View Full Version : [WIP] Icebergs
TheDarkWraith
01-25-11, 02:36 PM
Decided to look into why we can't have icebergs in SH5. Found some errors in the iceberg's files (incorrect class, missing entries, etc.) and have fixed them. Their damage model has been fixed also so running into them will cause damage to the sub.
There is one iceberg that cannot be used in game as it causes camera problems (and most likely was the cause of CTD's in the previous attempt to get icebergs into SH5).
With all the errors fixed I made a single mission for people to test. You can external cam out and look at them (from above, under, the side, etc.). You can also take your uboat and dive under them :DL
They have also been fixed so that they can drift like they're riding currents. A drifting iceberg can hit an object and cause damage (to your sub, a ship, etc.).
Depending on the outcome of this test we'll see what happens when we add them to the campaign via a new layer :yep:
You can download the single mission/campaign changes here: http://www.filefront.com/17850568/Icebergs-demo-campaign.7z/
This single mission has 4 drifting icebergs that you can check out. Extract straight to your MODS folder and enable via JSGME. Look for the historic mission 'Icebergs'
:|\\
TheDarkWraith
01-25-11, 02:36 PM
reserved by TDW
reaper7
01-25-11, 02:45 PM
Nicely done TDW, another Dev mess fixed :yeah:. Any luck with subnets and mines :D.
Poacher886
01-25-11, 02:46 PM
Sounds great, once tested will you add to your Mega_Mod ?
stoianm
01-25-11, 02:47 PM
I just tested. Very, very cool. Nice job TDW. You are best moder that i know.
TheDarkWraith
01-25-11, 03:03 PM
okay then I'll add them to the campaign so you all can test it out also :up:
Sepp von Ch.
01-25-11, 04:26 PM
Wow!:o
Magic1111
01-25-11, 04:35 PM
Wonderful !!!!!!!!!!!!!!!!!!!!:woot::yeah::woot:
Captain Can
01-25-11, 06:17 PM
TDW you have no limits man! :rock::rock: Great idea , can't wait for the mod. :yeah:
ps: TDW off topic but, is it possible to add some mines around harbors, after a certain time maybe?( i dont know when historically) as harbors are vulnerable and that doesn't seem realistic to me. (even though i am not sure they had mines around harbors , but i remember i have read such a thing.)
TheDarkWraith
01-25-11, 07:48 PM
Added some icebergs to the mouth of the entrace to Wilhelmshaven in the campaign to see if it would work AND that it didn't crash the game when you went to external cam (previous problem encountered when tried to bring icebergs to SH5). I intentionally hit one of them to see if the sub would take damage or not and IT DID. You'll see in the messagebox a message saying hull damaged:
result:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=3589
:rock: Success.....so yes, we can have icebergs in the campaign now :D
Vitovt13 gave me the original work of this so I'll take the work done originally for the campaign and add it to this and release another tester for those wishing to test this in campaign :yep:
stoianm
01-25-11, 07:51 PM
Coool. You did it again!:yeah:
Very very good TDW, :up: just out of curiosity if they drift to land what will happen?:hmmm:
TheDarkWraith
01-25-11, 08:40 PM
Very very good TDW, :up: just out of curiosity if they drift to land what will happen?:hmmm:
I imagine they will stop since they have a collision model :06:
Just tested changes made to campaign using the original modder's campaign files (updated by moi). Here I just spotted some iceberg's in the Total Germany campaign:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=3591
Here is my map location where I spotted this one:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=3590
:rock::|\\ :D
I'll package it up for test release with campaigns now
TheDarkWraith
01-25-11, 08:45 PM
Here are some icebergs included in the Total Germany and Arctic Convoys campaigns: http://www.filefront.com/17850568/Icebergs-demo-campaign.7z/
This also includes the single mission with the icebergs.
In order to have the icebergs available you have to start a brand new campaign (game limitation not mine) :yep:
If you open up the campaigns in the mission editor you'll see where all the icebergs are located in case you wanted to hunt them down like I did in the post above :DL
THE_MASK
01-25-11, 09:01 PM
Is it possible to have a new message in the message box ,'' iceberg spotted '' .
TheDarkWraith
01-25-11, 09:04 PM
Is it possible to have a new message in the message box ,'' iceberg spotted '' .
Don't think so but campaign is not my strong area. I can barely get by in the campaign stuff. The real problem is I don't know what all the campaign stuff means and all the mission stuff means in the mission editor. If someone can provide me a document on the mission editor so I can learn what everything is it will greatly help me :yep:
THE_MASK
01-25-11, 09:32 PM
Probably hardcoded :nope:
If you look in C:\Ubisoft\Silent Hunter 5\data\Cfg\Message_WA . But how does the game know what 3D object to apply the message ?
TheDarkWraith
01-25-11, 09:38 PM
Probably hardcoded :nope:
If you look in C:\Ubisoft\Silent Hunter 5\data\Cfg\Message_WA . But how does the game know what 3D object to apply the message ?
Well the iceberg's type is environmental. Being environmental I doubt the crew will report sightings of them. I tried setting high priority contact to true for the icebergs but that didn't do anything.
Krauter
01-25-11, 10:57 PM
Check out TheGeneral's iceburg 1.2. Worked fine for me, (had to overwrite it from Light Campaign and Env.
BowfinSS287
01-25-11, 11:17 PM
very cool......will this mod and Lite Campaign 1.2 work together?
EgoApocalypse
01-26-11, 03:10 AM
Woo Hoo!
Great stuff. Great watching everything coming together for SH5. Slowly but Surely.:DL
Well done to all involveld.:salute:
stoianm
01-26-11, 03:20 AM
If you open up the campaigns in the mission editor you'll see where all the icebergs are located in case you wanted to hunt them down like I did in the post above :DL[/QUOTE]
Hi TDW,
Where is locate the ,,MISION EDITOR,,?
Magic1111
01-26-11, 03:28 AM
Hi TDW,
Where is locate the ,,MISION EDITOR,,?
In the root-directory of the game, near the sh5.exe ! :03:
stoianm
01-26-11, 03:41 AM
In the root-directory of the game, near the sh5.exe ! :03:
:rock:Yep! I can see them now. Thanks. By the way - did you finish testing mods - have a list of them?:salute:
Magic1111
01-26-11, 03:48 AM
:rock:Yep! I can see them now. Thanks. By the way - did you finish testing mods - have a list of them?:salute:
Yes, the List comes today evening (> 30 MODs:03:)
stoianm
01-26-11, 03:55 AM
Yes, the List comes today evening (> 30 MODs:03:)
Thanks. Just give me a ,,beep,, when you list ,,the list,,.
My ,,list,, has 87 activated mods!:arrgh!:
stoianm
01-26-11, 04:55 AM
Yes, the List comes today evening (> 30 MODs:03:)
Hi Magic1111,
Try this one:
http://www.subsim.com/radioroom/showthread.php?t=179534
Magic1111
01-26-11, 06:50 AM
Hi Magic1111,
Try this one:
http://www.subsim.com/radioroom/showthread.php?t=179534
Yes, thanks, I´ll do so ! :yeah:
Sbygneus
01-26-11, 11:19 AM
TDW you did it! Thanks man :salute:
TheBeast
01-26-11, 12:45 PM
Is it possible to have a new message in the message box ,'' iceberg spotted '' .
Isn't this configured in a Warnings.cfg or something?
The General
01-29-11, 03:47 PM
As I have some experience with Icebergs, I volunteer to add Darkwraith's new and improved 'Bergs to the Campaign. Obviously, if someone's already doing this then let me know so I'm not wasting my time. Eventually we'll have to synchronize the Zones.cfg file with DarkWraith's and all those working on adding Mines and Subnets to the Campaign. Please feel free to get in touch. Good luck everyone :DL
TheDarkWraith
01-29-11, 04:09 PM
As I have some experience with Icebergs, I volunteer to add Darkwraith's new and improved 'Bergs to the Campaign. Obviously, if someone's already doing this then let me know so I'm not wasting my time. Eventually we'll have to synchronize the Zones.cfg file with DarkWraith's and all those working on adding Mines and Subnets to the Campaign. Please feel free to get in touch. Good luck everyone :DL
newest version of MO coming out has the zones.cfg file synched with BARF, FX_Update, Mines, and something else.
TDW, I just checked out your Icebergs in the Historical Missions. They do look nice. Found something strange showing up. I tried firing on one with an AA gun to see if it would cause damage. Hey, if they'll cause damage to a ship or your sub that runs into one it should also work the other way too I'd think. Any way... there's this strange bar hanging in midair over them. Also shows up in the Obs periscope too and doesn't go away switching back and forth from the scope to outside on deck.
http://img.photobucket.com/albums/v64/GT182/fsscr049.jpg
http://img.photobucket.com/albums/v64/GT182/fsscr050.jpg
One other thing which you might not have control over. Icebergs only show a very small portion sticking out of the water from it's total size. Under water they can be 10 times the size that's showing. If this can't be modeled in SH5 I understand. It's just that they look funny when you take the free camera down to check them out. Any way, you did a very nice job on them just the same.
reaper7
02-02-11, 06:39 PM
Any way... there's this strange bar hanging in midair over them. Also shows up in the Obs periscope too and doesn't go away switching back and forth from the scope to outside on deck.
That looks like a damage bar, you can disable it from the options menu.
That looks like a damage bar, you can disable it from the options menu.
That's what I thought Reaper but no it's not... not that I can see anyways. No damage showed when the berg was hit, and nothing showed in the bar.
Do you mean Options for Game Realism?
TheDarkWraith
02-02-11, 08:10 PM
The iceberg is a ship in disguise so those would be health bars. You cannot damage them as the game does not allow you to destroy or harm environmentals (that I've found).
There are 4 different types of icebergs. Two of them have as much visible above the surface as they do below. I think the devs get a good job at modeling them.
The iceberg is a ship in disguise so those would be health bars. You cannot damage them as the game does not allow you to destroy or harm environmentals (that I've found).
Then these bars be invisible for ships that we can destroy? But if you can destroy a ship it's not an environmental as an iceberg is, is it? Just trying to understand as I'm not a mod maker.
Will these health bars show once you get the icebergs set the way you want for the campaign?
Sepp von Ch.
02-03-11, 05:02 PM
What Icebergs-mod I do activate, if I want to meet the icebergs in the Magnum´s late war campaign?
1) TDW´s Icebergs mod
or
2) this Iceberg Mod v1.3 (http://www.subsim.com/radioroom/showpost.php?p=1582636&postcount=110)?
In 1944, the captain must meet the icebergs more often when operating from bases in Norway.
Btw TDW´s icebergs mod conflicts with Terrain harbour mod. It's okay or it could be the problem?
Thank you in advance for your reply.
stoianm
02-03-11, 05:07 PM
What Icebergs-mod I do activate, if I want to meet the icebergs in the Magnum´s late war campaign?
1) TDW´s Icebergs mod
or
2) this Iceberg Mod v1.3 (http://www.subsim.com/radioroom/showpost.php?p=1582636&postcount=110)?
This one was nmade by thegeneral but is unstable - not recomended to use
In 1944, the captain must meet the icebergs more often when operating from bases in Norway.
Btw TDW´s icebergs mod conflicts with Terrain harbour mod. It's okay or it could be the problem?
I think it is ok - i had no problems until now
Thank you in advance for your reply.
I think TDW puted icebergs only in 2 campaign in his mod
He will add icebergs in more campaigns (as i understood) in the new version of MO.
Tomi_099
02-03-11, 06:29 PM
..GREAT WORK !!! :yeah:
stoianm
02-07-11, 03:06 PM
Thank you so much sir!:salute:
What is the names of the campaigns that you added icebergs in?
Best regards!:salute:
EDIT: So cool you added icebergs in almoust all the campaigns - great work!
The General
02-07-11, 03:12 PM
All of 'em apart from when you're in the Med or when your mission objectives are set during the Summer months. I am about to test it myself, so if it's found that there is too little or too much ice encountered in a realistic fashion, then adjustments will be made.
All feedback welcomed :DL
stoianm
02-07-11, 03:16 PM
Just a last quest The General:
this mod will be enabled before or after magnum mod ,,open horizons''?
cheers:salute:
The General
02-07-11, 04:13 PM
Just a last quest The General:
this mod will be enabled before or after magnum mod ,,open horizons''?
cheers:salute:I am installing mine after Magnum Opus. I have not seen any Icebergs yet though, which makes me think it's not working and when I tried to save the game, it crashed :stare:
EDIT:
I just did another test. The icebergs are in there. It's just the crew doesn't spot them and drop you out of TC. So finding one is very difficult. I am working on it...
Sepp von Ch.
02-07-11, 04:21 PM
Icebergs v2.0
PLEASE NOTE: This Mod should be installed over TheDarkWraith's Magnum Opus until such time that he's ready to incorporate it.
This means, that this great mod is ONLY for those who use TDW´s megamod?:cry:
These icebergs are as well in the Magnum´s 43-45 campaign?
stoianm
02-07-11, 04:29 PM
This means, that this great mod is ONLY for those who use TDW´s megamod?:cry:
These icebergs are as well in the Magnum´s 43-45 campaign?
Magnum campaign will be incorporate in Magnum opus mod - the ideea is if we want to use the icebergs like ,,now'' and ,,open horizon'' in the same time what is the corect order of instalations of this 2 mods:06:
The General
02-07-11, 04:35 PM
This means, that this great mod is ONLY for those who use TDW´s megamod?:cry:
These icebergs are as well in the Magnum´s 43-45 campaign?This Mod will work on its own, without the Magnum Opus Mod.
I just did another test. The icebergs are in there. It's just the crew doesn't spot them and drop you out of TC. So finding one is very difficult. I am working on it...
Sepp von Ch.
02-07-11, 04:38 PM
Thank you very much! That sounds great!
Just for your information I have in JSGME conflicts with Terrain harbour Mod, Magnum´s Open Horizont camapign and Cerberus62´s mods - Historical ship equipement and Additional Merchant ships.
The General
02-07-11, 04:41 PM
Magnum campaign will be incorporate in Magnum opus mod - the ideea is if we want to use the icebergs like ,,now'' and ,,open horizon'' in the same time what is the corect order of instalations of this 2 mods:06:Icebergs v2.0 should be installed after any Campaign altering Mods like Magnum Opus. I doubt this will work with Open Horizons 1943-1945. One thing at a time! Let's try and get them in 1939-1943 first shall we?
stoianm
02-07-11, 04:44 PM
Ok the general - i see what you mean - so lets make a proper test for this mod:salute:
The General
02-07-11, 04:48 PM
Thank you very much! That sounds great!
Just for your information I have in JSGME conflicts with Terrain harbour Mod, Magnum´s Open Horizont camapign and Cerberus62´s mods - Historical ship equipement and Additional Merchant ships.You can thank me when you find an iceberg in your Campaign ;). Otherwise there's no guarantee that this Mod has worked.
This Mod may cancel out the 'Additional Merchant Ships' Mod. Cerberus62 would have to incorporate icebergs into his Mod if he's done extensive work on the Campaign.
stoianm
02-07-11, 04:49 PM
I am installing mine after Magnum Opus. I have not seen any Icebergs yet though, which makes me think it's not working and when I tried to save the game, it crashed :stare:
EDIT:
I just did another test. The icebergs are in there. It's just the crew doesn't spot them and drop you out of TC. So finding one is very difficult. I am working on it...
If i remember last time TDW said that icebergs and mines can not be spoted by crew and can not be destroyied with torps or the deck guns:hmmm:(i am not sure)
Sepp von Ch.
02-07-11, 04:53 PM
You can thank me when you find an iceberg in your Campaign ;).
Nein Herr Kaleu! I disagree. I appreciate your efforts:salute:
The General
02-07-11, 05:23 PM
I think I know why I can't find certain icebergs. I suspect that the one's I set to zero knots and without Waypoints, are drifting off with the current! :o
I will add a triangular waypoint pattern on a loop to each iceberg. This takes a while.
You can tell I'm an amateur modder can't you? :O:
stoianm
02-07-11, 05:30 PM
Hi guys,
If you play total germany ( i used the mission editor to spot the added icebergs) here are some coordonates where you may find icebergs:
1) lat 1.43 E long 61.61 N
2) 4.42 E long 62.66 N
3) 6.1 W long 60.20 N
stoianm
02-07-11, 05:32 PM
I think I know why I can't find certain icebergs. I suspect that the one's I set to zero knots and without Waypoints, are drifting off with the current! :o
I will add a triangular waypoint pattern on a loop to each iceberg. This takes a while.
You can tell I'm an amateur modder can't you? :O:
I am not agree with that - it is a hard work and take time - you are a great moder:up:
The General
02-07-11, 05:47 PM
Thank you :DL
I am noticing some strange behaviour. The icebergs seem to be moving and sometimes not. Is it the water moiving passed them and giving the illusion of movement? Is the wind and current having an affect? Am I losing my mind? :yep:
THE_MASK
02-07-11, 06:03 PM
Thank you :DL
I am noticing some strange behaviour. The icebergs seem to be moving and sometimes not. Is it the water moiving passed them and giving the illusion of movement? Is the wind and current having an affect? Am I losing my mind? :yep:
TDW says there certainly is currents :rock:
The General
02-07-11, 07:54 PM
TDW says there certainly is currents :rock:If this is true, then that's fantastic for realism sake and negates the needs to put Waypoints in for each iceberg. But what's to stop the icebergs drifting into the land? I think that 's there's no collison model with the land and so they'll just drift straight through and end up in the middle of Africa or something!
Edit:
I have done a test where the iceberg does not pass through the land. Still suspect that some icebergs are not appearing. Will try another experiment.
stoianm
02-07-11, 08:03 PM
I found the first one and he is moving - great:rock:
i counted the total germany - you added like 16 icebergs - the others are bigers than this one? - will be cool to spot a really big ones
iceberg
http://i1124.photobucket.com/albums/l568/stoianm/iceberg.jpg
spoted here - just where my Uboat shows on the map
http://i1124.photobucket.com/albums/l568/stoianm/map.jpg
My test is done The General - i had not CTDs so far - seems to work fine
The General
02-07-11, 08:43 PM
That is great news! Yes there are bigger ones in the game but I suspect some are not appearing when they should. I have had a couple of CTD's :shifty:
stoianm
02-07-11, 08:44 PM
That is great news! Yes there are bigger ones in the game but I suspect some are not appearing when they should. I have had a couple of CTD's :shifty:
Did you playied with TC just before you had these CTDs?
The General
02-07-11, 09:04 PM
Did you playied with TC just before you had these CTDs?Yes I made the journey up to Northern Norway, where the majority of the 'bergs are in the Total Germany Campaign. I used the maximum TC x 8125. Do you think that's the problem?
stoianm
02-07-11, 09:10 PM
Yes I made the journey up to Northern Norway, where the majority of the 'bergs are in the Total Germany Campaign. I used the maximum TC x 8125. Do you think that's the problem?
maybe:hmmm: - if you playied in the nav map at big TC and you wanted to leave the nav map without going at TC1 before and you had the CTDs in that time then sure that is the problem.
TheDarkWraith
02-08-11, 11:21 AM
you will get CTDs if the icebergs aren't setup correctly (and they will fail to show in-game). You have to ensure that delete on last waypoint isn't checked in mission editor. There are some other things but if you load up the campaign files I included with the icebergs you'll see how to set them up correctly. Just follow my examples from the campaign files.
Icebergs with no waypoints will drift. It's the wave action that causes them to drift.
Icebergs cannot be destroyed with bullets or torpedoes (game limitation with environmentals). You can ram them but you will sustain damage on your sub from it. Lookouts will not spot them either because they are environmentals. This adds a certain pucker factor when surfacing in an area with known icebergs as you could be trying to surface under a large iceberg and sustain damage from it.
stoianm
02-08-11, 11:26 AM
Glad to see you online TDW:woot:
Are you at your computer at home:06::rock:
TheDarkWraith
02-08-11, 11:50 AM
Glad to see you online TDW:woot:
Are you at your computer at home:06::rock:
Still on assignment :wah: I'm hoping things calm doon soon with work so I can get home to my home and animals and computer.
Error with a fresh install of SH5 where the only installed mods are TDW mines, icebergs and subnets without the campaign and single mission part from them. No other mod installed. When starting ME, this error pop up:
"the ship in data\sea\Floating_Mine.cfg (unitType=110) doesnt fit in any category (eg Escort, CapitalShip etc)"
Actually this is the first error message from a very long chain of errors when I try to start the ME. Any idea why?
TheDarkWraith
02-08-11, 01:37 PM
Error with a fresh install of SH5 where the only installed mods are TDW mines, icebergs and subnets without the campaign and single mission part from them. No other mod installed. When starting ME, this error pop up:
"the ship in data\sea\Floating_Mine.cfg (unitType=110) doesnt fit in any category (eg Escort, CapitalShip etc)"
Actually this is the first error message from a very long chain of errors when I try to start the ME. Any idea why?
I can tell you why. The icebergs, mines, and subnets weren't meant to be installed as permanent. They were demo. Furthermore they are not compatible in their current demo form to be used with each other. They can only be used seperately.
TheGeneral is adding the icebergs to the campaign. Now we need someone else to add the mines and subnets to the campaign.
The General
02-08-11, 01:38 PM
you will get CTDs if the icebergs aren't setup correctly (and they will fail to show in-game). You have to ensure that delete on last waypoint isn't checked in mission editor. There are some other things but if you load up the campaign files I included with the icebergs you'll see how to set them up correctly. Just follow my examples from the campaign files.
Icebergs with no waypoints will drift. It's the wave action that causes them to drift.
Icebergs cannot be destroyed with bullets or torpedoes (game limitation with environmentals). You can ram them but you will sustain damage on your sub from it. Lookouts will not spot them either because they are environmentals. This adds a certain pucker factor when surfacing in an area with known icebergs as you could be trying to surface under a large iceberg and sustain damage from it.Thanks TDW, you're a life-saver as usual. Sounds like you're suffering from Modding Withdrawl :O: I am working on this now and hope to have a v2.1 out this evening :up:
Error with a fresh install of SH5 where the only installed mods are TDW mines, icebergs and subnets without the campaign and single mission part from them. No other mod installed. When starting ME, this error pop up:
"the ship in data\sea\Floating_Mine.cfg (unitType=110) doesnt fit in any category (eg Escort, CapitalShip etc)"
Actually this is the first error message from a very long chain of errors when I try to start the ME. Any idea why?Icebergs v2.0 is faulty, I hope to have v2.1 out later this evening.
Yeah, there is a lot of problem with this mod and General's Icebergs 2 mod. I try to add them to Open Horizons and is impossible. Booth mod will give me loads of errors, starting with the roster. Somehow the roster entry is faulty.
Please guys, make these mods to work with the stock game so everybody can use it in the future. Waiting for updates.
The General
02-08-11, 01:53 PM
Yeah, there is a lot of problem with this mod and General's Icebergs 2 mod. I try to add them to Open Horizons and is impossible. Booth mod will give me loads of errors, starting with the roster. Somehow the roster entry is faulty.
Please guys, make these mods to work with the stock game so everybody can use it in the future. Waiting for updates.You mentioned you did a clean install. Have you let the system Patch the game to v1.2? Otherwise this Mod won't work. I made the same mistake myself :oops:
TheDarkWraith
02-08-11, 01:54 PM
Yeah, there is a lot of problem with this mod and General's Icebergs 2 mod. I try to add them to Open Horizons and is impossible. Booth mod will give me loads of errors, starting with the roster. Somehow the roster entry is faulty.
If you follow my campaign entries in the demos you can easily add them to stock game or any other campaign. I don't understand why you are having a hard time with them as you are pretty familiar with campaigns I see from the OH mod.
Look at the files in my demos. The roster entries are key as they have to be environmentals to work correctly. Stock game tries to make icebers a type of ship which will not work in the roster file.
The General
02-08-11, 01:59 PM
TheGeneral is adding the icebergs to the campaign. Now we need someone else to add the mines and subnets to the campaign.I'd be happy to add Mines to the Campaign once the Icebergs are done (but work commitments and not having TDW's talents means I ain't the fastest), but the idea was to do these things in Parallell, to save time. So, the more the merrier :D
You mentioned you did a clean install. Have you let the system Patch the game to v1.2? Otherwise this Mod won't work. I made the same mistake myself :oops:
/double facepalm
:damn:
/brb
The General
02-08-11, 02:08 PM
@Magnum
Lol, this is what happens when you start getting old. I'm not called 'The Old Man' for nothin' :O:
ffs, this was lame... :oops:
Anyway, Im trying to add mines, nets and icebergs to The Open Horizon campaign too. Actually, I already had icebergs, but they were invisible.
Question is.. the enviro mis made by General is including all these or only icebergs?
TheDarkWraith
02-08-11, 02:27 PM
ffs, this was lame... :oops:
Anyway, Im trying to add mines, nets and icebergs to The Open Horizon campaign too. Actually, I already had icebergs, but they were invisible.
Question is.. the enviro mis made by General is including all these or only icebergs?
Well I haven't looked at his files but I'm hoping that he's added another layer to the common campaign files just for the icebergs. I'm hoping that others add additional layers to the common campaign files for the mines and subnets. This will make it really simple to edit/update each one and will help with incompatibility problems.
Oke, I loaded TDW Iceberg, mines and nets and opened the OH campaign. No errors this time and they are all there in the roster. Great!
What I will do next is to create the extra Environment.mis, as the General did, but loaded with all of these dangerous stuff. If the stock game will not crash on the first encounter with these objects.. we are good to go. Gibraltar will not be anymore a hot spot for party and fun.
Now I will need to find some documents/map about where the mines and nets were used most, so I can make this .mis very realistic.
TheDarkWraith
02-08-11, 02:43 PM
Oke, I loaded TDW Iceberg, mines and nets and opened the OH campaign. No errors this time and they are all there in the roster. Great!
What I will do next is to create the extra Environment.mis, as the General did, but loaded with all of these dangerous stuff. If the stock game will not crash on the first encounter with these objects.. we are good to go. Gibraltar will not be anymore a hot spot for party and fun.
Now I will need to find some documents/map about where the mines and nets were used most, so I can make this .mis very realistic.
I think the best info would come from the GWX mod for SH3. I never used the mod but I do remember that it contained subnets and mines in the harbors. Maybe BBW from the GWX team can help you out? :06:
The General
02-08-11, 04:17 PM
..About bloody time :DL
Icebergs v2.1
It's alive!!
TheDarkWraith's sterling work has allowed this Mod to live again. It's a work in progress, needs testing and feedback. That's where you come in dear Community :up:
Icebergs have been added to the Campaign in appropriate parts of the ocean during the appropriate times of year. Included in the Mod are also corrections made to a couple of small mistakes made by the Devs (Waypoint loops not being set for some Port Traffic).
PLEASE NOTE: This Mod does work on its own, but for best results should be installed over TheDarkWraith's Magnum Opus until such time that he's ready to incorporate it. Obviously a Campaign restart is required for changes to take effect.
TheDarkWraith
02-08-11, 04:20 PM
time to go iceberg hunting :yeah:
Kentrat
02-08-11, 04:21 PM
Cool! Download #1 for me, had to be first at something I guess
Thanks guys, will test later
... Included in the Mod are also corrections made to a couple of small mistakes made by the Devs (Waypoint loops not being set for some Port Traffic)....
I saw only 1 changes where you actually eliminated a loop by setting the value to 0 instead -1 which mean return to waypoint 1.
I cannot add any enviro.mis that have included mines, icebergs and nets to OH campaign. Soon as I start the new campaign, I manage to see the bunker for only a second, then the game crash. And I have loaded only the iceberg and OH mod over a fresh install. I cannot imagine wtf is crashing the game in the bunker.. I give up again, this is so annoying and frustrating :/
TheDarkWraith
02-08-11, 05:20 PM
I saw only 1 changes where you actually eliminated a loop by setting the value to 0 instead -1 which mean return to waypoint 1.
I cannot add any enviro.mis that have included mines, icebergs and nets to OH campaign. Soon as I start the new campaign, I manage to see the bunker for only a second, then the game crash. And I have loaded only the iceberg and OH mod over a fresh install. I cannot imagine wtf is crashing the game in the bunker.. I give up again, this is so annoying and frustrating :/
well let's try to figure out what's going wrong. What files did you add to the OH campaign? Did you start a brand new career? If not you will CTD for sure.
The General
02-08-11, 11:35 PM
I saw only 1 changes where you actually eliminated a loop by setting the value to 0 instead -1 which mean return to waypoint 1.There are two changes actually, and I had to make them by hand in each of the seperate Campaign elements. I did say they were small changes. I thought it was rather well spotted, even if i do say so myself :smug:
well let's try to figure out what's going wrong. What files did you add to the OH campaign? Did you start a brand new career? If not you will CTD for sure.
Added an new enviro.mis where for test purpose I put into the small bay right under Brest 1 merchant ship surrounded by 1 normal mine, 1 chained mine, 1 net and at the entrance of this bay 1 iceberg. The normal mine and the icebergs have 1kts speed and looping waypoint, the net and chained mine have 0 speed and waypoints. The ship is docked. Mission valuator report no error. In game I start a new career but in the second when the bunker is loaded and it start to show on the screen, the game crash. If SH5 would be an object, I would smash it in tiny little pieces :/
Annoying is that I cannot narrow down the problem source. Is because I put all of them in a wrong location, because a seagull take a piss and they explode.. I just have no idea what cause this instant crash on load. I will try to attach this .mis to other campaigns just to see if the same will happen...
LE: yep, any campaign will crash when I add this mission. So the problem is or the location, or the objects.. mine, net and iceberg. If the location cause the crash then this will be a big problem in adding mines and nets to shallow water areas.
stoianm
02-09-11, 07:01 AM
Downloaded v2.1:rock: thanks the general:yeah:
i was playing with the earlier version and i had no CTDs - probably i did not meet the ,,wrong iceberg'':hmmm:
cheers:salute:
TheDarkWraith
02-09-11, 07:26 AM
Added an new enviro.mis where for test purpose I put into the small bay right under Brest 1 merchant ship surrounded by 1 normal mine, 1 chained mine, 1 net and at the entrance of this bay 1 iceberg. The normal mine and the icebergs have 1kts speed and looping waypoint, the net and chained mine have 0 speed and waypoints. The ship is docked. Mission valuator report no error. In game I start a new career but in the second when the bunker is loaded and it start to show on the screen, the game crash. If SH5 would be an object, I would smash it in tiny little pieces :/
can you send me that new enviro.mis file and I'll try it also?
can you send me that new enviro.mis file and I'll try it also?
Here (http://www.zumodrive.com/share/aqaSNTI3OD). Put it in any campaign and enable it in the campaign .py
All the objects are in the small bay right under the Brest base, so better use a campaign that use the french coast as home base on new campaign, Black Pit and similar.
TheDarkWraith
02-09-11, 08:06 AM
Here (http://www.zumodrive.com/share/aqaSNTI3OD). Put it in any campaign and enable it in the campaign .py
All the objects are in the small bay right under the Brest base, so better use a campaign that use the french coast as home base on new campaign, Black Pit and similar.
Loading up and testing now....will edit this post with results :up:
EDIT:
in the bunker no CTD....asking for new mission now in Black Pit campaign....
EDIT2:
got my mission orders and now on uboat....heading out into harbor to find items added by Magnum....
EDIT3:
Found your subnet and large iceberg:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=3644
found you floating chained mine also:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=3645
Everything working fine. I did have to adjust your .mis file as you had some invalid entries in it (deleteonlastwaypoint=True) which will cause CTDs.
I'll send you revised .mis file.
Yeah, I saw the delete on last waypoint on icebergs and I corected 2 of them, those are leftovers made by the general in his iceerg 2 mod. I added only stuff in the bay next to Brest, tested by you now. But.. tbh, this is not a reason why I should ctd on load. Remember, I did this with a fresh install and only 3 mod on.
Now, I will test your result and if me game crash again ....
/brb
TheDarkWraith
02-09-11, 09:30 AM
But.. tbh, this is not a reason why I should ctd on load. Remember, I did this with a fresh install and only 3 mod on.
the game is very picky about environmentals and deleteonlastwaypoint. If that is set to true you will CTD everytime guaranteed on campaign load. Faulty module will be shsim.act in the debug box.
What piss me off really much is that I saw those wrong waypoints, but never imagined that a game can crash for such a minor thing. Is not even a fault, as you can order an object to exit game when it hits his lat waypoint.
Anyway, its working and this time I will build a completely new mission file for mines and other dangerous stuff, got me lesson learn. Hope to find nuff free time to build up a good .miss with a realistic mine and net map.
Thanks
TheDarkWraith
02-09-11, 09:54 AM
What piss me off really much is that I saw those wrong waypoints, but never imagined that a game can crash for such a minor thing. Is not even a fault, as you can order an object to exit game when it hits his lat waypoint.
Took me a long time to figure out that was the cause of the CTDs. I was pulling my hair out trying to figure out why I was CTDing every single time a campaign loaded :DL
The General
02-09-11, 11:13 AM
Are you intent on adding mines and subnets to the Campaign Magnum? Is that what you guys are working on? I was gonna have a try, but it sounds like you're more qualified than I :DL
I will have a look at the deleteonlastwaypoint errors I made. Sorry about that.
TheDarkWraith
02-09-11, 11:17 AM
Are you intent on adding mines and subnets to the Campaign Magnum? Is that what you guys are working on? I was gonna have a try, but it sounds like you're more qualified than I :DL
I will have a look at the deleteonlastwaypoint errors I made. Sorry about that.
I'm sure Magnum won't mind help in those areas. I'm not adding anything to the campaigns, I was just helping Magnum sort out the problems he was having with his additions he made for testing purposes.
The General
02-09-11, 12:38 PM
Great news folks!
v2.1 didn't work properly but have it on good authority that v2.2 does.
12 months in the making.
Don't all rush at once :D
stoianm
02-09-11, 12:44 PM
Great news folks!
v2.1 didn't work properly but have it on good authority that v2.2 does.
12 months in the making.
Don't all rush at once :D
Can i change the dimensions of the icebergs (just fro me)? i want them biger? please:) - it is complicate?
The General
02-09-11, 12:59 PM
Can i change the dimensions of the icebergs (just fro me)? i want them biger? please:) - it is complicate?There is one large iceberg in the game, too big for shallow water. I have placed them in the deeper Ocean and in more Northern areas of the Campaign.
Elanaiba told me himself that you could use the Terrain Editor to simulate pack ice :o I had a quick look once but soon realsied it was beyond my meagre skills. Do you know how to use the Terrain Editor Stoianm?
As for altering the iceberg models themselves, again you're talking way out of my league. Privateer's probably the man to talk to about that. Here's a link to his work:
http://www.subsim.com/radioroom/showthread.php?t=173092
stoianm
02-09-11, 01:04 PM
There is one large iceberg in the game, too big for shallow water. I have placed them in the deeper Ocean and in more Northern areas of the Campaign.
Elanaiba told me himself that you could use the Terrain Editor to simulate pack ice :o I had a quick look once but soon realsied it was beyond my meagre skills. Do you know how to use the Terrain Editor Stoianm?
I do not know
As for altering the iceberg models themselves, again you're talking way out of my league. Privateer's probably the man to talk to about that. Here's a link to his work:
http://www.subsim.com/radioroom/showthread.php?t=173092
Thanks! i will take a look but is to complicate for me:cry:
I was thinking that if i use goblin i just can change a value - something like that:haha:
Thanks!
The General
02-09-11, 01:12 PM
This was the theory. Essententially creating a very jagged landscape in the Terrain editor and then flipping it upsidedown to simulate pressure ridges underwater, with a flat white surface of artic tundra on top. Don't know if it's possible. I got the idea from watching Ice Station Zebra :O:
http://img201.imageshack.us/img201/5434/ola8fig03bsolidterrainm.jpg (http://img201.imageshack.us/i/ola8fig03bsolidterrainm.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
The General
02-09-11, 01:15 PM
Thanks! i will take a look but is to complicate for me:cry:
I was thinking that if i use goblin i just can change a value - something like that:haha:
Thanks!Give it a try. I've never used Goblin. Let us know how you get on.
stoianm
02-09-11, 01:16 PM
When you imported the icebergs in campaigns they were already size defined? where you imported them from? maybe you can tech me how to import only the big ones:hmmm:
The General
02-09-11, 01:34 PM
When you imported the icebergs in campaigns they were already size defined? where you imported them from? maybe you can tech me how to import only the big ones:hmmm:The iceberg models, as are the naval mine and shore defense guns, were always in the stock game. They just weren't put in the Campaign by the Devs, who clearly ran out of time before finishing SH5 the way they wanted. You have given me more credit than I deserve if you think I'm smart enough to import them from somewhere else ;)
The General
02-09-11, 02:33 PM
Um, Icebergs v2.3 just posted. This one's the winner I promise :yeah:
stoianm
02-09-11, 02:35 PM
Um, Icebergs v2.3 just posted. This one's the winner I promise :yeah:
Thanks!:yeah:
When you will relax a bit i have another quest for you!:)
The General
02-09-11, 02:38 PM
Thanks!:yeah:
When you will relax a bit i have another quest for you!:)How can I help? :)
TheDarkWraith
02-09-11, 02:44 PM
Um, Icebergs v2.3 just posted. This one's the winner I promise :yeah:
what changed? :06:
Are you intent on adding mines and subnets to the Campaign Magnum? Is that what you guys are working on? I was gonna have a try, but it sounds like you're more qualified than I :DL
I will have a look at the deleteonlastwaypoint errors I made. Sorry about that.
I add mines, nets and icebergs to Open Horizons only, so you can work on the stock campaign.
What piss me off is that to see them in action, a new career start is required. Im already in August 43 and there is no way I start all over. But I wanna put these thing in the campaign for those who will have a fresh start.
The General
02-09-11, 02:51 PM
what changed?The Mission Editor had been saving alterations I was making into a copy of Total Germany.pj I had on my Desktop. A silly mistake on my part. v2.3 has more icebergs, particularly around Narvik, for the Invasion of Norway. Also, I placed one small iceberg at the opening of the game that has two waypoints on it. Just as a tester.
Edit: Gah, it's not worked has it?! :damn:
I enable the Icebergs Mod, then make alterartions to the .pj file and when I save it it disappears. What's going on?!
Some sort of horrible JSGME feedback loop. Gonna reinstall JSGME and reconfigure...
stoianm
02-09-11, 04:21 PM
How can I help? :)
There is marine life in the stock files of the game?
The General
02-09-11, 05:13 PM
There is marine life in the stock files of the game?Yes I was aware of this. I've had enough trouble with the Icebergs. Have a go at adding them to the Campaign.
v2.4 just uploaded :up:
stoianm
02-09-11, 05:16 PM
Yes I was aware of this. I've had enough trouble with the Icebergs. Have a go at adding them to the Campaign.
v2.4 just uploaded :up:
There should be some small icebergs in the vicinity of the Polish vessels at the beginning of the Campaign. That way you know it's working :DL
I will test right away.
But you almost finished the icebergs - what are you doing after -ca devien plat mon amie - please please take in consideration to put marine life in game - if you start maybe tdw will help you in the way - please
stoianm
02-09-11, 08:59 PM
Each time when i have impact with an iceberg and i must to reload the last save i have CTDs. In rest everything seems to work fine so far.
TheDarkWraith
02-09-11, 09:09 PM
Each time when i have impact with an iceberg and i must to reload the last save i have CTDs. In rest everything seems to work fine so far.
Why are you impacting icebergs? They will cause damage to the sub!
So you impact iceberg and you sustain enough damage that you die. So then you reload your save and you get a CTD? What does it say the faulting module is?
stoianm
02-09-11, 09:16 PM
Why are you impacting icebergs? They will cause damage to the sub!
So you impact iceberg and you sustain enough damage that you die. So then you reload your save and you get a CTD? What does it say the faulting module is?
i impact special to see what is hapen - when i test i want to try all the posibilities that are popup in my mid to see how react the game. Yes, after i die and i reload i have CTDs. What do you mean with faulting module - you want to enable the DEVELOPING in main menu to see if i have debugscripts:06: - i do not uderstand this your last quest - sory:oops:
TheDarkWraith
02-09-11, 09:20 PM
i impact special to see what is hapen - when i test i want to try all the posibilities that are popup in my mid to see how react the game. Yes, after i die and i reload i have CTDs. What do you mean with faulting module - you want to enable the DEVELOPING in main menu to see if i have debugscripts:06: - i do not uderstand this your last quest - sory:oops:
whenever the CTD happens you usually get some kind of dialog box telling you what happened (appcrash, etc.). Can you capture that and post it?
stoianm
02-09-11, 09:32 PM
whenever the CTD happens you usually get some kind of dialog box telling you what happened (appcrash, etc.). Can you capture that and post it?
i can not:D - after i restarted the computer i not have CTDs anymore - i tryied like 4 times and no CTDs - false alarme - sorry
The General
02-10-11, 10:38 AM
@Stoianm
Please delete your copy of v2.4 Stoianm [as of the moment you read this]. Then download a fresh copy today. I have made some changes. I know I should change the version number when I do this but I forgot and you're probably the only one who downloaded it anyway :03:. The latest version definitely has small icebergs visible off the Port-Bow at the opening of the 'Invasion of Poland'. If you don't see them, then you have the wrong version and CTD's may occur.
I will look into adding Marine life as you requested. I am keen to get the mines and subnets into the Campaign though.
stoianm
02-10-11, 11:04 AM
@Stoianm
Please delete your copy of v2.4 Stoianm [as of the moment you read this]. Then download a fresh copy today. I have made some changes. I know I should change the version number when I do this but I forgot and you're probably the only one who downloaded it anyway :03:. The latest version definitely has small icebergs visible off the Port-Bow at the opening of the 'Invasion of Poland'. If you don't see them, then you have the wrong version and CTD's may occur.
I will look into adding Marine life as you requested. I am keen to get the mines and subnets into the Campaign though.
I wanted to ask you about that - i was looking for icebergs there but i not found any - after that i saw that you modified your post and i suposed they are notthere. Thanks! i will down new version.
and BTW when i was in my last patrol i damaged my uboat painture when i hit an iceberg - why you puted in my way? - you will pay for the repairs my friend:haha:
se my pictures for last night here:
http://www.subsim.com/radioroom/showthread.php?t=162521
cheers:salute:
stoianm
02-10-11, 11:25 AM
You already promised me that you will add some fish in the water - :rock: - at least when i will finish the food my cook can catch some fresh fish:haha:
Thanks the general - i know that adding mines and subnets in all campaignsit is a lot of work and i really apreciate what you are doing.
Best regards:salute:
P.S. If i can help you with something just let me know.
The General
02-10-11, 11:27 AM
I wanted to ask you about that - i was looking for icebergs there but i not found any - after that i saw that you modified your post and i suposed they are notthere. Thanks! i will down new version.
and BTW when i was in my last patrol i damaged my uboat painture when i hit an iceberg - why you puted in my way? - you will pay for the repairs my friend:haha:
se my pictures for last night here:
http://www.subsim.com/radioroom/showthread.php?t=162521
cheers:salute:Lol, I saw the piccy, it looks fantastic! I especially like the Canadian Flags. I was born in Barrie, Ontario. Not far from you :DL
One thing to note is that in your screenshot, the large Iceberg is sitting further out of the water than it should be because it has been placed in water that's too shallow. That must be from a previous version because I have made sure to place them in deep water only.
Great work, haven't tried it out myself yet, but this is one of my favourite threads here, so simple and beautiful mod! Everything that improves the campaign is great and good. I would really like if watchcrew could spot the icebergs and the game would go to TC 1, but if I understood correctly it's not possible, at least yet. If/when whales become reality, that will be my new favourite thread!
TheBeast
02-10-11, 05:21 PM
Great work, haven't tried it out myself yet, but this is one of my favourite threads here, so simple and beautiful mod! Everything that improves the campaign is great and good. I would really like if watchcrew could spot the icebergs and the game would go to TC 1, but if I understood correctly it's not possible, at least yet. If/when whales become reality, that will be my new favourite thread!
Tomi_99 imported the Humpback Whale from GWX3 into SH5 but I haven't seen any release info on it as yet.
I imported it to SH4 and also did some work on the Sound by adding actual whale-song that you start hearing inside the sub interior if the Whale is within 6000 meters.
really adds to ambient effects.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=3592
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=3569
stoianm
02-19-11, 11:18 AM
@The General - i have a little quest:
1)if i install your mod after the little campaign mod then the little campaign mod it is not working
2) if i install little campaign after your mod then i do not know if your mod will work as is supose to work?
can you take a look at that and maybe make both mods compatible
or maybe tdw will study this problem because he want to incorporate both mods in MO
thanks
The General
02-19-11, 11:59 AM
I think I can add the Icebergs to this 'Little Campaign' for you :up: I am not familliar with this Mod, could you post a link?
By way of an update, I am working on adding mines and subnets to the campaign too. It's slow going because I work alot. If someone else is already adding mines and subnets, let me know because I don't wanna go to the trouble of doing it when someone else is gonna release their version one hour before I do :o:stare::wah:
stoianm
02-19-11, 12:07 PM
I think I can add the Icebergs to this 'Little Campaign' for you :up: I am not familliar with this Mod, could you post a link?
By way of an update, I am working on adding mines and subnets to the campaign too. It's slow going because I work alot. If someone else is already adding mines and subnets, let me know because I don't wanna go to the trouble of doing it when someone else is gonna release their version one hour before I do :o:stare::wah:
Here is the link: http://www.subsim.com/radioroom/downloads.php?do=file&id=1591
it is a mod that reduce the tonaje at half - seems that a lot of peole use this mod
tdw told me that you are working on mines and subnets:up: - apreciate your time spended for this to make the game more fun for us
cheers
P.S. maybe you will make all 4 mods to work toghether - tdw will put all 4 of them in MO (icebergs, mines, subnets and little cmpaign)
"Lite Campaign 1.2" halves the mission objectives (tonnages for example) and takes away the "kill 'em all"- feeling. I think it is a must if you are playing with high realism settings! Makes it a bit more relaxed hunting.
Great to hear that you are working with the campaing! When all is done, I just might start it over again! :D It would be great if at some point the campaing could be tweaked completely, fix some small errors and maybe even bigger ones too (I have heard that the Mediterranean campaign is buggy and awful). So many wonderful things have already been made for the game system, so it would be nice to see this happening to the campaign too (I really like most parts of the new dynamic campaing!).
Anyway, this is good news and much appreciated :yeah: Never seen an iceberg yet, but can't wait!
The General
02-19-11, 12:38 PM
Oh yes, I am familliar with this Mod. I too think it's compulsary. The stock Camapign asks you to sink a ridiculous amount. I will try and combine...
EDIT: Here we go, give this a try :DL:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3027 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3027)
Obviously, a Campaign restart is necessary :cry:
Magic1111
02-19-11, 02:36 PM
Oh yes, I am familliar with this Mod. I too think it's compulsary. The stock Camapign asks you to sink a ridiculous amount. I will try and combine...
EDIT: Here we go, give this a try :DL:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3027 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3027)
Obviously, a Campaign restart is necessary :cry:
Hello !
It is possible that you do the same with german version from "Lite Campaign MOD" please ? Please read here:
http://www.subsim.com/radioroom/showthread.php?t=165400
Thanks in forward !!!! :up:
Best regards,
Magic:salute:
The General
02-19-11, 04:02 PM
@Magic1111
Here you go mate:
German Version: http://www.subsim.com/radioroom/downloads.php?do=file&id=3044
TheDarkWraith
02-19-11, 04:09 PM
any ETA on the mines and subnets? I'm trying to get a timeline for next version of MO :hmmm: No rush, just curious :up:
Magic1111
02-19-11, 06:39 PM
@Magic1111
Here you go mate:
German Version: http://www.subsim.com/radioroom/downloads.php?do=file&id=3044
Wonderful, many thanks mate ! :yeah:
Best regards,
Magic:salute:
Magic1111
02-19-11, 06:53 PM
any ETA on the mines and subnets? I'm trying to get a timeline for next version of MO :hmmm: No rush, just curious :up:
@ TDW: Can you please the "Lite Campaign with Ice - German Version" as an Add-On for the forthcoming Version of MO release ?
Best regards,
Magic
The General
02-19-11, 09:18 PM
Any ETA on the mines and subnets? I'm trying to get a timeline for next version of MO :hmmm: No rush, just curious :up:About a week. Can you release a list of all the Mods you're including in the new M.O? That'll whet people's appetites :DL
@ TDW: Can you please the "Lite Campaign with Ice - German Version" as an Add-On for the forthcoming Version of MO release ?
Best regards,
Magic@Magic1111
You better test it to see if it works first? ;)
General, Im just curious... where you add mines and nets, in what areas? Trying to put some in Open Horizon I realized that is no point in doing that as the random traffic will blow them in pieces until we get into the area. A solution would be to lower them, like make them float at 10m underwater but in this case we can just sail over them without notice their presence...
I think this was the reason why these stuff were not added to the campaign by default...
Magic1111
02-20-11, 07:13 AM
@Magic1111
You better test it to see if it works first? ;)
Yes, I´ll do so....:up:
The General
02-21-11, 03:05 AM
@Magnum
I have recently aquired a map from Sailor Steve giving historically accurate locations for both mines and nets. I am not going to divulge this information because it would spoil the suprise :D
Let's just say, I plan to put an end to casual harbour-raiding.
The problem is still there. The difference to SH3 or maybe even 4, is that the dynamic campaign generates random traffic. So there is no safe zone where is no traffic and if the mines are on surface, the random generated traffic will blow them up. No matter if we talk about ports or open seas.
TheDarkWraith
02-21-11, 10:31 AM
The problem is still there. The difference to SH3 or maybe even 4, is that the dynamic campaign generates random traffic. So there is no safe zone where is no traffic and if the mines are on surface, the random generated traffic will blow them up. No matter if we talk about ports or open seas.
I'll try to create some underwater mines. No guarantees though :up:
mobucks
02-21-11, 10:55 AM
I dunno, maybe just let them blow themselves up. The draft of some tankers exceeds a surfaced uboats, so even submerged-static mines would not hurt us if we just stayed above the "safe zone" Entering ports usually happens at P. Depth and that still is probably in the "safe zone".
I do a lot of harbor raiding (lame i know)
So here are a few things ive noticed:
Doesnt seem like random merchant traffic ever spawns near the harbor. Ive also never observed traffic underway either leaving or entering the harbor. (though i think this does indeed happen, it is very rare to actually see)
DDs patrol the area around, but have a shallow draft, so mines could not hurt them submerged. Avoiding DDs forces us down into mine hazard.
I'll try to create some underwater mines. No guarantees though :up:
As I said, this is also not a solution. If they float 10m or so underwater, the sub will pass over them without notice anything.
So imho, there is no point to use mines and nets in the SH5 campaign, except in single missions. The only enviro objects that can be used are the icebergs. Not sure about the ones you guys created, but the stock ones have no collision detection, so you can sail through them. This way there is no risk that the whole random generated fleet/traffic will be sunk when they meet some.
So, the lack of mines and nets in SH5 had a good reason. If someday we gather up and form a team to rework the whole campaign, we can add objective/missions where we can use these stuff and make sure there will be no traffic in the area. Gibraltar and Dover is not a place for mines, maybe only nets if there is a way to lower them enough and use them on layers.
I think this should be at least tried before abandoning, I'm sure that there are keen testers around (here is one). It doesn't matter to me if a ship blows itself into pieces somewhere far away, if I don't know it. If there are no mines left at the end of the campaing, it's still better than nothing.
So if the mines and nets and icebergs wouldn't drastically impact the campaign it would be ok to me. I like anything that gives more variation to patrols and this is the most exciting thing that has happened to the campaign so far. It might be that this doesn't work but let's see it first please! Btw, I really appreciate everybody's work in this matter!
TheDarkWraith
02-21-11, 03:04 PM
Icebergs do have a collision model now :up: You hit one you take damage.
The mines are actually ships in disguise so the AI ships should avoid them just like they avoid other ships. Same goes for the subnets :yep:
Icebergs do have a collision model now :up: You hit one you take damage.
The mines are actually ships in disguise so the AI ships should avoid them just like they avoid other ships. Same goes for the subnets :yep:
Is this tested, I mean if a convoy will encounter a mine field they will try to slip through them or they will just halt or enter in an endless evasion loop?
Sailor Steve
02-22-11, 10:35 AM
As I said, this is also not a solution. If they float 10m or so underwater, the sub will pass over them without notice anything.
Good points. The reality was twofold: The British laid minefields all around the Isles, deep enough so surface ships (and surfaced submarines) could pass them easily. The trick was to put enough aircraft and surface patrols out to force u-boats to go deep, thus encountering the minefields.
The second objective was protecting the harbors. This was done the same way the Germans did it, by placing mines just below the surface so no ships could get through, leaving a channel with guide ships who knew where the mines were, then having sub nets which could be closed when no ships were entering or leaving, and maintaining constant ASW patrols outside the harbors.
So, the lack of mines and nets in SH5 had a good reason. If someday we gather up and form a team to rework the whole campaign, we can add objective/missions where we can use these stuff and make sure there will be no traffic in the area. Gibraltar and Dover is not a place for mines, maybe only nets if there is a way to lower them enough and use them on layers.
It will be interesting to see what people can come up with in that department. All the SH3 supermods seem to manage it pretty well. Hopefully SH5 will as well.
Hi!
I started a new campaign from the scratch (again!) using this Lite campaign with Icebergs but I'm not sure if they are there! In earlier version I could see the iceberg in tutorial mission, but now it's not there. The tonnage is reduced like it should be but are the icebergs missing or have I done something wrong?! Is this working for others allright? :doh:
stoianm
02-27-11, 03:59 AM
Hi!
I started a new campaign from the scratch (again!) using this Lite campaign with Icebergs but I'm not sure if they are there! In earlier version I could see the iceberg in tutorial mission, but now it's not there. The tonnage is reduced like it should be but are the icebergs missing or have I done something wrong?! Is this working for others allright? :doh:
install the stand allone mod iceberg and then install the little campaign with ice mod (this one replace the mod little campaign not the icebergerg):up:
install the stand allone mod iceberg and then install the little campaign with ice mod (this one replace the mod little campaign not the icebergerg):up:
Super! Thanks! Here we go again.... pheww....
stoianm
03-11-11, 05:36 AM
@TDW... i know that the icebergs can not be spoted by watch crew... but we have colision with them like the same with the situation when we hit land for example... in my game when i run high TC and i came close to land my TC drop at TC1... can this feathure be aded to like TC1 close to iceberg?:hmmm: - i mean to simulate that icebergs have same prop like land...dunno...maybe i speak nonsenses
TimeStop=0
RealTime=1
LandProximity=1,32
CriticalDamage=1,32
CrewEfficiency=256
AirEnemyDetected=1,32
SoundEffects=8
CharacterAnim=32
FriendDetected=1,32
EnemyDetected=1,32
RadioReport=1,32
Particles=32
PrayState=1,32
HunterState=1,32
3DRender=32
Maximum=256,32
TheBeast
03-16-11, 04:58 PM
JUST A THOUGHT
Is it possible to add Sonar Target node to Iceberg DSD file?
If Sonar Target node is not available in SH5, maybe we can import that node from SH4?
TheDarkWraith
03-16-11, 05:02 PM
JUST A THOUGHT
Is it possible to add Sonar Target node to Iceberg DSD file?
If Sonar Target node is not available in SH5, maybe we can import that node from SH4?
Sonar Target is available in SH5 and can be added to the DSD file. Actually that's a really good idea :yeah:
stoianm
03-16-11, 05:03 PM
What is doing this sonar target?
TheBeast
03-16-11, 05:15 PM
Sonar will report Icebergs as sonar contact.
Also, as a side note.
I did some editing of Hump Back Whale and Dolphins.
Both render in SH5 Museum now but would need to be added to Campaign just like Icebergs.
I tried adding them as coastal traffic but have not seen either as of yet.
stoianm
03-16-11, 05:18 PM
Sonar will report Icebergs as sonar contact
awsome... so that means we will can spot them only submerged?:DL - or you are talking about something else than hydro sonar and i am asking nonsenses:hmmm:
EDIT - will be so cool to have whales and dolphins - then only the snow will be missing to have an real env for sh5
TheBeast
03-16-11, 05:22 PM
awsome... so that means we will can spot them only submerged?:DL - or you are talking about something else than hydro sonar and i am asking nonsenses:hmmm:
The BalkunGarat works while surfaced.
Other Sonar require you to be submerged.
Scripts can be made that will dive every hour for sonar checks.
EDIT - Tomi_99 has done some work with ship iceing effect for submarines.
Maybe Tomi_99 can share that MOD?
stoianm
03-16-11, 05:25 PM
The BalkunGarat works while surfaced.
Other Sonar require you to be submerged.
Scripts can be made that will dive every hour for sonar checks.
EDIT - Tomi_99 has done some work with ship iceing effect for submarines.
Maybe Tomi_99 can share that MOD?
:)nice... i understand now... and the sonar guy how will report these icebergs... as merchants? what will be the hydro sound for them? ... it can be donne an special hydro sound for them and an script for sonar guy to report them like icebergs?
TheBeast
03-16-11, 05:28 PM
:)nice... i understand now... and the sonar guy how will report these icebergs... as merchants? what will be the hydro sound for them? ... it can be donne an special hydro sound for them and an script for sonar guy to report them like icebergs?
I think the Sonar Contact for Icebergs would be unkown contact.
stoianm
03-16-11, 05:39 PM
I think the Sonar Contact for Icebergs would be unkown contact.
good ideea:up: as TDW said ... i did not liked at all that the icebergs were like ,,invisible'' in game
EDIT: do you have an ideea how the TC drop at 1 near the land? can this behavior be aplied for icebergs?
Sonar will report Icebergs as sonar contact.
Also, as a side note.
I did some editing of Hump Back Whale and Dolphins.
Both render in SH5 Museum now but would need to be added to Campaign just like Icebergs.This sounds really good. Keep it up, please! :yeah:
TheBeast
03-20-11, 06:02 PM
Example Iceberg DSD file:
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=3817
Not sure if the Shipwake and or WaveSplash are even needed. I added them in case you can hear them when you get close.
The Hydrophone Sound would be nice to allow people to hear what the target is and help prevent Kapitan's from chasing Icebergs as Unknown Sonar Contact.
-=[EDIT]=-
Also, all Icebers are missing IcebergXX_shp.dds files that are displayed on Navigation Chart.
stoianm
03-21-11, 02:28 AM
Example Iceberg DSD file:
-=[EDIT]=-
Also, all Icebers are missing IcebergXX_shp.dds files that are displayed on Navigation Chart.
Do you think is posible to make that for example if i run at high TC and when i will be close to an iceberg my TC to drop automatic at TC1?
TheBeast
03-21-11, 02:33 AM
Do you think is posible to make that for example if i run at high TC and when i will be close to an iceberg my TC to drop automatic at TC1?
What ever TC you are set to drop to when detecting Sonar Contact is TC you will drop to when detecting Iceberg.
-=[NOTE]=-
I search for about a hour for Hydrophone Iceberg Sound sample but could not find.
I know that Icebergs are very noisy and sound like breaking branches with lots of snapping, popping and cracking, very loud and add in wave splash for foul weather.
stoianm
03-21-11, 02:37 AM
What ever TC you are set to drop to when detecting Sonar Contact is TC you will drop to when detecting Iceberg.
-=[NOTE]=-
I search for about a hour for Hydrophone Iceberg Sound sample but could not find.
I know that Icebergs are very noisy and sound like breaking branches with lots of snapping and cracking and add in wave splash for fould weather.
Ok... i see ... so this is related to sonar... but for example if i am surfaced... and run at high tc... for example to have the same behavior as land... when i come close to land my tc drop as i setted in main.cfg... so will be cool if will be posible to add this behavior for iceberg also... this way we will have more chance to detect some and to evit the impact with them
TheBeast
03-21-11, 05:24 PM
Proof of Concept:
I made the DSD files for each Iceberg (01-05, Iceberg04 is missing from Icebergs v2.4 MOD so I added it as well.)
I used the Parent ID's from the unit_Ship nodes in the SIM files for the Parent ID's of the ShipSound, SonarTarget and SoundSource nodes.
Sonar can detect the Icebergs as Unknown Sonar Contacts manually now.:woot:
Still missing something for automatic detection by Sonarman.:timeout:
Detection range is same as other ships but that can be adjusted if needed.:ping:
I still do not have a sound sample for the Icebergs at this time.:timeout:
I still do not have a sound sample for the Icebergs at this time.:timeout:
Look at this short video:
http://www.youtube.com/watch?v=45Y2FLxYK80&feature=related
if you think that some of the sounds featured in it can be suitable, I can capture audio samples of them. I am still looking for better stuff on the web though.
TheBeast
03-21-11, 08:26 PM
Look at this short video:
http://www.youtube.com/watch?v=45Y2FLxYK80&feature=related
if you think that some of the sounds featured in it can be suitable, I can capture audio samples of them. I am still looking for better stuff on the web though.
Thank you for the Link gap.
Problem is, those Icebergs are gigantic, Many Kilometers across in size. The sound from them would be more in line of sounds from a Ice Pack. When it cracks, the crack may be many kolometers long and produce sounds resembling whale song as heard in the video.
I use to live in Alaska years ago and have been very close to many large Icebers. Not as large as the ones in this video. The sound they produced was very different. Everyone has heard Icecubes pop when dropped into a drinking glass. Now image that on a bigger scale.
Thank you for the Link gap.
Problem is, those Icebergs are gigantic, Many Kilometers across in size. The sound from them would be more in line of sounds from a Ice Pack. When it cracks, the crack may be many kolometers long and produce sounds resembling whale song as heard in the video.
I use to live in Alaska years ago and have been very close to many large Icebers. Not as large as the ones in this video. The sound they produced was very different. Everyone has heard Icecubes pop when dropped into a drinking glass. Now image that on a bigger scale.
Yes, TheBeast, I think I see what you mean,
I guess I've heard the sounds described by you in some documentary. Anyway, I kept on with my research...
look at this site, for instance:
http://www.therecordist.com/free-sfx
It features some free mp3 samples that may suit better your mod:
Ice Cracking #1 (http://www.therecordist.com/assets/sound/mp3_09/Ice_Cracking.mp3)
Ice Cracking #2 (http://www.therecordist.com/assets/sound/mp3_09/Ice_Cracking_02_SE.mp3)
Snow Avalanche Ice Crack, Break (http://www.therecordist.com/assets/sound/mp3_09/AvalancheSnowCrack_AVA1_038.mp3)
Iceberg Crack (http://www.therecordist.com/assets/sound/mp3_09/IcebergCrack_IBG01_072.mp3)
Iceberg Impact On Water (http://www.therecordist.com/assets/sound/mp3_09/IcebergImpact_IBG01_082.mp3)
(right click on the links for saving them on your HD)
I think they could be edited and/or combined to get the desired effect in game. How do you see it?
TheBeast
03-21-11, 09:58 PM
The Iceberg Crack (http://www.therecordist.com/assets/sound/mp3_09/IcebergCrack_IBG01_072.mp3) sound is very good for Exterior Surface sound. Hydrophone will sound very much different.
He is page with Hydrophone Iceberg Cracking sound.
http://www.dosits.org/audio/interactive/#/100 (http://www.dosits.org/audio/interactive/#/100)
Use "Select by Catagory" and choose "OTHER NATURAL SOUNDS" and select the "Ice Cracking" sound sample.
This is a good Hydrophone Sound Sample.
The Lightning Strike Hydrophone Sound Sample is good as well.
-=[EDIT]=-
I have no sound editing software to create the sound file.:cry:
see answers in red:
The Iceberg Crack (http://www.therecordist.com/assets/sound/mp3_09/IcebergCrack_IBG01_072.mp3) sound is very good for Exterior Surface sound. Hydrophone will sound very much different.
That's why I told you that the sounds had to be edited! :D
He is page with Hydrophone Iceberg Cracking sound.
http://www.dosits.org/audio/interactive/#/100 (http://www.dosits.org/audio/interactive/#/100)
Use "Select by Catagory" and choose "OTHER NATURAL SOUNDS" and select the "Ice Cracking" sound sample.
This is a good Hydrophone Sound Sample.
Very good!!! I think then you got the right sound.
The Lightning Strike Hydrophone Sound Sample is good as well.
TheBeast
03-22-11, 04:45 PM
Here is sample I created using Wavepad
http://www.mediafire.com/file/q9ifv0s8n5t8jbt/Iceberg_hyd.wav (http://www.mediafire.com/file/q9ifv0s8n5t8jbt/Iceberg_hyd.wav)
TheBeast
03-22-11, 07:26 PM
Here is what I have done so far. The Sound is not working currently. Maybe TDW can take a look at it and determine why sound is not working.
Download Link:
http://www.mediafire.com/?78f3dfvx63b3uxe (http://www.mediafire.com/?78f3dfvx63b3uxe)
Sepp von Ch.
03-23-11, 03:12 AM
This patch enable after Icebergs v2.4 mod? Or is this stand alone version - include this mod?
TheBeast
03-23-11, 03:22 PM
This patch enable after Icebergs v2.4 mod? Or is this stand alone version - include this mod?
Enable after Icebergs v2.4 mod. The sh.sdl from this patch should be last MOD installed. It adds the Iceberg Sounds.
Sepp von Ch.
03-23-11, 04:03 PM
Thanks!;)
stoianm
03-23-11, 04:10 PM
Enable after Icebergs v2.4 mod. The sh.sdl from this patch should be last MOD installed. It adds the Iceberg Sounds.
This sh.sdl is from stock... if yes than it is not compatible with MO, tdw fix and stormys sound mod
TheBeast
03-23-11, 07:19 PM
This sh.sdl is from stock... if yes than it is not compatible with MO, tdw fix and stormys sound mod
Just need to copy/paste last few entries from this sh.sdl to the sh.sdl from MO.
The MOD I made to sh.sdl has additional sounds for the following:
Dolphin
Humpback Whale
Icebergs
I would like to see these new sounds added now as I am sure these additional models will be added soon.
stoianm
03-23-11, 07:28 PM
Just need to copy/paste last few entries from this sh.sdl to the sh.sdl from MO.
The MOD I made to sh.sdl has additional sounds for the following:
Dolphin
Humpback Whale
Icebergs
I would like to see these new sounds added now as I am sure these additional models will be added soon.
thanks... i know how to do but i think will be better if you will make this sh file compatible with the sh file from Stormy sound mod collection (this sh is compatible wit almoust all sh - MO and last FIX v15 by tdw also) ... in this way we can just download and install last at the end of ours mod list:up:
thank you
stoianm
03-28-11, 11:10 PM
Here is what I have done so far. The Sound is not working currently. Maybe TDW can take a look at it and determine why sound is not working.
Download Link:
http://www.mediafire.com/?78f3dfvx63b3uxe (http://www.mediafire.com/?78f3dfvx63b3uxe)
i tested and yes the sound it is not working... but i can detect them on my hydro.. they are reported as ''stationary'':DL
TheDarkWraith
04-21-11, 10:13 PM
Got sound working for the icebergs. Now just need appropriate above and underwater sounds for them. Anyone :06:
I haven't been able to get contacts working for them (showing of contact lines in the maps) :hmmm:
TheDarkWraith
04-21-11, 11:26 PM
All icebergs have sound in the hydrophone now (they are presently using a ship's sound so we need the actual sound for them still) :woot:
What I still can't get working is the contact line for them. Some of you say you've seen it work. What mission? What depth were you at? I'm trying to see this work :damn: It's a simple thing that's why I don't understand why it isn't working :shifty:
stoianm
04-21-11, 11:33 PM
All icebergs have sound in the hydrophone now (they are presently using a ship's sound so we need the actual sound for them still) :woot:
What I still can't get working is the contact line for them. Some of you say you've seen it work. What mission? What depth were you at? I'm trying to see this work :damn: It's a simple thing that's why I don't understand why it isn't working :shifty:
I was in total germany... the firts big one up-left to norway... i got hym on hydro... i did not saw the lines because i play realism 100% and i can not tell you if there are lines on hydro... but in the hydro notepad was reoprted as unknow and speed - stationary:DL.... if you want i can tell you the iceberg coordonates where i tested this
TheDarkWraith
04-21-11, 11:35 PM
I was in total germany... the firts big one up-left to norway... i got hym on hydro... i did not saw the line because i play realism 100%... but in the hydro notepad was reoprted as unknow and speed - stationary:DL.... if you want i can tell you the iceberg coordonates where i tested this
what do you mean by stationary? It was reported as stationary? If so, how? I don't think contact lines will show for these (Environmentals). It shows on hydrophone station as unknown just fine.
stoianm
04-21-11, 11:49 PM
what do you mean by stationary? It was reported as stationary? If so, how? I don't think contact lines will show for these (Environmentals). It shows on hydrophone station as unknown just fine.
Because i played with no map contact i had no hydro lines... i installed that mod of Thebeast... i putted my ubaot few metters near iceberg... i went -20 20 metters depth... i moved my hydro in the direction where the iceberg was... on the hydro note-pad (the hydro box on the hydro station) i had writting... ''unknow, speed: stationary, constant distance'' something like this
TheDarkWraith
04-21-11, 11:54 PM
Because i played with no map contact i had no hydro lines... i installed that mod of Thebeast... i putted my ubaot few metters near iceberg... i went -20 20 metters depth... i moved my hydro in the direction where the iceberg was... on the hydro note-pad (the hydro box on the hydro station) i had writting... ''unknow, speed: stationary, constant distance'' something like this
I can get contact lines to show up for them if I change the report interval in mission editor for them from -1 to some value. They also then show up as Merchants in the hydrophone when you do this :hmmm: This game is the quirkiest thing I've ever seen :nope:
So as I suspected Environmentals don't show contact lines on the maps. But since you can hear them (Icebergs) on hydro now (along with Unknown shown) that is acceptable :up:
Now we just need the appropriate hydro (underwater) sound for them and the Icebergs will be good to go :yep:
Well, its not entirely true. When I placed icebergs in Open Horizon, I used the default ones from the roster and that was way before your release of icebergs.
I was convinced that icebergs are not working anyway, but 1 day while hanging out south of Groenland in Op Leuthen a single line has poped up on map. It was a radar contact. Dived to try listen what is with this new contact, but there was no sound, still the target was moving slowly. So I saved the game and headed in the contact direction where I discovered 1 big group of icebergs sailing slowly north. It was the group I put in the campaign.
So the default icebergs from stock game will appear on map as contacts and they are detected by radars and hydro, but they have no collision model.. so you can sail through them and never notice any encounter. When in visual range, on map they shown as green/neutral merchant contacts.
Now we just need the appropriate hydro (underwater) sound for them and the Icebergs will be good to go :yep:
Hi TDW, excellent news, thanks!
Anyway, wasn't that sound that you're looking for created by TheBeast and made available on this thread? Look here:
http://www.subsim.com/radioroom/showpost.php?p=1625769&postcount=173
For external camera iceberg sounds (and an alternative hydro sound too) look also from post 166 upward.
Trevally.
04-22-11, 12:08 PM
Icebergs:hmmm:
Am I correct in thinking we have two options here.
Stock Iceberg
Can be detected by radar and hydro. (green line):06:
If radar is on - can be seen on map in high TC
TC can be set to drop with this radar contact:06:
If unseen(high TC travel), you can sail straight through with no damage.
EDIT - seems they can be seen by the watch crew - so a TC drop will happen if set.:up: This still leave the no damage if hit.
TDW Iceberg
Can be detected by hydro.
Have to be underwater to detect.
If underwater and hydro detectd - TC can be set to drop.
If unseen(high TC travel), you will damage your ship is you sail into it.
If u-boat is damaged by an unseen mine etc - I think this is a good effect to have.
If u-boat is damaged by a huge chunk of ice that the watch crew allowed me to sail into at high TC travel - I not so sure about this.
What do others think:06: Am I getting this wrong:06:
"In the open sea, an iceberg produces squealing, popping, and creaking sounds caused by mechanical stresses and cracking, and these sounds can be detected underwater up to 2 km (more than a mile) away. In summer, bergs can also produce a high-pitched hissing sound called “bergy seltzer,” which is due to the release of high-pressure air bubbles from the ice (http://www.britannica.com/EBchecked/topic/281026/ice) as it melts in the warmer water."
1)
Ekstroem ice shelf on Antarctica’s South Atlantic coast, Nov 2002.
( http://www.musicofsound.co.nz/blog/singing-icebergs )
3 Minutes ===>http://www.sciencemag.org/content/suppl/2005/11/21/310.5752.1299.DC1/Muller.AudioS1.wav
2)
Icebergcollision of iceberg B-15F with iceberg B-15K at Nov. 2010
0.5 minutes ==> http://www.awi.de/fileadmin/user_upload/Infrastructure/Stations/Neumayer_Station/Neumayer/PALAOA_Kollision_20100211-1648.mp3
TheDarkWraith
04-24-11, 07:39 AM
Icebergs now show up as Merchants on your maps (green squares). They will also give contact lines when submerged/using hydrophone. Your watchcrew will also spot them now :yeah: And I made a custom sound for them so you can hear them on the hydrophone. Sounds excellent!!
http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4120
http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4121
stoianm
04-24-11, 07:41 AM
Icebergs now show up as Merchants on your maps (green squares). They will also give contact lines when submerged/using hydrophone. Your watchcrew will also spot them now :yeah: And I made a custom sound for them so you can hear them on the hydrophone. Sounds excellent!!
:rock:
Templar
04-24-11, 07:42 AM
Very nice. :rock:
Trevally.
04-24-11, 07:53 AM
Your watchcrew will also spot them now :yeah:
Fantastic news:woot:
Your watchcrew will also spot them now Sounds just Perfect! Thanks TDW and all who made this possible :yeah:
TheDarkWraith
04-24-11, 09:51 AM
Sounds just Perfect! Thanks TDW and all who made this possible :yeah:
It's just I working on this :DL Your welcome :up:
Things will get exciting when Zedi and I finish the newest version of his Open Horizons mod :D We are adding mines, subnets, dolphins, icebergs, and possibly some additional units :up:
And not only Open Horizons, but in all SH5 campaigns. I hope that very soon we will have the first imported ship available so I can include it in the campaign engine!
TheDarkWraith
04-24-11, 11:30 AM
And not only Open Horizons, but in all SH5 campaigns. I hope that very soon we will have the first imported ship available so I can include it in the campaign engine!
Yes you are correct :oops: I'm working on importing the SH4 PT boat currently. The SH3 model is just, well, too SH3 and ancient :shifty:
Magic1111
04-24-11, 12:09 PM
Icebergs now show up as Merchants on your maps (green squares). They will also give contact lines when submerged/using hydrophone. Your watchcrew will also spot them now :yeah: And I made a custom sound for them so you can hear them on the hydrophone. Sounds excellent!!
http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4120
http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4121
Hi TDW !
Excellent work ! :up:
Do you plan this to release as an Standalone-MOD or only in the forthcoming Version of MO ? :hmmm:
Best regards,
Magic:salute:
TheDarkWraith
04-24-11, 12:15 PM
Hi TDW !
Excellent work ! :up:
Do you plan this to release as an Standalone-MOD or only in the forthcoming Version of MO ? :hmmm:
Best regards,
Magic:salute:
I'll release this as stand-alone along with updated versions of mines, subnets, and dolphins :up:
Magic1111
04-24-11, 12:18 PM
I'll release this as stand-alone along with updated versions of mines, subnets, and dolphins :up:
Okay, thanks for reply ! :up:
But please don´t forget to make this compatible with Lite_Campaign with Icebergs from here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3044 when it´s possible ! :D
Best regards,
Magic:salute:
TheDarkWraith
04-24-11, 12:24 PM
Okay, thanks for reply ! :up:
But please don´t forget to make this compatible with Lite_Campaign with Icebergs from here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3044 when it´s possible ! :D
Best regards,
Magic:salute:
I'll only be releasing the files to make them work in a campaign or single mission. It's up to someone else to add them to campaigns :yep:
stoianm
04-24-11, 12:30 PM
Okay, thanks for reply ! :up:
But please don´t forget to make this compatible with Lite_Campaign with Icebergs from here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3044 when it´s possible ! :D
Best regards,
Magic:salute:
soon we will not this mod anymore... the little campaign:03:
Magic1111
04-24-11, 01:33 PM
soon we will not this mod anymore... the little campaign:03:
Why do you think so ? :hmmm:
lesec74
01-24-12, 11:26 AM
hello,
I know that icebergs 2.1 is included in OH 1.6, is it possible to increase the number of icebergs or not?because I'm in Arctic convoy and I've seen no icebergs!!!
thanks for answer:salute:
Download link on page 1 is dead. Anyone that could fix a new link?
Thanks :)
THE_MASK
01-24-12, 10:17 PM
Download link on page 1 is dead. Anyone that could fix a new link?
Thanks :)They are now in OH2 campaign mod . Use the OH2 mod .
Captain_AJ
01-28-12, 02:26 PM
I found the first one and he is moving - great:rock:
i counted the total germany - you added like 16 icebergs - the others are bigers than this one? - will be cool to spot a really big ones
iceberg
http://i1124.photobucket.com/albums/l568/stoianm/iceberg.jpg
spoted here - just where my Uboat shows on the map
http://i1124.photobucket.com/albums/l568/stoianm/map.jpg
My test is done The General - i had not CTDs so far - seems to work fine
cum ai ajuns de pavilion romanesc care urmeaz***259; s***259; fie instalat pe barca ta?
stoianm
01-28-12, 02:31 PM
lol ... personal mods
cum ai ajuns de pavilion romanesc care urmeaz***259; s***259; fie instalat pe barca ta?
PL_Andrev
01-29-12, 03:51 AM
Is possible to turn off the sound signature for icebergs only?
(black hydro's line at the map).
TheDarkWraith
01-29-12, 11:29 AM
Is possible to turn off the sound signature for icebergs only?
(black hydro's line at the map).
I'm pretty sure I sent Trevally the required files to make icebergs and mines spottable/unspottable :hmmm:
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