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Old 11-21-11, 04:40 PM   #1
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default [REL] Open Horizons II




Continued from this thread http://www.subsim.com/radioroom/showthread.php?t=182964
and this one http://www.subsim.com/radioroom/showthread.php?t=185409

*** This mod is not to be used in whole or part within another mod or changed without permission from Trevally (PM me - if no answer is received, do not assume this means yes)
Parts of this mod have been made by other members of subsim and their permission will be required to use their work (see list)***




************************************************** ******
This mod is free for download and use by any member of Subsim or owner of SH5
Please post a comment if you enjoyed it.
Thanks - Trevally
************************************************** ******

DOWNLOAD HERE
Open Horizons II v2.5
PATCH for Open Horizons II Full v2.5 - Patch 1 to fix patrol messages by Sober


Quote:
Originally Posted by Zedi View Post
This mod is developed by me (Zedi) and Trevally with the kind help and contribution of many friends around subsim: TheDarkWraith, Reaper07, SteelViking, Uekel, Rongel, Stormfly, AOTDMadMax, stoianm, Obelix, TheDivingDuck, Gap and TheBeast. There are many contributor to this mod, if I left out anyone is not intentional and I apologize in advance for this. Also many thanks to Ruby2000 and Ustahl for testing the mod while under developement, they helped a lot in tracking down problems and have them fixed.

Changed mod name because some of the german players found a bit weird the naming "Das Campaign". This mod is a improvement over my first attempt to create and extended campaign, Open Horizons.

The mod is in public beta test. Instead of releasing patches that sould solve problems reported by the players, we decided to release a public beta test version first. After gathering bug reports and fix them all, we will release a final version. Hopefully this will happen soon.
Quote:
More good news

I have been awarded a badge for best mod/modder of 2013
I want to donate this award to OHII as it is the thing that deserves it - not me.

So thanks to everyone who has work on and given time, mods and advice

Zedi TheDarkWraith Reaper07 SteelViking, Uekel Rongel Stormfly AOTDMadMax stoianm
obelix TheDivingDuck Gap TheBeast Sober Thfeu58 Cybermat privateer Obilex Illyustrator
Targor SilentSteel Cerberus Ruby2000 ustahl Echolot Serge65

sorry if I missed you
======================================Features==== =========================================







FEATURES:
  • Mines, nets, icebergs, dolphins, buoys, whales. *
  • Improved port defense in enemy harbor, Scapa Flow will get special attention.
  • New (imported) ships. ** + Cerberus ship mods
  • Reworked (and new) missions
    - All missions requiring to hunt escorts and capital ships are modified or removed.
  • A lot of important convoys will be added into the campaigns at their exact historical date.
  • SH5 campaign extended up to 1945.
  • New campaign covering the 43-44 timeframe.
  • Reworked port traffic with buoys.
  • Improved convoy traffic with ships from all nations, neutral ships.
  • Better wolfpacks
  • More varied secondary missions
  • New terrain around Kiel and the canal ***
  • Campaign radio messages (requires TDWs Ui or his Radio mod)
  • New planes ****
  • New Campaign "Monsun Gruppe"
  • Japanese Ships, Villages, Planes, Church and Fishing Village#
  • Over 30 new ports and 2 new U-boat bases
  • Whales (There she blows)#
  • Barrage Balloons
  • New boat type IX (stats only) for use with Monsun Gruppe##
* Imported by TDW. Buoys made by TheDivingDuck for SH3 ** List of contributors here and here
*** Credit to Sober and Thfeu58 for permission to use their terrain work.
**** Thanks to TheBeast and AOTD_MadMax who Modified/Imported to SH5 from SH4.
* All new Japanes Ships (16 new), planes (3), Villages etc by Uekel
# Whales by Ref/Bigboywooly and updated and imported with new look and sounds by Gap
## New boat (IX) by FromHell



Adding the new campaign Monsun Gruppe has been fun. It would not have been possible without all the help I got from the many great members here at subsim.
I would again like to credit AOTD_MadMax for his Catalina plane and Hansolo for his smoke used in the new ships.

A very special thanks to Uekel who gave so much to this update, both in time and advice. The many new units has made this update and without them I would have not made it

Also a big thanks to Gap who, as Uekel must have spent many hours helping me. He has kept me historicaly on course when I was wanting to steer way off














WISHLIST - unfinished features
  • Redoing the crew story line, character development.
====================================== UPDATE LOG ===========================================

Update Log.
New Updates 07/08/11
Added new terrain for Kiel harbour by Sober
Added more and better flags by Rongel

New Updates 13/08/11
Released a new add-on mod "OH II Terrain Add-on"
By Sober Thfeu58 and Trevally

New Updates 17/8/11
Merged tearrain addon by sober anf thfeu58 into full and base
fixed MN campaign
fixed Coastal Waters campign (missing map id)
added buoy fix by sober to full and base (buoys will not show through objects)
added ship dds fix by sober to full and base

update OH II v1.2
Added rongel fix for flag.dat
Fixed errors in defside.cfg
Added flag.dat fix by TDW
Fixed coastal waters - points and brief
Changed Mines and sub nets so they can not be heard by hydro
Fixed errors in roster
add campaign image to main menu

Update OH II base v1.2.1
Fixed roster where it caused errors in ME2

Update 05/09/11 v1.3
re-worked scapa for better fps
fixed subnets in scapa flow (thanks again TDW) Edit: When game first load the subnets will start with a few meter sticking out of the water. This will last only a few moment and the will sink to the correct level where only the floats will be seen on the surface.
Rongels frozen flag fix
fixed silent (hydro) coastal ships - (type from 104 to 108)
made fishing boats and tugs silents in hydro and no hydro line on map - (type from 108 to 104)

OH II v1.4
Fixed missing engine sound - Thanks Stormfly for the fix
Fixed museum ctd due to zombie ships - Thanks Rongel
Added Rongels new Coastal Boat within Fishing layer and playerbases
Fixed Western Approaches campaign points.
Fixed coastal Waters to give more time at start of Operation Weserubung
Fixed issue where most side missions were partol x. Now we have intercept, spy, recon, commando and supply.
Added Rongels Fix to ship kasagisan where graphics and lighting are improved - also its flag is unfrozen.
Added Rongels fix for his coastal boat where damage will now be shown.

Update 15/11/11 v1.5
OHII v1.5
Fixed errors in mission CFG (click click)
Added Uekel fix to frozen flags
Changed scapa mission start date and fixed BB game entry date
Added map marker to HappyTimes SS mission
Fixed errors in base where TDWs validator would show errors for PTElco and Mine_Chain
Added Rongel fix - graphical update that fixes graphical bugs, All ships now use 1024 x 1024 textures, black textured ghost ship, a crash in museum with one Z-ship and few other small tweaks.
Fixed Rommel supplies and OP in campiagn Battle of Med
Added cerberus wonderful ship mod - Thanks Cerberus
Added the OHII campaign radio messages
Fixed Arctic convoy campaign victory conditions
Fixed Op Drumbeat Blitz mission
Fixed The Final Year objectives
Fixed airbase layer in the Med campaigns
Fixed campaign Battle of Med where there was a chance that convoys/traffic would get stuck and backlog - resulting in new ships spawning but none leaving (causes ctd after time (100+ ships))
Added Rongels new ship fixes - mostly dealing with ships draft values, removed the occasional bug where ships are half submerged in harbours. There is also included TDW's shader that gives caustics to both sides of the imported ships.
Fixed Scapa Flow in the Coastal Waters campaign - removed spawn nodes and added direct spawn ships by date. Adjusted spawn area and fixed paths for DDs to match.
Added new option for higher tonnage objectives in each campaign

Update 26/12/11
OHII v1.6
Fixed end dates for campaign AC
Fixed end dates for campaign DW
Added armed merchants to kill count in Coastal Waters for missions where war ships are counted
Fixed airlayer for the black pit and distant waters
Added Uekels improved buoys
Fixed bug where large icebergs were running aground in shallow water
Fixed flotilla dates for Mare Nostrum
Fixed rommels supplies in battle of the med - where there were no attacks on the convoys you must protect.
Re-worded objectives for Operation Weserubung to make them clearer.
Added new ships (base and full) to Germany - clones GR2 type
Added new planes (full and ships) to USA and Germany - .dat type. Big thanks to TheBeast and AOTD_MadMax who Modified/Imported to SH5 from SH4.

Update 11/02/12
OHII v1.7
Fixed traffic layer for happytimes, Arctic Convoys and Black May (base only)
Added Baltic Operation to Coastal Waters
Changed dates for objective in the black pit - TotWP=Sept42 to Dec(mid)42 - BS start moved to Dec42
Increased tonnage for obj TotWP to 110,000t
Added Wolfpacks to TheBlackPit TotWP - 3 sets of missions (see wolfpack attacks in the notes below)
Updated Radio messages for updates to black pit
Adjusted mines and nets and added more DDs to Scapa in CoastalWaters
Fixed ships running into piers in Brest (theblackpit only)
Added Uekel's historical buoys - thanks again Uekel for all your help

Update 26/03/12
OHII v1.8
Fixed error in messages for patrol12 in TotWP
Removed spawning in Scapa during Raid mission
Attached DDs to BB group for scapa raid
Adjusted text for Baltic Operation in CoastalWaters
Fixes speed nodes in common layer for MN, DW, WA
Fixed ship hitting pier (Kiel) in playerbases MN, DW, WA
Set U-boat to campaigns when using silentotto and campaign progress
CW - typeA
HT - typeB (if enough kills in type A)
MN & WA - typeC
TP - typeC41
Set Flotilla to start in Kiel for 1 day before switching to Med (16/3/41) MN
Fixed date for flotilla switch in DW to leave Toulon 16/9/42
Changed start date of BS GSR WS in WesternApproaches to 20/3/41 but only after passing the Training mission prior to getting type C
Added new objective to WA - 20/3/41 to 28/3/41 - Training Drills - 1 point
Added KSCSN3SA1 to Venezuela roster (this make MO and OHII work together without class errors
Set flotilla stitch to Kiel in TurningPoint (switch back after getting new boat) and added Training Mission prior to getting C/41
Stopped uboat (for re-supply) from moving during theblackpit TotWP mission10.
Also made supply an objective of the style "drop of supplies" and made AI U-boats start from further away and more staggered arrival when attack starts.
Added tankers to South America Supplies in DistantWaters campaign
Fixed all missions in DistantWaters where they were very very wrong
Fixed playerbases.mis for OHII base in campaigns CW and TBP
Added Rongels lights to HOSP ships - thanks Rongel
Added Rongels fix to NMFMPC_Z full and ships only

Update 20/05/12
OHII v1.9
Added new campaign Monsun Gruppe
Credit to:-
AOTD_MadMax New plane Catalina
HanSolo New smoke for imported ships
Uekel:
Whole Japanese Navy and airforce
New Piers
New Fishing Ports
New Villages
New Churches
and a whole lot of help
Gap - For keeping me within historical reality

Update 05/08/12
OHII v2.0
Added Barrage Balloons to harbours
Added Whales by Ref/Bigboywooly and upgraded/imported with new look and sounds by Gap
All campaign objectives remade to remove focus on tonnage - now focus is on patrols
Fixed issue with base for campaign TP
Fixed mod to work with TheBeasts equipment mod
Added new boat type IX (stats only) for use in Monsun Gruppe by FromHell
Made more use of the linked campaign objectives - No more long waits to next objective
Made the Bay of Biscay hell from 43
Added lots more air all over from 43
Added speed fix by Uekel
Added block ships to ScapaFlow (type 1+2)
Added actual convoy info to radio messages
Lots of other small bits and bobs

Update 22/04/2013
OHII V2.1
Added flag fix for russian ships by Rongel
Fixed missions within campaign WA
Fixed common layer - all campaigns
Fixed Willemstad and Oranjestad
Fixed many ports in SA, USA, Canada, UK, Denmark, Sweden and Spain
Fixed all request mission problems (all campaigns)
Fixed the pen where a uboat would scrape your paintwork
Added new port in Spain Cadiz and Las Palmas
Added new ability to resupply your boat from German supply ships docked neutral ports (Ferrol, Vigo, Cadiz & Las Palmas)
Fixed BlackMay cfg error where "TurningPoint43_Defeat" was required to start campaign
Updated the zone.cfg with the new one from TDWs "FX_Update_0_0_21_TheDarkWraith"
Reworked the Baltic objectives to cover the attack on Danzig
Added Type II uboats to campaign
Removed the stock scapa mission

Update 12/05/2013
OHII V2.2
Added updated names.cfg to roster - thanks to Choum for finding and fixing the missing names
Fixed ctd with type II boats
Fixed ctd with sinking Polish ships
Fixed errors around Danzig Bay
Reworked the opening objectives of the war
Added new first base - Memel
Added the new Gryf mine layer (by Gap)
Many thanks to Gap who is always on hand to help and to Volodya and Mike for testing
Fixed lots of ther stuff that I have not listed

OHII v2.3
21/12/2013
Added Serge65 fixes for aeroplane guns - Thanks Serge
Added war start radio messages as campaign messages
Added Rongels fixes for PT boat burning, rendering NMFMPC_Z and some terrain. - thanks Rongel
Added Sobers terrain fixes from v2.2 - Thanks Sober
Fixes bad spelling in Baltic area
Added more risk to the Scapa raid
Added some lithuania ships to Memel adjusted the jumpers
Increased fps when in wilhelmshaven
Removed convoys leaving Kiel when player in port (TG, MN, WA & TP)
Greatly reduced traffic leaving Kiel when player in port(TG, MN, WA & TP)
Added Rongels fix for Taihosan
Fixed the full speed issue with single ships
Fixed the South African flag is upside down when viewed in-game. thanks to Katze for the information
Fixed typo in Distant_Waters\MissionBriefingText.tsr
Fixed mission markers for Soviet Waters in Arctic Convoys
Removed the old and added the new balloons - thanks Gap, privateer and Targor
Added more whales
Reduced fps hit from mines
Added Cybermats Expanded Navies - thanks Mat
Stopped using parts - v2.3 and onward will be full only

10/01/2014
update v2.3.1
this part update is to fix some ctd issues
it also contains some updates that were planned for v2.4
full list of changes will be listed in v2.4 when it is finished

25/01/2014 (Burns night)
OHII v2.4
Added Gaps fix for sound files and some unit IDs that were causing ctd with some mods
Added Serges fix for air units and their guns where IDs were causing ctds with some mods
Updated RUS airbase to:-
The Yak-1 entered service on late 1940 - early 41
MiG-3: entered service on April 1941
La-7: entered service on mid-September 1944
DB-3: in service since 1936
KOR-1: introduced on 1938, retired 1942
MBR-2: in service since 1935
Added new Rus_airbases - Thanks to Volodya for the base info and Serge, Gap and Vlad for plane start dates
All patrol missions back to sink missions so that the mapmarker will work again

23/03/2014
v2.5
added ID fixes by Serge
fixed issue with aeroplanes causing ctd when seen
added Gap's better dolphins
removed GrafZeppelin and used Bogue as clone
Added fix by sober to fix sobers chimney smoke
Added SkyBarons Leigh Lights
Added Illystrators fantastic MarineQuadratKarte mod - please see extra readme.txt in the docs
Quote:
"Hi, Captains!
MarineQuadratKarte - mod for navigation map.
The release consists of MarineQuadratKarte and additional mods.
Who uses mod IO-StrategicMap, installation of additional mods - Not required. I recommend installing mod ShapeTextures_NO.
Who not uses mod IO-StrategicMap, installation of additional mods - Required.
Mod MarineQuadratKarte install through JSGME in any order. Or a direct replacement Folders "Maps". First save Stock Folder "Maps".
Install OHII and any additional mods supplied in this pack AFTER StrategicMap.
Best Regards!
Illyustrator."
Reworked (with Serge - thanks Serge) all sink missions to patrol missions using the MQK system

====================================== Mod Parts========================================


DOWNLOAD HERE
Open Horizons II v2.5


PATCH for Open Horizons II Full v2.5 - Patch 1 to fix patrol messages by Sober

Please see the bottom of this post for versions of OHII translated into your language
Bitte lesen Sie die unten auf dieser Beitrag für Versionen von OHII in Ihre Sprache übersetzt
Kérjük, olvassa el az alján ezen a poszton változatának OHII fordítva az Ön nyelvére
S'il vous plaît voir le bas de ce post pour les versions de OHII traduits dans votre langue
Пожалуйста, обратитесь к нижней части этого поста для версий OHII переведены на ваш язык


Open Horizons Light v3
Light v3
This version is just the new campaign objectives and war end 1945
It has no extra ships, mines, fishing boats etc. This version can be used for those who have a low spec PC and cant play the base version.

====================================== Addon Mods =======================================

Addon Mods - install after OHII mod parts and allow overwrite

"TDW_Mines_Subnets_Detectable_in_hydro" - your sound man will hear the mines and nets.
DOWNLOAD

IX for campaign MG - by fromhell
Add this to your mod list when in the bunker at the start of Camapign Monsun Gruppe
Remove in bunker at the end of campaign/start of next
DOWNLOAD


All sound mods sh.sdl file by Volodya61
JSGME ready DOWNLOAD

Addon Mods (download here)- install after OHII mod parts and allow overwrite
Minefield Map - for Any UI by Silent Steel

Harbour Addition_Environment Enhancement Mod
I would urge all players to also install this mod by HanSolo78 after OHII. Its a great mod and adds much more to your harbours

DOWNLOAD (this versions was updated to work with OHII v2.4)





====================================== Important Notes=======================================


Important notes.

Installing
The mod is compatible with TDW UI, FX and IRAI. Install OHII last.
JSGME ready.

Starting New Career
Just click "New Campaign" - enter your name and select the first campaign "Coastal Waters". Skip the tutorial.

UPDATE: The tutorial is now working (from v1.7) so you can install your mods and OHII to play the tutorial. If you use TDWs UI, you need to enable the strategic marker on the TIA. You can do this with the options button at the base of the TAI (small target shap button).

If you do have problems with the tutorial - use the info below to start your career.

When starting a new campaign using OHII - DO NOT PLAY THE TUTORIAL - you will get a ctd when returing to Kiel at the end of the tut. Select "Skip Tutorial" when starting.
If you are not getting an option to skip the tutorial when starting a new career, go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:

HasCompletedTutorial=false
with
HasCompletedTutorial=true

Play Any Campaign
This is done by using the SilentOtto command - see here

Campaign Progress
Within each campiagn (i.e. coastal Waters) there are main objectives to achieve. These will be things like "Patrol the East UK coastal shipping area". As you achieve kills, tonnage is recorded on the progress bar and it will fill so you can keep track of your progress. When the bar is full, you have achieved the objective and will be awarded crosses to fill your campaign bar.
Most of these objectives a time/date related and if you fail to fill the progress bar within that time - you will fail the objective.

Failing the objective will not stop your campaign. You may have some blocked objectives or even blocked campaigns as a result, but your career will continue.

If you finish an objective within the time frame given, a new one will be triggered. If you fail within the time a new one will be triggered. Sometimes there is no trigger and then you may not get a new one untill a later date. When this happens, you should go out and patrol anywhere you like, hunting any ship you like. this is a good time to test your skills by trying some harbour raids etc.
When the time comes for a new objective, you will be sent a radio message informing you that new objectives are ready. You do not need to return to port and select it. You can just go and start the new objective from where you are. You do not need to select an objective from the main briefing map (except Triumph of the Wolfpack and the Training Drills for WA and TP).

When you do select an objective from the main briefing map, you will also be given a secondary mission. This will be thing like "Drop of supplies at area X" see here for an example When you achieve these secondary missions, you will be rewarded with extra renown points that you can use to upgrade your u-boat. If you do not do these secondary missions - there is no penalty.

See here for campaign and mission objectives and how they work Clicky Click

Campaign Objective - Triumph of the Wolfpack (TotWP)
With version 1.7 and higher, I have added a new type of campaign objective. Now when you play Triumph of the Wolfpack, you will get to take part in actual wolfpacks. This is done using the secondary missions that you get when you request mission in the briefing map as normal. Now for most objectives, this does not matter if you pick these missions or not. With TotWP, they are required.
So to play this campaign objective, click the request button and you will get an orange marker on your map. You then go on patrol as normal - but his time you must sail to these markers. If you meet a convoy while you are heading there and decide to attack it, you should think about re-arming before going to these marker.
If you do dicide to re-arm - goto a near by base and select "refit". If you went back to the bunker do not select end patrol. If you do then you will need to go back to the briefing map and select a new mission. I have only made three of these missions so far and each time you return to port, it uses one up even if you did not go there.

So - when you arrive at the markers a message will be sent to you. These messages can be sent to you by the stock game and so can be read in the captian log button. You can also get them sent by TDWs radio mod. These can be read the normal way and will have a red background (sometimes you may not get one, but will get the other - looking into why this happens). Both these message types will drop your TC to preset number and play a sound. Pay close attention to these messages as you will be told to go to map areas etc. The next stage, when this happens is triggered by you doing the task as in the message. So if you do not check the messages you get - you will not be able to continue the wolfpack attack and be recorded in history as the u-boat that did not show. At some point a message will be sent ordering you and the other boat in the wolfpack to attack. This is always the last order you will be given and you should act on your own data from then on.

Sink em all


Campaign Monsun Gruppe
This campaign was added in version 1.9 and adds the Indian Ocean. Many new harbours, nations and shipping had to be added. Anyone looking to edit this campaign - the files are not common with other campaigns, so must not be shared.
As the campaign is based on the Monsun Boats, I have tried to follow this as much as I could but there are some limitations with the game as it is now.

IX Type boats.
Due to the large distances to get to the Indian Ocean - the IX type boat was used due to its greater range and load out. This type of boat is not in the game yet and if it ever does make it, I will add it then. But for now we are stuck with the type VIIC41.

Refuelling.
Refueling and spares was one of the biggest challenges that the boat faced (other than air attacks) and OHII tries to add this. Resupply tankers are used in most objectives in the campaign, but a game limitation restricks you to one refuel only (I had always wanted to use two) per patrol (leaving and returning to dock).
EDIT: Resupply is now fixed by TDW - Use his patcher to fix this bug

Historical refittings from German tankers moored in Spanish ports:
http://www.subsim.com/radioroom/show...postcount=2078
http://www.subsim.com/radioroom/show...postcount=2088

Historical refittings from German tankers in the Atlantic and Indian Ocean:
http://www.subsim.com/radioroom/show...postcount=2158
http://www.subsim.com/radioroom/show...postcount=2159



If you are caught out with low fuel and can not get a resupply - I have a work around:-

Quote:
Save game and note the time that you saved and then exit to desktop.
Open your docs and goto here - C:\Users\Owner\Documents\SH5\data\cfg\SaveGames
Look for your save game (by date and time that you noted). It may not be the top one as those are auto saves - normally 3rd one down.
Open that folder and look for - GameplaySettings.cfg
open that file with notepad and it will look like this:-

[Current]
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true <<<<<<< change true to false
RealisticRepairTime=true
ManualTargetingSystem=true
NoMapUpdate=true
RealisticSensors=true
DudTorpedoes=true
RealisticReload=true
NoEventCamera=true
NoExternalView=false
NoStabilizeView=true
MPShowPlayerNames=false
MPShowTorpedoes=false
NoShipHealthBar=true
NoGunProjectilePath=true

Change the line to say "LimitedFuel=false"
save file.
Load your save game and you will have unlimited fuel so you can reach port and either dock or refit.

You can then change your fuel settings back to limited.
There is also a mod that can be used to give your boat the spec of a IX.
See here for the mod by FromHell Boat Type IX


Note:
When you are in the Bunker - check that you can get to ask the officer for upgrades. If this option is greyed out (this normally happens when you progress to a new campaign or use the silentotto trick) - save/load to fix.
If you do not do this your game will not show a loading screen when you enter your boat. If this happens - dock straight away.
Leaving the bunker like this, the game will fail to load properly and weird stuff can happen, including CTDs.

CTDs
Getting CTDs and have a 32bit os vista/win7. You are most likely running out of ram.
See here http://www.subsim.com/radioroom/show...&postcount=316

Only change you mods when you are in the bunker or you know what you are doing.
Dock in bunker - save game - exit game and make changes - load the game and your saved game.
Now when you go on patrol - the correct file info is loaded for the whole patrol.
Note: If mod change is campaign, crew or boat spec related - you may need to restart your career.

Long Patrols
When you save your game - lots of information is saved. Your campaign progress is also saved and is set out per patrol. If you use "refit" (refuel and re-arm) rather than "End Patrol", your patrol info get longer and longer. Some have said this may also be a cause of ctds. I never use refit more than once per patrol.

CTDs during Scapa Raid
Update your version of TDWs IRAI


====================================== Links and Suggested Sites====================================

Links
Wolfpacks in OHII

New secondary missions

Scapa Raid


Lets Play SH5 with OHII (by Pictures)

OH II on Silent Hunter Mods Forum
See here



====================================== Some Screen Shots=========================================





















====================================== Suggested Mods and Translates =====================================


Mods

Deutscher Sprachpatch "German Language Patch"
Check out Raven Corax work here http://www.subsim.com/radioroom/showthread.php?t=215259

Sounds
Sounds can add so much to a game and noe more that Stormfly's Das Boot Sound Mod. This mod is fully compatible with OHII. Install SDBSM and then OHII
SDBSM



German Version
Ruby2000 DeutschMod



See here



French Version
Forum Mille-Sabords
Buz.67 (bigbeuzz) campagne OH II full en français

Another French "Translation Open horizon 2.2" by Choum
Link




Russian Version - RUS v 8.0 for OHIIv2.5
by Volodya61

DOWNLAOD or here DOWNLOAD




Hungarian Version by HUNterkarabiner
SilentHunter Hungarian Fan Club






Uekel MTNS for OHII




Images

Thread

*** This mod is not to be used in whole or part within another mod or changed without permission from Trevally (PM me - if no answer is received, do not assume this means yes)
Parts of this mod have been made by other members of subsim and their permission will be required to use their work (see top of post for list)***
__________________
Trevally Mods for SH5

Last edited by Trevally.; 08-30-14 at 03:58 AM. Reason: OHII v2.5 patch1
Trevally. is offline   Reply With Quote
Old 11-21-11, 04:40 PM   #2
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Campaign dates 31/08/39 - 09/05/45
Flotillas and dates

White campaign path lines are always available.
Red campaign path lines will close if you do not achieve total victory in previous campaigns




Objective dates dd/mm/yy


Coastal Waters 31/08/39 - 01/06/40
Flotilla 2nd
Bases - Memel (31-08-1939 to 01-09-1939) Kiel (02-09-1939 to 31-09-1939) Wilhelmshaven (01-10-1939 to 31-06-1940)
Stock boat issue - VIIA

Baltic Operations
31/08/39 - 05/09/39

Eastern British Coastal Waters
04/09/39 - 01/12/39

Breaking The Fortress
10/09/39 - 15/10/39

North Western Approaches
21/09/39 - 01/04/40

South Western Approaches
01/01/40 - 01/06/40

Operation Wesserubung
20/03/40 - 11/04/40



Happy Times 15/06/40 - 01/03/41
Flotilla 2nd
Bases - Wilhelmshaven (01-10-1939 to 31-06-1940) Lorient (01-07-1940 to 31-08-1944)
Stock boat issue - VIIB

Atlantic Air Gap
15/06/40 - 31/01/41

Western Approaches
01/10/40 - 01/02/41

Strategic Supplies
01/11/40 - 01/03/41



Mare Nostrum 15/03/41 - 01/12/41
Flotilla 23rd
Transfer from 2nd flotilla Kiel 15-03-1941 with new boat.
Bases - La Spezia (15-03-1941 to 31-05-1941) Salamis/Piraeus (01-06-1941 to 01-12-1941)
Stock boat issue - VIIC

Breakthrough Gibraltar
01/03/41 - 01/09/41

Deliveries for Malta
01/03/41 - 01/09/41

Siege of Tobruk
01/04/41 - 01/12/41

Middle East Supplies
01/06/41 - 01/12/41

10th Flotilla
01/09/41 - 30/11/41

East Mediterranean Convoys
01/09/41 - 01/12/41



Western Approaches 20/03/41 - 01/12/41
Flotilla 6th
Transfer from 2nd flotilla Kiel 20-03-1941 with new boat.
Bases - St Nazaire (05-04-1941 to 31-08-1944)
Stock boat issue - VIIC


British Supplies
20/03/41 - 01/12/41

Gibraltar Supply Route
20/03/41 - 01/12/41

Winston's Special
20/03/41 - 01/12/41

CENTRAL ATLANTIC SUPPLIES (was South Atlantic Supplies)
01/04/41 - 30/11/41

South Atlantic Convoys
01/04/41 - 01/12/41




Battle of the Mediterranean 15/12/41 - 01/09/42
Flotilla 29th
Bases - La Spezia (15-12-1941 to 01-05-1942) Toulon (01-05-1942 to 31-12-1942)
Stock boat issue - VIIC

Siege of Malta
15/12/41 - 01/08/42

Fortress Gibraltar
15/12/41 - 01/09/42

Rommel's Supplies
15/12/41 - 01/09/42

Raid on Malta
01/01/42 - 01/06/42

Eastern Fleet
01/01/42 - 01/09/42

Operation Pedestal
07/06/42 - 20/08/42



Operation Drumbeat 12/12/41 - 01/09/42
Flotilla 2nd
Bases - Lorient (12-12-1941 to 31-08-1944)
Stock boat issue - VIIC

U-Boat Blitz
12/12/41 - 01/02/42

Second Happy Time
12/12/41 - 01/08/42

Tanker Alley
01/03/42 - 01/09/42




Arctic Convoys 19/12/41 - 19/09/42
Flotilla 11th
Bases - Bergen (19-12-1941 to 19-09-1942)
Stock boat issue - VIIC

PQ/QP Convoys
19/12/41 - 16/06/42

Soviet Waters
19/12/41 - 01/07/42

Arctic Blockade
01/01/42 - 19/09/42

Arctic Convoys
01/02/42 - 01/09/42

JW/RA Convoys
01/05/42 - 19/09/42




Distant Waters 15/09/42 - 15/02/43
Flotilla 3rd
Transfer from 29th flotilla Toulon 15-09-1942
Bases - La Pallice (16-09-1941 to 31-08-1944)
Stock boat issue - VIIC

South America Supplies
15/09/42 - 31/12/42

Caribbean Oil
15/09/42 - 31/12/42

CapeTown Supplies
01/10/42 - 15/02/43

War in Distant Waters
01/11/42 - 15/02/43




The Black Pit 20/09/42 - 15/02/43
Flotilla 9th
Bases - Brest (20-09-1942 to 20-02-1943)
Stock boat issue - VIIC

The Triumph of the Wolfpack
20/09/42 - 17/12/42

The Gap Closers
01/10/42 - 15/02/43

The Torch
20/10/42 - 15/02/43

Brittish Supplies
01/12/42 - 15/02/43




Turning Point 01/03/43 - 15/06/44
Flotilla 9th
Transfer from Kiel 15-03-1943 with new boat.
Bases - La Pallice (16-09-1943 to 30-05-1944) Wilhelmshaven (31-05-1944 to 30-09-1944)
Stock boat issue - VIIC41

TW Spring 43
01/03/43 - 31/05/43

TW Summer 43
01/06/43 - 31/08/43

TW Autumn 43
01/09/43 - 30/11/43

TW Winter 43
01/12/43 - 39/02/44

TW Spring 44
01/03/44 - 15/06/44

Invasion Iminent
01/05/44 - 07/06/44



Monsun Gruppe 01/03/43 - 15/06/44
Flotilla 7th
Transfer from La Pallice 02-03-1943
Bases - Penang (03-03-1943 to 01-08-1943) Singapur (02-08-1943 to 01-05-1944)
Transfer to La Pallice 02-05-1944
Stock boat issue - VIIC41

Passage into The Rising Sun *
01/03/43 - 23/07/43

The Monsun Boats **
20/04/43 - 01/11/43
(requires * pass/fail to activate)

The Riches of India ***
01/07/43 - 20/04/44
(requires ** pass/fail to activate)

Australia Isolation ***
01/10/43 - 20/04/44
(requires ** pass/fail to activate)

Evacuation
01/03/44 - 15/06/44
(requires *** pass/fail to activate)





The Final Years 01/07/44 - 09/05/45
Flotilla 9th
Bases - Wilhelmshaven (01-07-1944 to 30-09-1944) Bergen (01-10-1944 to 09-05-1945)
Transfer to Loch Ryan (Scotland - Operation Deadlight) 09-05-1945
Stock boat issue - VIIC41

Tonnage War 44
01/07/44 - 31/12/44

The North Sea
01/09/44 - 09/05/45

Tonnage War 45
01/01/45 - 09/05/45

Urgent Message
05/05/45 - 09/05/45
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Last edited by Trevally.; 06-06-13 at 03:50 PM.
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Old 11-23-11, 05:44 AM   #3
distillery
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great job
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Old 11-23-11, 05:54 AM   #4
Trevally.
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Quote:
Originally Posted by distillery View Post
great job
Thanks distillery and welcome to subsim
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Old 11-23-11, 07:13 AM   #5
lesec74
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helle, icebergs mod is included in OH II full?If not can I use icebergs 2.4? install before OH or after?

thanks for answer
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Old 11-23-11, 07:41 AM   #6
sk065
Bosun
 
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First I want to say wat a great mod this is!

One question, can someone provide a list of ships that are added to OHII? Or even just how many ave been added?

Thanks
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Old 11-23-11, 08:37 AM   #7
Trevally.
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Quote:
Originally Posted by sk065 View Post
First I want to say wat a great mod this is!

One question, can someone provide a list of ships that are added to OHII? Or even just how many ave been added?

Thanks
Thanks sk065

These are the ships added by the guys from post1

NAMC --------------- GeAuxCruiser
NAMC_Komet -------- Auxiliary Cruiser
NAMC_Penguin -------Auxiliary Cruiser
NATF --------------- TugBoat
NCVE_GrafZeppelin -- Carrier
NF_Boat ------------ Fishing Boat
NF_Boat_1 ---------- Coastal Boat
NHOSP -------------- Hospital Ship
NKL_Ehrenfels ------- Freighter
NKL_North_Sands ---- Freighter
NKMCS_Akita -------- Medium Composite Freighter
NKS_Ems ----------- Freighter
NKSCS_Taihosan ---- Small Modern Composite Merchant Ship
NKSSS_Kasagisan --- Small Old Split Freighter
NOL_Dale ---------- Oiler
NOS_Haruna -------- Tanker
NPL_Hap ----------- Big modern Passangership
NPS_Tyohei -------- Small Passenger Type
NPT --------------- Torpedo Patrol Boat
NTR_Oronsay ------- Medium Troopship

Zombie Ships (docked ships only)
Tug_z
NOS_Haruna_Z
NMFMPC_Z
NAMC_Z

So a big thanks to all the modders who built and converted these ships for OHII use.

If you want even more ships in your game - check out Uekels great mods here http://www.subsim.com/radioroom/show...&postcount=166
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Old 11-23-11, 01:00 PM   #8
0rpheus
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Just to return to an issue in the earlier thread, I just came out of port for a new campaign (Black Pit) to test out the new 1.5. Six Allied aircraft came overhead to hit the base & surrounding ships - bang, CTD.

I'm starting to wonder whether it's something to do with aircraft attacks on the zombie ships, or the imported ones, as this is several times now I've seen planes go overhead and CTD just seconds later?

Just for your info Trevally, maybe it'll help. Think I read that Rongel found unusual effects with torpedoes on the imported ships, maybe something similar is happening with planes?


Last edited by 0rpheus; 11-23-11 at 05:21 PM.
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Old 11-23-11, 01:10 PM   #9
Trevally.
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Quote:
Originally Posted by 0rpheus View Post
Just to return to an issue in the earlier thread, I just came out of port for a new campaign (Black Pit) to test out the new 1.5. Six Allied aircraft came overhead to hit the base & surrounding ships - bang, CTD.
This is what happened to me when I was in the med. to fix I removed SLI

I will have a look at TheBlackPit and see what is happening
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Old 11-23-11, 01:30 PM   #10
Trevally.
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@0rpheus - good bug report

yes I have just had the same results as you - 6 planes attack brest = ctd

Ok - I am going to have to change the air layer for this.

Has anyone else had this happen anywhere else
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Old 11-23-11, 03:14 PM   #11
sk065
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Thanks for the list of ships Trevally!

How does the number of ships compare now with the like of SH3 + GWX? Are we still a long way off?

Does SHV have british or american AI subs?
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Old 11-23-11, 05:00 PM   #12
Trevally.
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Ok that was a tough nut to crack

Fixed ctds caused by air raids on you base in TheBlackPit and DistantWaters.

Remove Patch1 and install Patch2 when in bunker.

@0rpheus or anyone else who was playing these campaigns.
Sorry but you need to load a save game before starting those campaigns after installing patch2. When you then progress to TheBlackPit - your ctds will be fixed.

Download Patch2 here
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Old 11-23-11, 05:06 PM   #13
Trevally.
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Quote:
Originally Posted by sk065 View Post
Thanks for the list of ships Trevally!
your welcome

Quote:
How does the number of ships compare now with the like of SH3 + GWX? Are we still a long way off?
Not a fair question.
GWX is a magamod
OHII is a campaign mod
If you want to know about extra ships in SH5, then check the mod by Uekel

Quote:
Does SHV have british or american AI subs?
Only UK and Germany have AI subs in SH5 so far
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Old 11-23-11, 05:22 PM   #14
0rpheus
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Quote:
Originally Posted by Trevally. View Post
Ok that was a tough nut to crack

Fixed ctds caused by air raids on you base in TheBlackPit and DistantWaters.

Remove Patch1 and install Patch2 when in bunker.

@0rpheus or anyone else who was playing these campaigns.
Sorry but you need to load a save game before starting those campaigns after installing patch2. When you then progress to TheBlackPit - your ctds will be fixed.

Download Patch2 here
Nice, glad to be of help What was it in the end, if you don't mind me asking?

I've seen quite a few occasions where aircraft have immediately preceded CTDs, throughout nearly, if not all the campaigns, but it's very hard to tell in any single case. That area of France, especially late war has always had loads, most often approaching Brest etc. But it makes me wonder (depending on what the problem was) whether this is the cause of many of those seemingly random CTDs - an aircraft attack or something else generated by the game layer that occur outside the sub's visual range, but is enough to CTD it (think about how many planes are spawned in response to player sinkings etc).

Some of it no doubt is still memory useage, but I'd bet a fair wager that over 50% of the CTDs are teeny tiny things like this that slip through, and it's just a matter of time before they all get spotted and fixed.

Restarting with new patch
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Old 11-23-11, 05:32 PM   #15
Trevally.
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Quote:
Originally Posted by 0rpheus View Post
Nice, glad to be of help What was it in the end, if you don't mind me asking? As far as happening anywhere else, tbh it could be all kinds of places, especially late-war when planes become more common. I've seen quite a few occasions where aircraft have immediately preceded CTDs, throughout nearly, if not all the campaigns, but it's very hard to tell in any single case. That area of France, especially late war has always had loads, most often approaching Brest etc.

Restarting with new patch
The ctds with the planes are not when they attack any particular ship.
It is just too much going on.

I tested with all SH5 ships removed and just had zonbies ships is harbour. 8 planes attacked this time - it was a fine sight 4 ships sunk and 3 planes down. I had left the DDs in game and they were firing to kill the planes. Each ctd happened with an explostion, either plane blowing up or boat being hit.

When the harbour was fully loaded = ctd a lot faster.
So I stil think this is a system mem issue even for 64bit users.

To fix - I stopped the air attacks on the harbours
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