \ games \ Silent Hunter 3 \
(può anche essere: 😄 \ Program Files (x86) \ Ubisoft Game Launcher \ games \ Silent Hunter 3 \)
Se il file "SH3_G.EXE "in questa cartella, quindi ... \ Silent Hunter 3 \ SH3_G.EXE, questa è la cartella corretta.


2. COPIARE la cartella \ Silent Hunter 3 \ in una posizione ESTERNA alla struttura dei file di Windows!
(Se sono presenti più supporti dati, consiglio sempre di copiare il gioco sul supporto dati più veloce, ad esempio un supporto dati SSD.)
Ad esempio, crea una nuova cartella \ GAMES \ sotto il supporto dati 😄 \ e aggiungi quello precedentemente copiato \ Silent Hunter 3 \ a.


3. La copia del gioco si trova ora nel seguente percorso: 😄 \ GAMES \ Silent Hunter 3 \
Ora è importante che il nome della cartella non abbia spazi, tutti gli spazi devono essere eliminati.
Per fare ciò, seleziona la cartella \ Silent Hunter 3 \, premi F2 ed elimina tutti gli spazi.

Il nome corretto della cartella ora è \ SilentHunter3 \, l'intero percorso è 😄 \ GAMES \ SilentHunter3 \

Ora hai una copia del gioco SH3 e sei pronto per l'ultimo passaggio della modifica!


4. Caricare la seguente modifica (file: SH3-RESET-V1.4.zip) e salvarla, ad esempio sul desktop:

Download » www.lsh3.com/dl/tools/SH3-RESET-V1.4.zip

(questo file corrisponde alle regole accettate da Ubisoft 2005 per modificare SH3 alla versione 1.4.
File originale "rld-sh14.rar" da GameCopyWorld 2005)


5. Aprire o decomprimere il file "SH3-RESET-V1.4.zip" nella cartella precedentemente copiata e rinominata ... \ SilentHunter3 \.
Diversi file vengono copiati o sovrascritti!


Se tutto è andato bene fino ad ora, ora sei l'orgoglioso proprietario di un "gioco Ubisoft © Original Silent Hunter 3 versione 1.4 2005".
Questa "versione originale 1.4 del gioco originale di Silent Hunter 3" modificata è ora pronta per tutti i possibili Grossmod SH3, comprese le patch JSGME e HSIE!


Personalmente, consiglio vivamente di salvare nuovamente questa cartella separatamente in un archivio.
L'esperienza mostra che questa "versione originale 1.4 del gioco originale di Silent Hunter 3 pulita" sarà spesso necessaria di nuovo come fonte futura.


Argomento AMAZON; Oggi (maggio 2020), SH3 non è più offerto da AMAZON PER ACQUISTO ONLINE / NUOVO.
Tutte le richieste si traducono in versioni SH3-DVD usate / usate, alcune delle quali sono offerte a prezzi esorbitanti.
Chiunque abbia ancora una nuova versione online SH3 acquistata da AMAZON dovrebbe continuare a utilizzare il percorso UPLAY descritto sopra.
Se desideri acquistare di nuovo un "DVD originale SH3 versione 1.4" tramite AMAZON, dovresti acquistare il "DVD SH3 Purple Hills 1.4b".


ADDENDUM: Dopo aver installato un supermod, "SH3.EXE" deve essere impostato su "Modalità compatibilità Windows 7"!
A tale scopo, cerca il file "SH3.EXE" e modifica l'impostazione di compatibilità in Windows 7.
Quindi non dovrebbero più verificarsi arresti anomali durante il caricamento del gioco.

Tanto per il mio aggiornamento informativo, 1 maggio 2020.

Grazie mille all'eremita ea tutti gli altri aiutanti per aver chiarito questo noioso argomento.

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2 hours ago, prima_legio said:

Oppure segui questa guida ( tradotto da tedesco)

 

  Reveal hidden contents

 

 


DMP - Designmodproject DMP - DesignModProjekt la tua comunità di modding
Accesso
Ricerca ...
Ricerca ...
Tedesco (DE)  русский язык Inglese (UK)
 
 Registrati 
 Forum  Giochi principali DMP  Cacciatore Silenzioso  Silent Hunter 3  Domande, suggerimenti e trucchi  SH3 - Supporto all'installazione per Uplay / Steam / Amazon 2020
 SH3 - Supporto all'installazione per Uplay / Steam / Amazon 2020 
1
ricerca
 
 10 mesi 1 settimana fa - 8 mesi 1 settimana fa # 1482266 tramite LSH3-Urmel
Ciao amici SH3

Chiunque abbia acquistato online il gioco originale Ubisoft "Silent Hunter III", ad esempio tramite STEAM, UPLAY o AMAZON, deve prima copiare il gioco e poi modificarlo in modo che sia giocabile per mod di grandi dimensioni.
Sfortunatamente, questo passaggio è necessario perché tutte le versioni del gioco presumibilmente "Original Silent Hunter III" sono state modificate per la vendita online o possono essere modificate in qualsiasi momento
(ad es. Per impedire installazioni multiple o per fornire al gioco una protezione artificiale contro la copia, ecc.) .


Ecco il modo per "copiare" una licenza di gioco di Silent Hunter III legalmente acquisita correttamente da Ubisoft ©.

a) Innanzitutto, il gioco acquistato deve essere trovato sul supporto dati
b) Quindi la cartella del gioco di Silent Hunter III corrispondente deve essere copiata per intero
c) Quindi il gioco deve essere "neutralizzato", cioè riportato al suo stato originale
d) Quindi il gioco è pronto e può essere utilizzato per tutte le principali mod.


Ed è esattamente come funziona (qui usando l'esempio di STEAM e UPLAY):

1. Cerca il gioco originale "Silent Hunter 3" di Ubisoft ©

variante STEAM; il gioco si trova in ...
😄 \ Program Files (x86) \ Steam \ steamapps \ common \ Silent Hunter 3 \
(può anche essere: 😄 \ Program Files (x86) \ Steam \ steamapps \ common \ Silent Hunter 3 \ )
Se il file "SH3.EXE" si trova in questa cartella, ad esempio ... \ Silent Hunter 3 \ SH3.EXE, questa è la cartella corretta.

Variante UPLAY; ecco dove sta il gioco.
😄 \ Program Files (x86) \ Ubisoft Game Launcher \ games \ Silent Hunter 3 \
(può anche essere: 😄 \ Program Files (x86) \ Ubisoft Game Launcher \ games \ Silent Hunter 3 \)
Se il file "SH3_G.EXE "in questa cartella, quindi ... \ Silent Hunter 3 \ SH3_G.EXE, questa è la cartella corretta.


2. COPIARE la cartella \ Silent Hunter 3 \ in una posizione ESTERNA alla struttura dei file di Windows!
(Se sono presenti più supporti dati, consiglio sempre di copiare il gioco sul supporto dati più veloce, ad esempio un supporto dati SSD.)
Ad esempio, crea una nuova cartella \ GAMES \ sotto il supporto dati 😄 \ e aggiungi quello precedentemente copiato \ Silent Hunter 3 \ a.


3. La copia del gioco si trova ora nel seguente percorso: 😄 \ GAMES \ Silent Hunter 3 \
Ora è importante che il nome della cartella non abbia spazi, tutti gli spazi devono essere eliminati.
Per fare ciò, seleziona la cartella \ Silent Hunter 3 \, premi F2 ed elimina tutti gli spazi.

Il nome corretto della cartella ora è \ SilentHunter3 \, l'intero percorso è 😄 \ GAMES \ SilentHunter3 \

Ora hai una copia del gioco SH3 e sei pronto per l'ultimo passaggio della modifica!


4. Caricare la seguente modifica (file: SH3-RESET-V1.4.zip) e salvarla, ad esempio sul desktop:

Download » www.lsh3.com/dl/tools/SH3-RESET-V1.4.zip

(questo file corrisponde alle regole accettate da Ubisoft 2005 per modificare SH3 alla versione 1.4.
File originale "rld-sh14.rar" da GameCopyWorld 2005)


5. Aprire o decomprimere il file "SH3-RESET-V1.4.zip" nella cartella precedentemente copiata e rinominata ... \ SilentHunter3 \.
Diversi file vengono copiati o sovrascritti!


Se tutto è andato bene fino ad ora, ora sei l'orgoglioso proprietario di un "gioco Ubisoft © Original Silent Hunter 3 versione 1.4 2005".
Questa "versione originale 1.4 del gioco originale di Silent Hunter 3" modificata è ora pronta per tutti i possibili Grossmod SH3, comprese le patch JSGME e HSIE!


Personalmente, consiglio vivamente di salvare nuovamente questa cartella separatamente in un archivio.
L'esperienza mostra che questa "versione originale 1.4 del gioco originale di Silent Hunter 3 pulita" sarà spesso necessaria di nuovo come fonte futura.


Argomento AMAZON; Oggi (maggio 2020), SH3 non è più offerto da AMAZON PER ACQUISTO ONLINE / NUOVO.
Tutte le richieste si traducono in versioni SH3-DVD usate / usate, alcune delle quali sono offerte a prezzi esorbitanti.
Chiunque abbia ancora una nuova versione online SH3 acquistata da AMAZON dovrebbe continuare a utilizzare il percorso UPLAY descritto sopra.
Se desideri acquistare di nuovo un "DVD originale SH3 versione 1.4" tramite AMAZON, dovresti acquistare il "DVD SH3 Purple Hills 1.4b".


ADDENDUM: Dopo aver installato un supermod, "SH3.EXE" deve essere impostato su "Modalità compatibilità Windows 7"!
A tale scopo, cerca il file "SH3.EXE" e modifica l'impostazione di compatibilità in Windows 7.
Quindi non dovrebbero più verificarsi arresti anomali durante il caricamento del gioco.

Tanto per il mio aggiornamento informativo, 1 maggio 2020.

Grazie mille all'eremita ea tutti gli altri aiutanti per aver chiarito questo noioso argomento.

 

 

Grazie Prima Legio, nel pomeriggio con calma provo. Ma non mi capacito del fatto che quando lo installai la prima volta, andò tutto bene, mod, WoS, ecc. Ora è un calvario informatico.... Io ho il gioco in un disco diverso da C, per non mescolare win ad altre cose. Forse questo inficia il funzionamento? E ora che ho eliminato i file ubisoft, ho compromesso l'esito della modifica da te suggerita? Certo che tribolare per passare un paio d'ore a divertirsi....

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27 minutes ago, fanghino said:

Grazie Prima Legio, nel pomeriggio con calma provo. Ma non mi capacito del fatto che quando lo installai la prima volta, andò tutto bene, mod, WoS, ecc. Ora è un calvario informatico.... Io ho il gioco in un disco diverso da C, per non mescolare win ad altre cose. Forse questo inficia il funzionamento? E ora che ho eliminato i file ubisoft, ho compromesso l'esito della modifica da te suggerita? Certo che tribolare per passare un paio d'ore a divertirsi....

Opsssss parlo di sh3 io non il 5 

Comunque disinstalla sh3 da steam 

Elimina la cartella da steamapp

Reinstallalo da Steam 

Fai come ho scritto sul post sopra

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16 hours ago, prima_legio said:

Non capisco cosa centra la schermata Ubisoft con SH3 

Da dove lo hai scaricato? Da Uplay forse?

Puoi farmi uno screenshot?

Ieri sera ci ho ragionato su, e ho fatto un tentativo, per vedere se il logo ubisoft corrispondesse effettivamente al lancio del gioco on line. Così ho spento il modem, e lanciato il gioco. Parte con il logo ubisoft, ma il gioco funziona, o almeno ho fatto qualche manovra e va. Credo pertanto che la sigla sia ingannevole. A questo punto installo SH3- 2020?

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19 minutes ago, fanghino said:

Ieri sera ci ho ragionato su, e ho fatto un tentativo, per vedere se il logo ubisoft corrispondesse effettivamente al lancio del gioco on line. Così ho spento il modem, e lanciato il gioco. Parte con il logo ubisoft, ma il gioco funziona, o almeno ho fatto qualche manovra e va. Credo pertanto che la sigla sia ingannevole. A questo punto installo SH3- 2020?

Parli di lsh3 2020?

Non l'ho scaricato ancora ma puoi farmi lo screenshots della pagina ubisoft che ti compare?

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Ecco, confermo che si tratta proprio di quella versione, di cui Von Faust ha postato il link, ora ho il d.load sul disco. Ed ecco il logo di ubisoft, più che altro è una breve animazione cui fa seguito l'avvio del gioco, che lancio dallo screen che vedi.

Screenshot (13).png

Screenshot (14).png

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1 hour ago, fanghino said:

Ecco, confermo che si tratta proprio di quella versione, di cui Von Faust ha postato il link, ora ho il d.load sul disco. Ed ecco il logo di ubisoft, più che altro è una breve animazione cui fa seguito l'avvio del gioco, che lancio dallo screen che vedi.

Screenshot (13).png

Screenshot (14).png

Come immaginavo Von Faust ti ha dato la soluzione su un piatto d'argento.

Vedo che hai la cartella "sh3-reset-v1.4"

Messa li così non serve a nulla..

Devi aprirla all'interno ci sono 6 file

-MissionEngine.dll

-Reloaded.nfo

-sh3.exe

-SimData.dll

-StateMachine.dll

-Utils.dll

devi copiarli ed incollarli all'interno della cartella del gioco,non tenerli li dentro.

Windows ti chiederà se vuoi sostituire quelli gia presenti, devi dire SI ed il gioco è fatto.

Von Faust ti ha indicato la soluzione,ma non l'hai applicata nel modo corretto

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Per la verità avevo eseguito lo scompattamento nella cartella di gioco. Ho comunque fatto un ulteriore copia incolla dei file, e ne ha sovrascritti 5, chiusa cartella, riaperta e lanciato il gioco, parte senza problemi, ma all'avvio esegue sempre il logo ubisoft, che possiamo ignorare. Ho fatto mezzo esame di guida, una immersione e un po di navigazione giusto per vedere se gira ed è ok. Von Faust ha reso disponibile l'ultima versione, omnicomprensiva del gioco. E appunto, chiedo info se sia da installare o torniamo al tuo vecchio consiglio di ARB. Stavolta non vorrei trovarmi con due mod che litigano fra loro, che certamente ricordi alla fine resero il gioco instabile al punto da doverlo eliminare. Desidero innanzitutto la miglior grafica possibile per sh3, fra le due mod

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14 hours ago, fanghino said:

Per la verità avevo eseguito lo scompattamento nella cartella di gioco. Ho comunque fatto un ulteriore copia incolla dei file, e ne ha sovrascritti 5, chiusa cartella, riaperta e lanciato il gioco, parte senza problemi, ma all'avvio esegue sempre il logo ubisoft, che possiamo ignorare. Ho fatto mezzo esame di guida, una immersione e un po di navigazione giusto per vedere se gira ed è ok. Von Faust ha reso disponibile l'ultima versione, omnicomprensiva del gioco. E appunto, chiedo info se sia da installare o torniamo al tuo vecchio consiglio di ARB. Stavolta non vorrei trovarmi con due mod che litigano fra loro, che certamente ricordi alla fine resero il gioco instabile al punto da doverlo eliminare. Desidero innanzitutto la miglior grafica possibile per sh3, fra le due mod

Se intendi lsh3 2020

Stai su quella ha un ottima grafica e

Non aggiungere Arb 

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16 hours ago, fanghino said:

...maledetto PC!!!! Adesso mi impedisce pure di rinominare le cartelle da esplora risorse........ è la novità del 2021?

Soluzione/magheggio semplicissima!

Parti da zero
-Crea ovunque vuoi una nuova cartella (in C o sul desktop dove ti pare) e chiamala SilentHunter3 
-Vai dove hai l'installer (quello che nel tuo screenshots è ombreggiato in grigio) di Lsh3 2020 fallo partire dandogli come destinazione la cartella VUOTA SilentHunter3 appena creata e vedrai che ti installa il gioco.
-Cancella da documenti la cartella sh3 (prima di lanciare il gioco )vecchia se ce l'hai.
Fammi sapere Deve funzionare!ls3 ha un bagherozzo che perrmette questo

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43 minutes ago, prima_legio said:

Non hai .exe nella cartella?

Macchè. E' proprio quello che ho cercato. Non ho trovato neppure il commander con le varie opzioni di settaggio... Nel frattempo ho completato il trining del gioco. Mi son divertito a bucare qualche chiglia a cannonate e sparacchiare a dei biplani.

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16 hours ago, fanghino said:

Sembrerebbe tutto già impostato 

Screenshot (21).png

È un vecchio problema di risoluzione monitor (risolvibile )

1)Che risoluzione hai del monitor?

2)A quali Hertz?

Comunque...
Vai su www.lsh3.com e scarica installation_EN.pdf
C'è una soluzione li seguila.

 

Ps io ho Windows 10 

Monitor 1920x1080 60hz

Scheda nvidia 

Tutto funziona con lsh3 2020

 

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