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Old 12-27-13, 03:30 AM   #4411
THE_MASK
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Quote:
Originally Posted by Serge65 View Post
In patch included files: guns_air (dat, sim, zon), guns_Rck (dat, sim) and Shells_Rck (dat, sim, zon, dsd). Now they do not need, guns added in aircrafts .Sim files, all for missiles have in 4 new files guns_Rck. May be the case in this? I have no CTD.
You mean this ?
http://www.subsim.com/radioroom/show...postcount=4402
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Old 12-27-13, 03:41 AM   #4412
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Originally Posted by sober View Post
No, OH 2.3 and it:http://www.subsim.com/radioroom/show...postcount=3934

Last edited by Serge65; 12-27-13 at 04:08 AM.
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Old 12-27-13, 04:09 AM   #4413
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Originally Posted by vdr1981 View Post
Elaborate this in more details please...
I'm using those mods for a few months and I newer had any problems until
now.
I also used AI_sub_crew_1_0_2_TheDarkWraith with the appearance date. This mod causes CTD when approaching the playerbase. I do not understand why, but this is it. SkyBarons Leigh Light for SH5 1.1 also causes CTD (see the forum), i also had CTD. I reduced the size of the model and rewrote sim and zon files - no CTD.
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Old 12-27-13, 05:18 AM   #4414
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Quote:
Originally Posted by Serge65 View Post
In patch included files: guns_air (dat, sim, zon), guns_Rck (dat, sim) and Shells_Rck (dat, sim, zon, dsd). Now they do not need, guns added in aircrafts .Sim files, all for missiles have in 4 new files guns_Rck. May be the case in this? I have no CTD.
I don't understand? Should I delete more files? Patch?
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Old 12-27-13, 05:33 AM   #4415
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Guys , this is starting to be very complicated, isn't it better to have Serge's airplane mod as a standalone?? Now It's divided in several mod and patches, OHII main mod, OHII patch and few others?? Am I right?
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Old 12-27-13, 05:37 AM   #4416
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Quote:
Originally Posted by Alexsej View Post
Awesome mod!!!
Thanks Alexsej
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Old 12-27-13, 05:48 AM   #4417
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Quote:
Originally Posted by sober View Post
Mod order
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta
AAguns_12_20_40mm
Reworked aircrafts for SH5
Rocket_3InchGB_&_5InchUS
Quote:
Rocket_3InchGB_&_5InchUS
This is in OHv2.3

Quote:
Reworked aircrafts for SH5
This is in patch 1

So correct order is

OHII v2.3
OHII v2.3 patch1 bets

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Old 12-27-13, 07:18 AM   #4418
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Default OPEN HORIZONS II v2.3 - rocket & air guns patch v 0.1

Hi guys, can you please check if by any chance my patch makes things better for you?

http://www.mediafire.com/download/0y...%20v%200.1.rar

I have made my best to homogenize Serge's files with settings and internal structure of analogue stock files (removed unused chunks, sorted chunk indices as per their usage order wihin each file, removed unused AO map channels, fixed some wrong material assignations). Moreover, I have remapped the Id's of all the nodes, just in case your crashes were caused by an Id conflict, I have put rocket's smoke effect in an external file and I have linked it to the rocket model as trail effect, I have made the rocket to use launch and fly by sound effects from GWX (hope it is okay ), etc.

I hope it works. Let me know

P.S: I am now working on a better British 3-inch rocket model. It should be ready before tomorrow
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Old 12-27-13, 07:32 AM   #4419
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Quote:
Originally Posted by Trevally. View Post
Land folder (data\Land\LAB_LargeAirBaseRAF) with :-

LAB_LargeAirBaseRAF.cfg, *.DAT, *.sns, *.dds

cfg = squadrons:-

Code:
 
 [Unit]
ClassName=LargeAirBaseRAF
3DModelFileName=data/Land/LAB_LargeAirBaseRAF/LAB_LargeAirBaseRAF
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1
 
[AirGroup 1]
StartDate=19430101
EndDate=19451231
Squadron1Class=TBBeaufort
Squadron1No=12
Squadron2Class=LBWellington
Squadron2No=10
Squadron3Class=LBSAnson
Squadron3No=10
Squadron4Class=FBBeaufighter
Squadron4No=10
Squadron5Class=SSunderland
Squadron5No=10
Squadron6Class=SUSFloatEarlyWar
Squadron6No=20
Squadron7Class=SUSHeavyBomberVLR
Squadron7No=10
Then in ME2 add airbase as land unit

Thank you Trevally, what I still don't get is: do I have to add the new bases (and the aircraft they spawn) to each nation's roster?

I have found a heap of new aircraft (even more than the ones recently imported by Serge ) and for most of them I have collected detailed information on air forces/squadrons which employed them during WWII, air bases equipped with them, and service timespans for each location. It would be cool having all of the above modelled in game, with correct variants, camo schemes and armament used according to date, location and air force
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Old 12-27-13, 07:41 AM   #4420
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Quote:
Originally Posted by Trevally. View Post
one question
When you updated the airbases to include missing planes - did you test the range of these added planes against the players base?

What I mean is that if any aircraft from an airbase is within range of your U-boat bunker - an air raid is sent when you leave port.
This air attack causes ctds. I had removed some planes from airbases to prevent this attack and thus the following ctd
Quote:
Originally Posted by Trevally. View Post
Over 20 aeroplanes took part in this attack
5 ships damaged (2xDDs 3xport/cargo)
8 planes shot down

...

Wow was great and no ctd.

@Srege
So the uboat bunkers are now back within range of UK air attack
But I had no issues - perhaps the ctd was an error with one of the aeroplanes that you fixed

...

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
Trevally TDC Help v2
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta
This is a dream coming true

I have noticed you didn't even use Rongel's no machine gun debris patch. Enabling it should make things even better
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Old 12-27-13, 08:53 AM   #4421
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Quote:
Originally Posted by gap View Post
Thank you Trevally, what I still don't get is: do I have to add the new bases (and the aircraft they spawn) to each nation's roster?
Yes - after making the new land unit as the airbase - then that country needs a roster entry for that land unit (airbase) and thus that country must have the aeroplanes within their rosters that are set as [airgroups] within the airbase(land unit) cfg

Serge has also added new Russian aeroplanes and airbases - this needs an update to the airlayer for them to enter the campaign (on my to do list)

Quote:
Originally Posted by gap View Post
This is a dream coming true

I have noticed you didn't even use Rongel's no machine gun debris patch. Enabling it should make things even better
Ah yes - less debris would have been better - can you post a link Gap
One step closer to some great air raids on harbours - just needs fighter protection and balloons

Has anyone else managed to test these attacks in French harbours?
Its a big breakthough as this ctd has restricted the airlayer for years in this game.

Anyone with some spare time - please try the BlackPit campaign with OHII v2.3 and patch1
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Old 12-27-13, 09:59 AM   #4422
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Quote:
Originally Posted by Trevally. View Post
Yes - after making the new land unit as the airbase - then that country needs a roster entry for that land unit (airbase) and thus that country must have the aeroplanes within their rosters that are set as [airgroups] within the airbase(land unit) cfg
Thanks Trevally, everything makes sense now!

At this point I only need some head ups on how to edit OH's campaign layers (which ones?) to add the new bases


Quote:
Originally Posted by Trevally. View Post
Ah yes - less debris would have been better - can you post a link Gap
sure

http://www.subsim.com/radioroom/show...9&postcount=40

Quote:
Originally Posted by Trevally. View Post
One step closer to some great air raids on harbours - just needs fighter protection and balloons
I thought of a method for making the balloons at least collisionable. It involves the creation of some dummy land units with balloons attached through eqp file. Maybe we can even do the balloons to swing in the air. Need to test it

Another feature which needs for attenction is coastal artillery, which currently does nothing. Fixing it shouldn't be impossible, since in SHIII-IV coastal guns work as supposed, but going by Serge's comment in the IRAI thread, making them to fire would require the tweaking of SHim.act.

The final breakthrough would be having some dogfights in game (currently rear and side aircraft turrets are pointless, because air-to-air interaction is not coded), but I doubt we will ever see it in SH5...
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Old 12-27-13, 10:21 AM   #4423
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Quote:
Originally Posted by vdr1981 View Post
I don't understand? Should I delete more files? Patch?
I have not yet looked OPEN HORIZONS II v2.3 patch1 beta.
In OHII v2.3 has got older version of missiles.
Old version - 6 files: guns_Rck (dat, sim) and Shells_Rck (dat, sim, zon, dsd). Old files to delete.
New version - only 4 files: guns_Rck (dat, sim, zon, dsd).
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Old 12-27-13, 10:46 AM   #4424
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Quote:
Originally Posted by gap View Post

I have made my best to homogenize Serge's files with settings and internal structure of analogue stock files (removed unused chunks, sorted chunk indices as per their usage order wihin each file, removed unused AO map channels, fixed some wrong material assignations). Moreover, I have remapped the Id's of all the nodes, just in case your crashes were caused by an Id conflict, I have put rocket's smoke effect in an external file and I have linked it to the rocket model as trail effect, I have made the rocket to use launch and fly by sound effects from GWX (hope it is okay ), etc.

I hope it works. Let me know

P.S: I am now working on a better British 3-inch rocket model. It should be ready before tomorrow

Excellent! And it is possible for the new version?
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Old 12-27-13, 11:06 AM   #4425
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Quote:
Originally Posted by Serge65 View Post
I have not yet looked OPEN HORIZONS II v2.3 patch1 beta.
In OHII v2.3 has got older version of missiles.
Old version - 6 files: guns_Rck (dat, sim) and Shells_Rck (dat, sim, zon, dsd). Old files to delete.
New version - only 4 files: guns_Rck (dat, sim, zon, dsd).
I see: you have now introduced 5" US rockets, you have made the racks to fire rockets directly (without need of dummy rocket launchers), and you have put rocket "shells" into the same files as the racks. Is this correct?

The "air guns & rocket" patch I have posted at post #4427 is not compatible with your updates, included in ''OPEN HORIZONS II v2.3 patch1 beta''. If either your or my updated rocket files will solve sober's and vdr1981's issues, I will merge their settings, or you can do it yourself if you prefer
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