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-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

mr.artur_96 11-26-11 08:11 PM

Quote:

Originally Posted by mr.artur_96 (Post 1794634)
Okey , I have done everything like you just said and problem stil appears. I have delayed Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons 'cos in one post I've read its not compatible with OH 2 - result = still not working. After delaying another mod ( mtns - more traffic, nations and ships 1_7k ) game works just fine. I'll see if harbour addition also couses CTD. I will report later.


Okey , so the CTD while loading was coused by "mtns - more traffic, nations and ships 1_7k" . So I have started a new campaign but while being in bunker I've noticed that bridge was clear so I run in to the boat to see what is going on and WO was standing there like an idiot without movement and when I tryed to talk with him the game just.......... God damnit !:damn: ... CDT :wah:

Guys please help or I will just get rid of mtns and harbour addition 'cos with thoes mods problems have started.:dead:

Once again my mod list :

Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
sobers see thru wake fix
FX_Upadate_0_0_19_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWrath
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_4_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons
OPEN HORIZONS II_full v 1.5
OHII v1.5 Full Patch2
mtns - OHII&HarbourAdditon_Fix_1_5b
mtns - OHII&HarbourAdditon_Fix - restore minefields
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
Trevally Harbour & Kiel Canal Pilot v 2.8
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers green crew training SH5
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_Real_Navigation

THE_MASK 11-26-11 08:15 PM

If using OH2 there is a special way to start a campaign . Read the first post in the OH2 thread .

mr.artur_96 11-26-11 08:24 PM

Quote:

Originally Posted by sober (Post 1794733)
If using OH2 there is a special way to start a campaign . Read the first post in the OH2 thread .


Yes I know sober, I'm always doing thoes "tricks" :)

THE_MASK 11-26-11 08:28 PM

I dunno , try just these .
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
sobers see thru wake fix
FX_Upadate_0_0_19_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWrath
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_4_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
OPEN HORIZONS II_full v 1.5
OHII v1.5 Full Patch2
Trevally Harbour & Kiel Canal Pilot v 2.8
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers green crew training SH5
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_Real_Navigation

mr.artur_96 11-26-11 08:42 PM

Quote:

Originally Posted by sober (Post 1794737)
I dunno , try just these .
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
sobers see thru wake fix
FX_Upadate_0_0_19_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWrath
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_4_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
OPEN HORIZONS II_full v 1.5
OHII v1.5 Full Patch2
Trevally Harbour & Kiel Canal Pilot v 2.8
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers green crew training SH5
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_Real_Navigation

You know what sober... I think its the best solution. It looks like Harbout addition and mtns are great but I cant play with them ( uncompatibility ? hell knows ) No worry :O:

Silent Steel 11-27-11 02:37 AM

@ Mr Artur 96
 
Hi Artur
Referring to your post 61 I suggest you add one (missing) mod to your mtns pack, look below.
And I don't really think you need the Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons as the mtns - OHII&HarbourAdditon_Fix_1_5b takes care of what you need.

Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
sobers see thru wake fix
FX_Upadate_0_0_19_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWrath
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_4_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons
OPEN HORIZONS II_full v 1.5
OHII v1.5 Full Patch2
mtns - more traffic, nations and ships 1_7k << add this one, I think you must have it; http://www.subsim.com/radioroom/down...o=file&id=3222

mtns - OHII&HarbourAdditon_Fix_1_5b
mtns - OHII&HarbourAdditon_Fix - restore minefields
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
Trevally Harbour & Kiel Canal Pilot v 2.8
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers green crew training SH5
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_Real_Navigation[/QUOTE]



Regards



uekel 11-27-11 04:49 AM

Hi mr.artur!

Do you also have tried this?
Quote:

- start a new campaign with only these four mods (thus all campaign data is loaded)
- go ca 30 m from the U-boot bunker
- save game
- restore familiar mod-configuration
- this 4 (or 5) mods on top
- start game again and call just saved game
Just at the start of the campaign, many resources are needed. And it comes with many new objects in the harbor. :yep:

Trevally. 11-27-11 05:41 AM

Quote:

Originally Posted by 7thSeal (Post 1794653)
On my first patrol while also the first time I've tried this mod during campaign and no CTD or slowdowns that I've experienced after 2-3 hrs of gameplay. Now the other news is that I detected a large group of ships while under the night skies and began my stalking while surfaced and dropping every now and then to get new bearings. Soon I was right on top of them and could see no ships and thought ok my first bug. But while scanning with the scope I saw the surface of the water break and took a look with external cam and lol I'd been chasing damn dolphins the whole time. :rotfl2:

My first encounter with them and while eager to go find a ship my daughter had to chase them around for a good 30min using the cam. She was pretending like she was one of them swimming with the pack. :O:

Fantastic:woot: don't you just love flipper:D

Quote:

Originally Posted by Empty B (Post 1794675)
Hi
In my last patrol, when I was returning to base, I found a red buoy in:
54š 51' N 7š 19' E (Deutche Bucht)
I'm using real navigation, so it is possible an error in that coordinates.
I don't know if that buoy possition is intended or just an error.
Btw I'm using OHII v1.4.

I hope this information can help.
Regards.

Hi Empty B:salute:

Thanks for the report, it reminds me of something I need to sort out.

Here is the buoys that you are seeing.
They are there to show you a safe path through the large minefields to either side of you.

Now I remember when placing these - I was thinking it was not correct.
Can anyone tell me the correct way to set these out.

Should it be just green one side and red the other.
They way I have it has 2 lanes (1 for in and 1 for out)
Ant help here would be great:up:

http://img821.imageshack.us/img821/4812/buoys.jpg

Trevally. 11-27-11 05:54 AM

@ Artur,

Yes Uekel is correct.

When you start a new campaign (or progress to a new one) there is a very large amount of data being read and written.
All campaign info, player info etc.

Also at the very start every port in the game will send its first ship/convoy out. This means there is a large demand on your PC.
After a while the ships/convoys will stagger themselves but at the very start they set off all at once.
(I am looking at time delays for ships/convoys and will add this with a later version)

So following what Uekel is suggesting - removes all the other system heavy stuff from mods that do not need to be installed at campaign start.

So do follow this guide as I am sure it will help your issue:-

Quote:

Hi mr.artur!

Do you also have tried this?
Quote:
- start a new campaign with only these four mods (thus all campaign data is loaded)
- go ca 30 m from the U-boot bunker
- save game
- restore familiar mod-configuration
- this 4 (or 5) mods on top
- start game again and call just saved game
Just at the start of the campaign, many resources are needed. And it comes with many new objects in the harbor. :yep:

Zs4zet 11-27-11 08:41 AM

Was similar problem me as Arthur. I got CTD at load game when I try to use integrate the MTNS to the previous mod soup. When I started new campaign worked for me, but if I try to load the old saved file, I got CTD.

I did anything, Uekel's trick not worked for me. After I did these:
- delete all mods.
- load the mod list first 1-2 items, or small block of mod
- start game,
- load last saved (firstly was saved without MTNS and other files),
- save game,
- exit game.
- repeat this steps, with small mods block (with possible critical mods, I loaded only 1 mod)
- at the and, I load all of mods, and able to save it.

I know this is a slow technique, but this was single worked for me.
(My aim was with this method, I try to search, what is the corrupt, or where is the incompatibility. I didn't believe I will be load all mods, only I hoped to found where is the problem.)
With this method I was able continue my campaign (I was only in the port), but I added to the game a new version of OH II + MTNS's 4 mods + SH5Lifeboat + any smaller mods. I have now 70+ mods. (I don't know the new ships arrive at the new patrol, but run without CTD.)

Other thing, but I believe the JSGME isn't totally precise, if I manually add or remove more mods (if 1 mod add/remove not found problem). I already always to use the save to mep, delete mods, write manually the mep file, and load mep file method. I haven't any problem with the load of mods (if the order of mods has correct)

I hope, I not wrote big faults... :)

Silent Steel 11-27-11 09:17 AM

Quote:

Originally Posted by Trevally. (Post 1794843)

Should it be just green one side and red the other.
They way I have it has 2 lanes (1 for in and 1 for out)
Ant help here would be great:up:

Hi Trevally,

In a fairway's direction, which must be stated on a chart, buoys are red on port side and green on stb side.
When entering port you're always sailing in the fairway's direction, i.e. red to port side/green to stb side.
Exiting port > green to port/red to stb.
The lanterns are your help at night and sight is poor.

Cheers

Sartoris 11-27-11 10:44 AM

Trevally, what are some of the things that are left on your to-do list concerning this mod? I'm asking because I have an urge to try your mod but I'm not sure if I should wait a little longer if you're in the middle of adding some features or fixing bugs.:)

uekel 11-27-11 11:24 AM

Now I see, historical (at least in germany) there was black and red:

http://img820.imageshack.us/img820/5717/bojen.jpg

If you like I can make the black and black-red.

Silent Steel 11-27-11 11:53 AM

Quote:

Originally Posted by uekel (Post 1794938)
Now I see, historical (at least in germany) there was black and red

I think you're right here but, as we already have red and green buoys, wouldn't it be better to keep it like that.
Even if it shouldn't be historical correct :06:

uekel 11-27-11 12:09 PM

It would be only the objects to Exchange. No campaign change (no restart).

On the other hand, it would confuse many players. I also donīt knew it before an hour. :hmmm:

Btw. historical was between 1887 and 1982.

Trevally. 11-27-11 01:13 PM

Quote:

Originally Posted by Sartoris (Post 1794921)
Trevally, what are some of the things that are left on your to-do list concerning this mod? I'm asking because I have an urge to try your mod but I'm not sure if I should wait a little longer if you're in the middle of adding some features or fixing bugs.:)

No - just looking at the buoys.
Also still waiting for any bug from later campaigns. I have had some very good feedback from the early campaigns as many people have now played those.

You can install now as any near future changes can be done without restart. BTW - restarting is not an issue as campaign updates will happen when you progress to next one.

Trevally. 11-27-11 01:23 PM

Quote:

Originally Posted by uekel (Post 1794938)
Now I see, historical (at least in germany) there was black and red:
If you like I can make the black and black-red.

Quote:

Originally Posted by uekel (Post 1794970)
It would be only the objects to Exchange. No campaign change (no restart).

On the other hand, it would confuse many players. I also donīt knew it before an hour. :hmmm:

Btw. historical was between 1887 and 1982.

This sounds great Uekel - if you can find the time, these would be a great addition.

The campaign is only using three types of buoys.
Red, green and white/yellow for danger areas, all with lights (2).

I could do a post with images to demo the buoys to avoid confusion:up:

Adriatico 11-27-11 02:16 PM

Hey Trevally, I was not sure if this is related directly to OH II...
http://www.subsim.com/radioroom/showthread.php?t=190011

Any clue ?

Trevally. 11-27-11 03:12 PM

Quote:

Originally Posted by Adriatico (Post 1795049)
Hey Trevally, I was not sure if this is related directly to OH II...
http://www.subsim.com/radioroom/showthread.php?t=190011

Any clue ?

0rpheus answered your question in the same thread better than I could have explained it:DL Thanks Orpheus:up:

uekel 11-27-11 04:59 PM

Hi Trevally!

Iīm not sure, the "case" with the number "1" (below the light) was thought for the bell and numbers. But I think itīs better I remove that, because it look some strange.

http://img803.imageshack.us/img803/3...1128114201.jpg

The light of the black bouy I have left green. Here I think itīs ok. Alternative would be white.

http://img690.imageshack.us/img690/4...1127222439.jpg

What do you think?


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