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Old 02-12-16, 03:40 PM   #4231
O`ya
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Default problem solved

After re-installing the game all moved without problems, as always, to build mods Sober.
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Old 02-14-16, 07:30 PM   #4232
THE_MASK
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Quote:
Originally Posted by O`ya View Post
After re-installing the game all moved without problems, as always, to build mods Sober.
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Old 03-04-16, 12:39 PM   #4233
Warham
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Hi, Sober.

vdr1981 told me that you have mods which fix these things:
1) Smoke of other ships works for me like this. Its small, then larger, larger and then it disappear. All over again. Can it be fixed?

2) Too bright trace of the ships at night.


What are the names of these modes? Can i use them above WoS modpack?
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Old 03-11-16, 05:23 AM   #4234
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Originally Posted by Skvid View Post
Sober, has it ever occurred to you that your instruction posts look like a complete mess with all that colorcoding accompanied by autistic formatting?

Could we please get a proper step-by-step guide?
Shame you put it in such unnecessarily rude terms. If you mean the layout is confused and follows no easy to follow logical steps which makes installation errors as probable as diagnosis of them is difficult, it would be hard to disagree.

The installation guide has been written and re-written over years. It's confusing and often partly out of date. If making the mod accessible to people who like the game more than puzzling how to install a mod correctly is in the mod makers' to do list, the instructions could do with a complete overhaul.
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Old 03-11-16, 07:18 PM   #4236
THE_MASK
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Quote:
Originally Posted by Skvid View Post
Sober, has it ever occurred to you that your instruction posts look like a complete mess with all that colorcoding accompanied by autistic formatting?

Could we please get a proper step-by-step guide?
LOL . I guess you don't like bright colors . How do you go with butterflies and rainbows
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Old 03-15-16, 10:04 PM   #4237
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I might reinstall SH5 next week and have a go .
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Old 03-17-16, 09:45 AM   #4238
vdr1981
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Quote:
Originally Posted by sober View Post
I might reinstall SH5 next week and have a go .
Good to hear that Sober!
If you like you can check TWoS updates changelog files for some changes/tweaks you might need. Some of them are necessary for game stability and realism. I could help you to extract necessary files...
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Old 03-17-16, 05:22 PM   #4239
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Quote:
Originally Posted by sober View Post
I might reinstall SH5 next week and have a go .

old sailor man from Australia is back WB Sober
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Old 03-19-16, 03:52 AM   #4240
THE_MASK
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Sent neal 50 bucks .
All systems go .
Works perfectly on windows 10 desktop .
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Old 03-19-16, 05:25 AM   #4241
vdr1981
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Originally Posted by sober View Post
Sent neal 50 bucks .
All systems go .
Works perfectly on windows 10 desktop .
Welcome back Sober.
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Old 03-19-16, 05:58 AM   #4242
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Welcome back Sober.
Thankyou , how do I take a screenshot again lol .
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Old 03-19-16, 06:29 AM   #4243
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Thankyou , how do I take a screenshot again lol .
ctrl+F11
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Old 03-19-16, 12:49 PM   #4244
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Did someone find a fix for the enemy not attacking you if you are in an enemy port ?
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Old 03-19-16, 01:28 PM   #4245
vdr1981
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Quote:
Originally Posted by sober View Post
Did someone find a fix for the enemy not attacking you if you are in an enemy port ?
Heh, you haven't been away enough for something like that...

That SH5 bug will probably never be fixed anyway...

However, I've made a series of OHII campaign tweaks in order to "soothe" this one, together with some others SH5 limitations... Here's a detailed changelog...Let me know if you're interested...

Quote:
OH II v2.5 - TWoS Enhacement, changelog:

- Decreased number of anchored ships in allied/axis ports, especially in those which are too exposed and unprotected and/or in close proximity of enemy airbases. This will have positive impact on gameplay relism and stability.
- Remaining anchored allied shipping will be packed inside harbor perimeters in order to protect them from underwater torpedo attacks (this wont be the aleways case with American harbors BTW)
- Added mines and subnets on a few tricky places...
- Improved mines and nets layer/s
- Removed player's ability to take provision (aka torpedo and fuel) in every "blue" coastal "willage" outhere. Only historically correct bases will be able to support U-Boat operations within a certain date span...
- Added one medium sized target in "Sea Trials" area (WA and TP campaigns) so that player wont be penalized because of low tonnage score if he decides to return to Kiel.
- Reduced skill level of Polish task force in Danzing to "competent" / Polish submarines to "competent" and "veteran". German TF to "veteran".
- Revised/added civ. traffic in a few axis ports.
- Added , for the first time in SH5, working Coastal Defenses campaign layer, protecting allied and axix ports and coast lines.
- Contacts reports probability variations dependent of war period/campaign. Probability will increase until mid war and than it will went down again in order to simulate number of U-boats available, Luftwaffe engagement in SSSR, Enigma code cracking ect...
- Revised/decreased convoys/traffic spawn frequency.
- Revised/decreased taskforces/warships spawn frequency.
- Revised/better distributed convoys/traffic speeds. By defauly, speeds were almost always 6 or 9 kn; Now, Slow convoys ~5-6kn, fast convoys 9-10kn and all others 5-9 kn with tendency to slower speeds.
- Complete revision of port defenses and port traffic campaign layers for all campaign(except Monsun Gruppe). All coastal defenses warships are now moved further away from the coast line in order to intercept U-boats sooner and prevent infamous stuck destroyers bug. Taking a shortcut trough English channel and similar stuff is not advisable anymore, not at all...Direct defense of allied port is provided by submerged and floating mines, subnets, coastal artillery and ships placement inside harbor perimeters...
- Added harbors/coastal water defenses in Soviet waters (warships, mines, nets, coastall artillery)
- Increased patrol zone ranges for secondary missions.
- Higher speeds for troop transport convoys, 10-15 kn (all campaigns except MG).

GroupTypeDefs changes:
- Convoys formation density is set to vary from 700m-900m of spacing between columns/rows (by default always 900m). These settings will best match historical convoy formations records provided by GAP and by various aerial photos/videos of WWII Atlantic convoys.
- Added internal cargo option for sea traffic (which will match external cargo settings most of the time).
- External cargo mod/OHII v2.5 compatibility entries.
- Medium and small size merchants should now make majority in British coastal and slow moving convoys (with letter "S" at the and in convoy designation, MKS,ONS ect...).
- Units/warships skill variations dependent of war period/campaign, from Competent to Elite...
- Designated convoy leaders : 2-5 merchants/tankers (depending of convoy size) loaded with ammunition or fuel (internal cargo).(to prevent IRAI Damaged group leader CTD)
- Designated HK/TF leaders : hard to hit destroyers and light cruisers. (to prevent IRAI Damaged group leader CTD)
- Forced more realistic behavior of large warships by introducing new special type of "defensive" warship in TF groups that contain capital ships. This means that aircraft carriers and large warships will not constantly buzz over your head and ram anything in their path exposing them self to an unnecessary danger, while you're under DC attack. In this case, TF will rather split in two groups where one group will try to pin you down while the other will stay with capital ships and leave the area, exactly as they should...There's one small side effect, one TF warship may be reported as "merchant" by your sonarmen...



Credits:
Trevally & SH5 modding community, for their epic job on initial OHII development.
vdr1981, idea and changes in this patch/addon.
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