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Old 11-26-2011, 08:11 PM   #61
mr.artur_96
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Quote:
Originally Posted by mr.artur_96 View Post
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 ! ... CDT

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

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
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Old 11-26-2011, 08:15 PM   #62
sober
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If using OH2 there is a special way to start a campaign . Read the first post in the OH2 thread .
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Old 11-26-2011, 08:24 PM   #63
mr.artur_96
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Quote:
Originally Posted by sober View Post
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"
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Old 11-26-2011, 08:28 PM   #64
sober
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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
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Old 11-26-2011, 08:42 PM   #65
mr.artur_96
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Quote:
Originally Posted by sober View Post
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
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Old 11-27-2011, 02:37 AM   #66
Silent Steel
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Default @ 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


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Old 11-27-2011, 04:49 AM   #67
uekel
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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.
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Old 11-27-2011, 05:41 AM   #68
Trevally.
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Quote:
Originally Posted by 7thSeal View Post
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.

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.
Fantastic don't you just love flipper

Quote:
Originally Posted by Empty B View Post
Hi
In my last patrol, when I was returning to base, I found a red buoy in:
54º 51' N 7º 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

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

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Old 11-27-2011, 05:54 AM   #69
Trevally.
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@ 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.
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Old 11-27-2011, 08:41 AM   #70
Zs4zet
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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...
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Old 11-27-2011, 09:17 AM   #71
Silent Steel
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Quote:
Originally Posted by Trevally. View Post

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
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
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Old 11-27-2011, 10:44 AM   #72
Sartoris
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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.
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Old 11-27-2011, 11:24 AM   #73
uekel
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Now I see, historical (at least in germany) there was black and red:



If you like I can make the black and black-red.
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Old 11-27-2011, 11:53 AM   #74
Silent Steel
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Quote:
Originally Posted by uekel View Post
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
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Old 11-27-2011, 12:09 PM   #75
uekel
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It would be only the objects to Exchange. No campaign change (no restart).

On the other hand, it would confuse many players. I also don´t knew it before an hour.

Btw. historical was between 1887 and 1982.
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