View Full Version : [REL] Open Horizons II (old thread)
Sadly, for some personal reasons I cant continue my activity here anymore. I gave Trevally full right on all my work and also on my account.. so he can manage the files and do whatever is needed to be done.
Rongel and Sober, please keep the contact with Trevally from now on.
Thanks everybody involved and helping on this big project and I wish you all good luck and have fun! :salute:
So sorry to hear that, but thanks for all your work and the countless hours you put to this game. I hope that everyhting is okay, and maybe some day you'll come back. I'll finish my work and be in contact with Trevally from now on.
Thanks again :salute:
Trevally.
08-07-11, 08:46 AM
Added new terrain for kiel by Sober
http://img641.imageshack.us/img641/1784/89390344.jpg
Thanks Sober:yeah:
BogdaNz
08-07-11, 08:49 AM
Added new terrain for kiel by Sober
http://img641.imageshack.us/img641/1784/89390344.jpg
Thanks Sober:yeah:
may i ask you ,in reality there were no island in the channel,nor today....
Added new terrain for kiel by Sober
Fantastic work
Trevally.
08-07-11, 01:18 PM
may i ask you ,in reality there were no island in the channel,nor today....
Sorry, I have no idea if it is real or not:hmmm:
But I like it:03:
Sailor Steve
08-07-11, 01:35 PM
Here is the Real Deal Kiel.
http://i14.photobucket.com/albums/a325/SailorSteve/KielLocks-1.jpg
Magic1111
08-07-11, 01:44 PM
Added new terrain for kiel by Sober
Thanks Sober:yeah:
Hi Trevally !
Looks nice, but is it not possible, to integrate the wonderful Harbour MOD from HanSolo to OHII, here: http://www.subsim.com/radioroom/showthread.php?t=166104
Or maybe as an available Part 5 ? Please think about it Trevally ! :yep:
Best regards,
Magic
Trevally.
08-07-11, 02:07 PM
Here is the Real Deal Kiel.
Thanks Steve:up:
I think the sandbank Sober added fit well.:yep:
Hi Trevally !
Looks nice, but is it not possible, to integrate the wonderful Harbour MOD from HanSolo to OHII, here: http://www.subsim.com/radioroom/showthread.php?t=166104
Or maybe as an available Part 5 ? Please think about it Trevally ! :yep:
Best regards,
Magic
Hi Magic,
I too like HanSolo's mod and the key parts could be added with a bit of work.
I am thinking I may release the first proper version of OH II tonight.
I then plan to take a short break from modding and play the game for a while:D
I would be willing to make a version after that or help Han to make one:up:
I am in Happy Times and I completed the sinking of 40,000 tons. Nothing happened when I got back to base. I could not select on a new mission so I just went out without selecting one. Is this right? Do I have to wait for the deadline date to move on to the next "campaign"? I am using OHII Light.
shegeek72
08-07-11, 09:53 PM
Sorry if this has already been answered, but is this mod compatible with MO?
http://tarasresources.net/wac_banner2.gif
Magic1111
08-08-11, 03:12 AM
Hi Magic,
I too like HanSolo's mod and the key parts could be added with a bit of work.
I am thinking I may release the first proper version of OH II tonight.
I then plan to take a short break from modding and play the game for a while:D
I would be willing to make a version after that or help Han to make one:up:
Sounds good Trevally ! Many thanks in advance ! :up:
@ shegeek72: Yes !
Best regards,
Magic
thfeu58
08-08-11, 04:27 AM
Added new terrain for kiel by Sober
http://img641.imageshack.us/img641/1784/89390344.jpg
Thanks Sober:yeah:
The sandbar has been overlooked in the revision Sober safe.
In addition, the entire port is too high in the terrain.
The exact location and amount of Kiel.GR2 file is adjusted on the MapsObject.ini.
It is located in terrain / locations / CostomAreas.
THE_MASK
08-08-11, 04:38 AM
I just added sandbanks for danger bouys . thfeu58 is the person who has done all the great work on the harbors . What would be nice is thfeu mod included in campaign with some sandbanks for danger bouys .
thfeu58
08-08-11, 05:08 AM
Understand, you have intentionally added to sandbars.
:salute:
tonschk
08-08-11, 06:18 AM
:rock: Thank you very much for this Mod :DL Zedi/Trevally :yeah:
@ Thfeu58 and Trevally : Nice work, guys.
Trevally.
08-08-11, 10:35 AM
I am in Happy Times and I completed the sinking of 40,000 tons. Nothing happened when I got back to base. I could not select on a new mission so I just went out without selecting one. Is this right? Do I have to wait for the deadline date to move on to the next "campaign"? I am using OHII Light.
The next objective will kick in with a date trigger.
If you use the campaign radio mod - you will get a message when it is ready:up:
Sorry if this has already been answered, but is this mod compatible with MO?
http://tarasresources.net/wac_banner2.gif
Yes, install OH II last
Understand, you have intentionally added to sandbars.
:salute:
Yes - if you look closely at the pic - you can see danger buoys just in front:up:
:rock: Thank you very much for this Mod :DL Zedi/Trevally :yeah:
@ Thfeu58 and Trevally : Nice work, guys.
Thanks guys:up:
Thanks Trevally! When I get to next campaign I plan on trying OHII again and get off this OHII light.
Trevally.
08-08-11, 11:16 AM
Thanks Trevally! When I get to next campaign I plan on trying OHII again and get off this OHII light.
wait for the new release Mia. It has more options:-
Open Horizons II (base)
This is just the base mod. It has no environmental or ship units. This does have all the other extras (convoys, wolfpacks etc)
Open Horizons II (enviro)
Install this over the base mod to add environmental units.
Mines are now in groups of 50 rather than hunders for better fps
Open Horizons II (New Ships)
Install this over the base mod to add new ship units
harbour ships are reduces for better fps
There will also be a Full version with the 3 above parts together.
The base mod will be better than light and not too bad for the FPS.
wait for the new release Mia. It has more options:-
Open Horizons II (base)
This is just the base mod. It has no environmental or ship units. This does have all the other extras (convoys, wolfpacks etc)
Perfect! :rock:
HanSolo78
08-09-11, 04:06 AM
Hi Trevally !
Looks nice, but is it not possible, to integrate the wonderful Harbour MOD from HanSolo to OHII, here: http://www.subsim.com/radioroom/showthread.php?t=166104
Or maybe as an available Part 5 ? Please think about it Trevally ! :yep:
Best regards,
Magic
Hi Magic!
As I said.. I will make an OHII version if the final and bugfixed version is available. You have to calm down a bit... I understand that you want to play Sh5 with every new mod available and all these improvements but some things need time.
If OHII final is availabe I will make new version of my mod.
regards
Han
Magic1111
08-09-11, 06:40 AM
Hi Magic!
As I said.. I will make an OHII version if the final and bugfixed version is available. You have to calm down a bit... I understand that you want to play Sh5 with every new mod available and all these improvements but some things need time.
If OHII final is availabe I will make new version of my mod.
regards
Han
Hi Han !
Perfect !!! :yeah:
Thx for reply....:up:
Und in deutsch: Ja, ich habe ein bisschen "Hummeln im Hintern":haha:, weil das größte Problem in SH5 ist das ewige Kompatibilitätsproblem, so habe ich das in SH3 noch nie erlebt...;)
Viele Grüße,
Magic:salute:
[SJ]nailz
08-09-11, 09:23 AM
wait for the new release Mia. It has more options:-
Open Horizons II (base)
This is just the base mod. It has no environmental or ship units. This does have all the other extras (convoys, wolfpacks etc)
Open Horizons II (enviro)
Install this over the base mod to add environmental units.
Mines are now in groups of 50 rather than hunders for better fps
Open Horizons II (New Ships)
Install this over the base mod to add new ship units
harbour ships are reduces for better fps
There will also be a Full version with the 3 above parts together.
The base mod will be better than light and not too bad for the FPS.
Can you use any combo, ie, base and new ships?
Sepp von Ch.
08-09-11, 10:33 AM
Download new version: ****will be added soon****
When will be the new full version please Trevally?:ping::Kaleun_Binocular:
Trevally.
08-09-11, 12:00 PM
nailz;1724217']Can you use any combo, ie, base and new ships?
Yes:yep: install new ships after base.
Just do not use "base+eviro+new ships".
If you want all 3 - use the full version:up:
When will be the new full version please Trevally?:ping::Kaleun_Binocular:
Just added some last minute fixes as reported (MN zones etc).
Also Sober is working hard with the terrain part of thfeu58's harbour mod for the kiel area. So as soon as we know it will work.
ETA :hmmm: soon:D
[SJ]nailz
08-09-11, 12:41 PM
Yes:yep: install new ships after base.
Just do not use "base+eviro+new ships".
If you want all 3 - use the full version:up:
Cool, chasing Dolphins, and getting 3FPS because of mines did my head in... by the way OHII Lite rocks!!
:salute:
My mod Soup:
[MODS]
Magnum_Opus_v0_0_1=1
NewUIs_TDC_6_5_1_ByTheDarkWraith=2
NewUIs_TDC_6_5_1_Real_Navigation=3
FX_Update_0_0_16_2_ByTheDarkWraith=4
FX_Update_0_0_16_2_UHS_Fix=5
IRAI_0_0_30_ByTheDarkWraith=6
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting=7
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5=8
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith=9
Critical hits 1.1 Torpedos=10
stoianm pitch&roll for SH5 V1 (normal)=11
SUB_hyd_fix_SH5=12
Manos Scopes-patch for 8x5=13
Interior working dials v1_21=14
Dynamic Environment SH5 Basemod (realistic version) V2.1=15
Dynamic Environmental SH5 Shallow Waters V2.1=16
Dynamic Environment SH5 Shallow Waters V2.1 Patch=17
Dynamic Environment SH5 BrighterNights V2.1=18
OPEN HORIZONS II=19
Enhanced FunelSmoke1.2_by HanSolo78=20
IO_StrategicMap_4_3_for_TDWv651&MO=21
Kriegsmarine Grid Map for MO and TDW UIs by stoianm=22
Original map colors=23
EQuaTool 01.01 by AvM - Medium Faber-Castell Style=24
Naights Submarine Textures (internal) V1.1=25
no torp bubbles - fx mod compatable- wamphyri=26
Old Style Explosions V1.1=27
Remove Steelvikings shadow mod=28
nVidia missing lights=29
Reboot's Hot Soup 1.1=30
Reboot's Water Drips 1.1=31
Trevally Automated Scripts v0.6=32
Trevally Tutorials - All v0.2 (for TDW UI)=33
DBSM_Music_1_0_4=34
Grossdeutscher Rundfunk=35
Stormys DBSM SH5 v1.3 Basemod=36
Stormys DBSM SH5 v1.3 additional crew sounds beta6=37
Stormys DBSM SH5 v1.3 optional scary creaks=38
Unterseeboot SFX=39
U-Boat Watch Crew Routine SFX=40
U-Boat Ballast Tanks SFX=41
Battlestations_soundmod_1.1=42
Telegraph Sound=43
Speech fixes and additions (german version)=44
NewUIs_TDC_6_5_1_New_radio_messages_German=45
OH II and Light Campaign Radio Messages=46
MightyFine Crew Mod 1.2.1 Stock faces=47
key config=48
SH5Lifeboats_2.0=49
My rig: Core 2 Duo 3.00 GhZ, 4gb ddr3 1066, Gforce 8800GTX 768 MB
Maybe people are using the Steel Viking shadow mod, that mod consumes memory like hell, i removed it.
YThis is a Helpfull list txs m8 :) i just got one question where is the latest (final version) Download link for this awsome MOD?
I want to redownload it and remove the beta.
S! Rowdy
Trevally.
08-09-11, 03:15 PM
YThis is a Helpfull list txs m8 :) i just got one question where is the latest (final version) Download link for this awsome MOD?
I want to redownload it and remove the beta.
S! Rowdy
We are getting close to the finish of this mod.
Just looking at some final tests.
Sober is working hard to add the Kiel and Brunsbuttel terrain upgrades (by thfeu58), along with some extra of his own.
Its starting to look very good:up:
ETA soon:D
Magic1111
08-09-11, 03:53 PM
We are getting close to the finish of this mod.
Just looking at some final tests.
Sober is working hard to add the Kiel and Brunsbuttel terrain upgrades (by thfeu58), along with some extra of his own.
Its starting to look very good:up:
ETA soon:D
Sounds very good Trevally ! All the best for your work !!!:yeah:
Best regards,
Magic:salute:
Sepp von Ch.
08-09-11, 05:32 PM
Will OM II full include the SUB_hyd_fix_SH5 Mod?
Txs for the Update :yeah: you all got my eternal gratitude :salute:
S! Rowddy
THE_MASK
08-10-11, 07:18 AM
I have redone the kiel canal for OH2 . I have to finish it off tomorrow and upload it to Trevally . It will be an add on mod via jsgme .
http://img641.imageshack.us/img641/6871/kielc.jpg (http://imageshack.us/photo/my-images/641/kielc.jpg/)
tonschk
08-10-11, 08:33 AM
I have redone the kiel canal for OH2 . I have to finish it off tomorrow and upload it to Trevally . It will be an add on mod via jsgme .
:salute: :DL :yeah: :woot: :up: :rock:
Magic1111
08-10-11, 11:10 AM
I have redone the kiel canal for OH2 . I have to finish it off tomorrow and upload it to Trevally . It will be an add on mod via jsgme .
http://img641.imageshack.us/img641/6871/kielc.jpg (http://imageshack.us/photo/my-images/641/kielc.jpg/)
Fantastic work sober !!! :yeah:
Best regards,
Magic
Looks awesome Sober:yeah:
Trevally.
08-10-11, 01:56 PM
OH II uploaded:up:
See post 1
As ever a career restart is required.
Magic1111
08-10-11, 02:32 PM
OH II uploaded:up:
See post 1
As ever a career restart is required.
:woot::woot::yeah::woot::woot:
:|\\
Best regards,
Magic:salute:
BogdaNz
08-10-11, 03:01 PM
superb canal:Kaleun_Wink:
Kaltberg
08-10-11, 03:50 PM
Looking good!
byah
-ICEBERG
I have redone the kiel canal for OH2 . I have to finish it off tomorrow and upload it to Trevally .
Photo looks very real. Congratulation.
Magic1111
08-10-11, 04:17 PM
@ Travelly and/or sober
Is the redone from Kiel Canal already in OHII (in Download Links first post) included ? And in all Versions or only in OHII Full ?
Best regards,
Magic:salute:
THE_MASK
08-10-11, 04:33 PM
optimising some files atm , should be ready to give to Trevally in about 5 hours , give or take a few .
Magic1111
08-10-11, 04:45 PM
optimising some files atm , should be ready to give to Trevally in about 5 hours , give or take a few .
Okay, but after you give Travelly the files, comes then another/new Version from OHII out ? :hmmm:
Berst regards,
Magic
THE_MASK
08-10-11, 04:56 PM
Okay, but after you give Travelly the files, comes then another/new Version from OHII out ? :hmmm:
Berst regards,
MagicIt is a seperate mod to be installed with jsgme after OH2 .
Trevally.
08-10-11, 04:56 PM
It will be made compatible with the campaigns in OH II and can then be added as an addon.
I will link it on post one with the download.
Anyone adding it will require another career restart though for the changes to take effect.
Magic1111
08-10-11, 05:01 PM
It is a seperate mod to be installed with jsgme after OH2 .
It will be made compatible with the campaigns in OH II and can then be added as an addon.
I will link it on post one with the download.
Anyone adding it will require another career restart though for the changes to take effect.
Aaah, okay thx for clearify ! :yeah:
Last question in regarding new Kiel Canal MOD: Works the Add-On then with each OHII Versions or only enabled after OHII Full ?
Best regards,
Magic
THE_MASK
08-10-11, 05:03 PM
Aaah, okay thx for clearify ! :yeah:
Last question in regarding new Kiel Canal MOD: Works the Add-On then with each OHII Versions or only enabled after OHII Full ?
Best regards,
Magic
OH2 kiel canal redone SH5
---------------------------------------------------------------------------------------------------------
Installation:
JSGME ready
Place after OH2
---------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------
Authors:
sober
Copyrights:
This modification is determined for the use with Silent Hunter 5.
It is with tools the SH5 are enclosed resulted and is spiritual property from sober.
A commercial use, or wide use, even of single components is not permitted.
The use of the Mods, even of single components, in another Mod, it needs the approval from sober and thfeu58.
thfeu58 and sober have granted permission to incorporate these files with OH2 and no other mod . This mod is part of OH2.
0rpheus
08-10-11, 05:10 PM
Cool, guess this means a release very soon! :D
Nice.
Thank you very much
Trevally.
08-11-11, 08:43 AM
Just wanted to post a link for the great site SeaWolf U-57 runs.
Check it out here http://www.silenthuntermods.com/forum/index.php?topic=833.msg3699#msg3699
Thanks SeaWolf:up:
Magic1111
08-11-11, 10:09 AM
Hi Trevally !
What do you think, when we become the New Kiel Canal MOD from sober ? Because we must after enable start a new campaign, right ?
Best regards,
Magic:salute:
Trevally.
08-11-11, 10:13 AM
Hi Trevally !
What do you think, when we become the New Kiel Canal MOD from sober ? Because we must after enable start a new campaign, right ?
Best regards,
Magic:salute:
Im sure it will be soon Magic:up:
Yes a new restart is required. This always happens when you change any campaign or terrain stuff.
I am using "silentotto" to play until its release as this will be a very important mod and not to be missed:DL
0rpheus
08-11-11, 10:20 AM
Ah I'll wait for Sober's canal too then in that case!
Might test out the Full campaign again while I wait, did you reduce the harbour traffic/mines/etc in Full in the end Trevally, or is it the same as the beta release?
Magic1111
08-11-11, 10:22 AM
Im sure it will be soon Magic:up:
Yes a new restart is required. This always happens when you change any campaign or terrain stuff.
I am using "silentotto" to play until its release as this will be a very important mod and not to be missed:DL
Okay, thanks for Info Trevally ! :yeah:
I ask, because I wait that I can start a new campaign ! ;)
Best regards,
Magic:salute:
Trevally.
08-11-11, 10:28 AM
Ah I'll wait for Sober's canal too then in that case!
Might test out the Full campaign again while I wait, did you reduce the harbour traffic/mines/etc in Full in the end Trevally, or is it the same as the beta release?
Yes - even the full version has reduced harbour and mines etc.
Everyone should get better performance:up:
Okay, thanks for Info Trevally ! :yeah:
I ask, because I wait that I can start a new campaign ! ;)
Best regards,
Magic:salute:
:up:
0rpheus
08-11-11, 11:00 AM
Yes - even the full version has reduced harbour and mines etc.
Everyone should get better performance:up:
:up:
Just had a quick sail out of Kiel Harbour in the first campaign on full and pleased to report performance is much better! :yeah:
Actually.. one question.. I tested the first campaign but didn't have the usual sonar upgrade at the start (from the side angled one to the first all-round one). Was something changed to remove it?
Trevally.
08-11-11, 11:45 AM
Just had a quick sail out of Kiel Harbour in the first campaign on full and pleased to report performance is much better! :yeah:
Actually.. one question.. I tested the first campaign but didn't have the usual sonar upgrade at the start (from the side angled one to the first all-round one). Was something changed to remove it?
No Orpheus - OH II will not change anything on your boat:up:
0rpheus
08-11-11, 11:51 AM
That's what I figured.. wonder why the first all round sonar (I forget the name) isn't appearing as an upgrade option.. this is a fresh restart of course, but when I started OHII light ages ago the option to upgrade it appeared from the very start.
Better take a look at my mod list I suppose, though it's the same as before, just with OHII swapped out. :hmmm:
EDIT: Think I've figured it out, the KDB is set to become available 01/11/1939 and the first campaign starts in September.. was the campaign start date changed by any chance? :D
pascal4541
08-11-11, 12:09 PM
It's ok if i install after OHII Full "remove mines-ice-dolphin from ohII full"?
a big thank for this gem:up:
:salute: for the team
Trevally.
08-11-11, 01:43 PM
It's ok if i install after OHII Full "remove mines-ice-dolphin from ohII full"?
a big thank for this gem:up:
:salute: for the team
That will work ok.:up:
But the new release is in parts so you could just install:-
OH II base
OH II new ships
Trevally.
08-12-11, 05:43 PM
Tomorrow I will add the new Kiel and Canal mods by Sober and thfeu58. Thanks guys:up:
Just need to check the traffic for the canal gates.
Here is a few images.
Sobers re-worked canal
http://img143.imageshack.us/img143/3378/71393962.png
thfeu58's Brundsbuttel gates and harbour
http://img839.imageshack.us/img839/829/53203723.png
http://img580.imageshack.us/img580/5663/10654353.png
tonschk
08-13-11, 07:07 AM
:yeah: Thank you :salute: A :DL LOT :rock: Trevally. :D
Trevally.
08-13-11, 07:22 AM
:yeah: Thank you :salute: A :DL LOT :rock: Trevally. :D
Just been testing and making sure it works correctly with OH II.
I am adding a few hot fixes for OH II also (buoy possitions, fixed spelling and fixed some missing mapzones in AC and MN.
Should be ready soon:up:
Magic1111
08-13-11, 07:25 AM
Tomorrow I will add the new Kiel and Canal mods by Sober and thfeu58. Thanks guys:up:
Just need to check the traffic for the canal gates.
Here is a few images.
Sobers re-worked canal
http://img143.imageshack.us/img143/3378/71393962.png
thfeu58's Brundsbuttel gates and harbour
http://img839.imageshack.us/img839/829/53203723.png
http://img580.imageshack.us/img580/5663/10654353.png
Looks very nice !!! :rock::rock::rock:
Magic1111
08-13-11, 07:27 AM
I am adding a few hot fixes for OH II also (buoy possitions, fixed spelling and fixed some missing mapzones in AC and MN.
Should be ready soon:up:
Hi Trevally !
Does this mean, it comes a complete new version from OHII out, or will you release only a little fix that we can enable after OHII Full (or after Part1...and so on) ?
Best regards,
Magic
Trevally.
08-13-11, 07:42 AM
Hi Trevally !
Does this mean, it comes a complete new version from OHII out, or will you release only a little fix that we can enable after OHII Full (or after Part1...and so on) ?
Best regards,
Magic
I will release as an add-on.
This way people can use the new terrain mod or not.
It will work will OH II full and Base + enviro/new ships
Install after OH II
The fixes are mostly for the traffic to navigate the new gates.
There are some other small fixes to missions, but nothing important (spelling etc).
I would have added it to the main OH II download, but it pushed me over the upload limit.
Magic1111
08-13-11, 07:47 AM
I will release as an add-on.
This way people can use the new terrain mod or not.
It will work will OH II full and Base + enviro/new ships
Install after OH II
The fixes are mostly for the traffic to navigate the new gates.
There are some other small fixes to missions, but nothing important (spelling etc).
I would have added it to the main OH II download, but it pushed me over the upload limit.
Okay, thx Trevally ! :up:
Best regards,
Magic
pacternak2009
08-13-11, 08:47 AM
sieht klasse aus...
Trevally.
08-13-11, 09:30 AM
OH II Terrain Add-on released. (http://www.subsim.com/radioroom/downloads.php?do=file&id=3348)
See post 1:up:
Kiel harbour and canal, plus Brunsbuttle gates and harbour have been added or enhanced by the great work by thfeu58 (http://www.subsim.com/radioroom/showthread.php?t=168545&highlight=harbour+terrain+flag) and sober (http://www.subsim.com/radioroom/showthread.php?t=186632).
This mod is for use with OH II only and fixes a few small issues with missions and traffic paths through the new gates.
This add-on will work will all OH II setups other than the light campaign.
Edit: sorry a new career is required for changes to take effect.
Fantastic work! Thank you! :up:
0rpheus
08-13-11, 10:29 AM
OH II Terrain Add-on released. (http://www.subsim.com/radioroom/downloads.php?do=file&id=3348)
See post 1:up:
Kiel harbour and canal, plus Brunsbuttle gates and harbour have been added or enhanced by the great work by thfeu58 (http://www.subsim.com/radioroom/showthread.php?t=168545&highlight=harbour+terrain+flag) and sober (http://www.subsim.com/radioroom/showthread.php?t=186632).
This mod is for use with OH II only and fixes a few small issues with missions and traffic paths through the new gates.
This add-on will work will all OH II setups other than the light campaign.
Edit: sorry a new career is required for changes to take effect.
Cool, I take it this would replace sober's standalone version? Nice work! :yeah:
Trevally.
08-13-11, 10:44 AM
Cool, I take it this would replace sober's standalone version? Nice work! :yeah:
Yes - Sobers version is within this:yep:
Ok - finally time to start a campaign again.
This time I intend to play right through to the end:D
Magic1111
08-13-11, 10:54 AM
Yes - Sobers version is within this:yep:
Ok - finally time to start a campaign again.
This time I intend to play right through to the end:D
Hi Trevally !
Do I understand this correct, in this Add-On is sober´s MOD from here:
http://www.subsim.com/radioroom/showpost.php?p=1726776&postcount=1 and the Fix from your Post #814 included, right ?
Best regards,
Magic
0rpheus
08-13-11, 10:57 AM
Yes - Sobers version is within this:yep:
Ok - finally time to start a campaign again.
This time I intend to play right through to the end:D
Cool, thanks T! Same here :D:rock:
tonschk
08-13-11, 11:24 AM
[QUOTE=Trevally.;1727167]
OH II Terrain Add-on released. (http://www.subsim.com/radioroom/downloads.php?do=file&id=3348)
See post 1:up:
QUOTE]
:woot: Amazing :DL Trevally :salute: Thank you
Trevally.
08-13-11, 11:39 AM
Hi Trevally !
Do I understand this correct, in this Add-On is sober´s MOD from here:
http://www.subsim.com/radioroom/showpost.php?p=1726776&postcount=1 and the Fix from your Post #814 included, right ?
Best regards,
Magic
Yes that is correct:up:
Also adjusted the buoys to be more like the comments in sober's thread.
Kiel Gates
http://img13.imageshack.us/img13/3046/kielc02.jpg
Kiel Gates by thfeu58 and sober
http://img26.imageshack.us/img26/7199/89022865.png
Brunsbuttel gates
http://img825.imageshack.us/img825/6213/kielc01.jpg
Brunsbuttel gates by thfeu58
http://img51.imageshack.us/img51/6725/28148796.png
clayton
08-13-11, 01:40 PM
Loaded a bunch of mods, too include MO and OH and when I use the 'Silentotto' cheat, it seems the only campaign I can use is Happy Times. Nothing after that.
Magic1111
08-13-11, 01:43 PM
Yes that is correct:up:
Thx Trevally ! :up:
Best regards,
Magic:salute:
Played MO and OH prior to latest release - no problem
Uninstalled/reinstalled mods via JSMJE including latest OH etc and started new career - see load loader.
Started new career - incidently did not get option to omit training.
Completed training and heading to Keil.
Get to approx 35km from Keil entrance and get CTD on even moderate TC.
Is there anything fundermentally wrong with the mod load order below?
Generic Mod Enabler - v2.6.0.157
[F:\Games\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
FX_Update_0_0_18_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
German U-Boat Crew Language Pack
OPEN HORIZONS II_full
Shadow Improvement Mod
OH II Terrain Add-on
Advice appreciated.
Trevally.
08-13-11, 03:30 PM
Loaded a bunch of mods, too include MO and OH and when I use the 'Silentotto' cheat, it seems the only campaign I can use is Happy Times. Nothing after that.
:hmmm: I have never heard of silentotto not working before.
Not sure what could cause this, sorry
Trevally.
08-13-11, 03:33 PM
Played MO and OH prior to latest release - no problem
Uninstalled/reinstalled mods via JSMJE including latest OH etc and started new career - see load loader.
Started new career - incidently did not get option to omit training.
Completed training and heading to Keil.
Get to approx 35km from Keil entrance and get CTD on even moderate TC.
Is there anything fundermentally wrong with the mod load order below?
Generic Mod Enabler - v2.6.0.157
[F:\Games\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
FX_Update_0_0_18_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
German U-Boat Crew Language Pack
OPEN HORIZONS II_full
Shadow Improvement Mod
OH II Terrain Add-on
Advice appreciated.
The tutorial can give problems with mods loaded.
To skip the tutorial - see here
Those who wanna skip the tutorial when starting a new career, go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:
HasCompletedTutorial=false
with
HasCompletedTutorial=true
KING111
08-13-11, 05:43 PM
thank you thank you i just got to try it:yeah::yeah::yeah::salute::salute::salute:
OH II Terrain Add-on released. (http://www.subsim.com/radioroom/downloads.php?do=file&id=3348)
See post 1:up:
Great. Thank you.
Verbeek
08-14-11, 01:58 AM
Great mod, lovin it !!!:yeah:
Thanks very much for your advice Trevally :salute:
urfisch
08-14-11, 11:49 AM
good work on the gates!
:up:
Ruby2000
08-15-11, 01:18 PM
Hello,
the new DeutschMod include OH II is ready !
http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309
http://www.osibisi.de/developer/AndySites/sh5/images/magnum-opus/kampagne_deutsch.jpg
Greetings Ruby
Trevally.
08-15-11, 05:24 PM
Hello,
the new DeutschMod include OH II is ready !
Greetings Ruby
Thanks Ruby2000 - it looks great:yeah:
Wish we could fix that map image for turing point:hmmm:
Trevally.
08-15-11, 05:32 PM
I am getting on great with my run through of the campaign.
But - when I have any of the new ships in the game view - my graphics card is starting to run hot (79C) and fans kick up to 100%:hmmm:
I also had a ctd whilst attacking with deck gun.
I am not sure what is causing this - I remember a post about compressed images for new ships making more work for the graphics card:hmmm:
I have also just tested a mission with no new ships and my card runs at normal temp for games.
THE_MASK
08-15-11, 06:14 PM
I am getting on great with my run through of the campaign.
But - when I have any of the new ships in the game view - my graphics card is starting to run hot (79C) and fans kick up to 100%:hmmm:
I also had a ctd whilst attacking with deck gun.
I am not sure what is causing this - I remember a post about compressed images for new ships making more work for the graphics card:hmmm:
I have also just tested a mission with no new ships and my card runs at normal temp for games.I will do some optimisations of the dds files in OPEN HORIZONS II_New_Ships\data\Sea and send it to you .
0rpheus
08-15-11, 06:16 PM
I am getting on great with my run through of the campaign.
But - when I have any of the new ships in the game view - my graphics card is starting to run hot (79C) and fans kick up to 100%:hmmm:
I also had a ctd whilst attacking with deck gun.
I am not sure what is causing this - I remember a post about compressed images for new ships making more work for the graphics card:hmmm:
I have also just tested a mission with no new ships and my card runs at normal temp for games.
Which are the new ships? I'll keep an eye out and see if my GPU does the same.
I don't think I've had a CTD with the new campaign. I'm getting an outrageous amount of tonnage in the first campaign, came across two unescorted convoys and went powering in with the deck gun. :D Second time came out with 53% hull (just now actually), convoy had a couple of armed merchants... :oops: dropped them sharpish but not before the first landed landed two lucky hits.
Also had the scariest Scapa Flow experience of any of the versions - I'm running Full now with the extra traffic. Light fog, 4am or so and I take my shots from as far away as possible, then power out at flank on the surface hoping to use the fog to my advantage. I'm out of the first main Southern pipe and heading for the deep water further Southeast, with one DD to my port side and a fishing boat to my starboard. The fishing boat got too close and must've alerted the DD as the searchlight suddenyl insta-locked me thousands of yards out of his vision zone. I dive to periscope and run at mid for a few minutes as the DD just sits there, then before I know it another 3 DDs have come out of the Southern entrance and are literally right on top of me - no rear sonar til November so I have the blind spot front and back!
Frantically call for silent running and they circle over me for three hours, actually scraping the conning tower at one point and setting the boat rolling from side to side... but no hull damage, just a scratch or two to the radio. But not a single DC, not one...! After maybe 4 hrs it's light and they've stopped dead, still pinging in a line formation and I bug the hell out slow & quiet like and change my trousers!
And the best bit... on my way out, 60km maybe from Scapa in the early evening and a Battleship, escorted by 6 DDs hoves into view. The air & waves are crystal clear, low moon and I give it a slow 4 torp spread, magnetic off and flank like hell away & North. Couple of mins later, the Battleship takes 3 out of 4 and goes down, while I'm far North and well clear of pursuit. :D:rock:
It's not all good though. I didn't pay attention to the date just now, and 100km out from Kiel I get the 'base moved to Wilhelmshaven' message! :damn: :har:
I am getting on great with my run through of the campaign.
But - when I have any of the new ships in the game view - my graphics card is starting to run hot (79C) and fans kick up to 100%:hmmm:
Temp. of 79C is not critical for NVIDIA. I run GTX 260 from PALLIT (not the best choice up to date), most time I have 76-80C even without additional ships. For the safety of video I also use Anilag at 35FPS limit and MSI Ub-r utility:salute:.
I ran into something small tonight. I am not sure if its fixable or just the AI doing their thing. I ran into a taskforce and was detected quickly. The cruisers were running over the escorts trying to DC me lol. Its going to be a long night/morning. First picture is date/time/location.
http://www6.picfront.org/picture/pXmuziTTlWN/thb/os4.jpg (http://www.picfront.org/d/8jzH)
http://www6.picfront.org/picture/lFB7fUcIWa/thb/os2.jpg (http://www.picfront.org/d/8jzI)
http://www6.picfront.org/picture/nFXZhDzvx/thb/os3.jpg (http://www.picfront.org/d/8jzJ)
I ran into something small tonight. I am not sure if its fixable or just the AI doing their thing. I ran into a taskforce and was detected quickly. The cruisers were running over the escorts trying to DC me lol. Its going to be a long night/morning. First picture is date/time/location.
http://www6.picfront.org/picture/lFB7fUcIWa/thb/os2.jpg (http://www.picfront.org/d/8jzI)
http://www6.picfront.org/picture/nFXZhDzvx/thb/os3.jpg (http://www.picfront.org/d/8jzJ)
What a wonderful mess:haha::yeah:
I think IRAI for convoys/warship groups needs more improvement. Here it seems that cruisers that detected you were acting like single warships:hmmm:
By the way, those pour destroyers were accounted to your tonnage?
TheDarkWraith
08-15-11, 09:40 PM
What a wonderful mess:haha::yeah:
I think IRAI for convoys/warship groups needs more improvement. Here it seems that cruisers that detected you were acting like single warships:hmmm:
v1.0.0 of IRAI changes the behavior of the capitol ships. They no longer try to hunt you.
v1.0.0 of IRAI changes the behavior of the capitol ships. They no longer try to hunt you.
So what is the reason of game situation described above? To many ships or player's active maneuvering, may be?
EDIT: In SH3 I've faced the same situations of accidents between destroyers and merchants when the U-boat was actively maneuvering inside the convoy order:)
THE_MASK
08-16-11, 03:38 AM
I will do some optimisations of the dds files in OPEN HORIZONS II_New_Ships\data\Sea and send it to you .
http://img855.imageshack.us/img855/1070/ship1.jpg (http://imageshack.us/photo/my-images/855/ship1.jpg/)
http://img33.imageshack.us/img33/2770/ship2h.jpg (http://imageshack.us/photo/my-images/33/ship2h.jpg/)
http://img534.imageshack.us/img534/189/ship3.jpg (http://imageshack.us/photo/my-images/534/ship3.jpg/)
http://img191.imageshack.us/img191/2783/ship4.jpg (http://imageshack.us/photo/my-images/191/ship4.jpg/)
http://img194.imageshack.us/img194/6593/ship5.jpg (http://imageshack.us/photo/my-images/194/ship5.jpg/)
http://img594.imageshack.us/img594/1214/ship6.jpg (http://imageshack.us/photo/my-images/594/ship6.jpg/)
Magic1111
08-16-11, 06:36 AM
v1.0.0 of IRAI changes the behavior of the capitol ships. They no longer try to hunt you.
[Off-Topic]
...but IRAI v1.0.0. is not yet released, right ? :hmmm:
TDW, when you have a Test Version from IRAI v1.0.0 that works with campaign, please send me to test !
[/Off-Topic]
Best regards,
Magic:salute:
0rpheus
08-16-11, 08:06 AM
So what is the reason of game situation described above? To many ships or player's active maneuvering, may be?
EDIT: In SH3 I've faced the same situations of accidents between destroyers and merchants when the U-boat was actively maneuvering inside the convoy order:)
Think it's just too many ships and poor collision detection. I saw loads of it in my last run through the Mediterranean campaigns - at one point, due to other passing convoys being called in to hunt me (at least I assume that's what was happening) I had over 30 warships overhead trying to DC me. They must have destroyed at least 15 ships by collision before I managed to get out. One actually landed on my boat as I sat still hoping to lose them (only reload in that campaign lol)!
What a wonderful mess:haha::yeah:
By the way, those pour destroyers were accounted to your tonnage?
I'm not sure. I will check when I get back in game. I didn't see the red sink marks on my map though. I might have them turned off.
Trevally.
08-16-11, 04:00 PM
I will do some optimisations of the dds files in OPEN HORIZONS II_New_Ships\data\Sea and send it to you .
Very good sober:yeah:
my card is now running at 69C with new ships :up:
I will add a hotfix patch soon.
Ruby2000 found a problem with the first campaign.
Objective " North Western Approaches"
No map object.
This is the missing target map area
http://img38.imageshack.us/img38/3587/linebnp.jpg
I did not get the tonnage for the cruisers killing the destroyers. Now its morning and they called in reinforcements. Looks like its going to be a long day.
http://www13.picfront.org/picture/iLeDp2J5l/thb/wow.jpg (http://www.picfront.org/d/8jI1)http://www13.picfront.org/picture/KdVFmkDGL/thb/wow2.jpg (http://www.picfront.org/d/8jI0)
None of them are merchants :o
Forced me to the surface about 3 hours later. Ran out of compressed air. I could not shake them. Surfaced went high speed and scuttled by suicide. Crew and I are in life boat.
http://www13.picfront.org/picture/mHzMSNJW/thb/done.jpg (http://www.picfront.org/d/8jI2)
THE_MASK
08-16-11, 07:57 PM
Check out my non merchant IRAI difficulty settings . Click on my sig link to see them .
Thanks sober! I remember seeing them before but didnt know if it made AI harder or easier. I will give them a try:up:
edit: Stupid question; where do I put these settings? There a cfg somewhere?
THE_MASK
08-16-11, 10:24 PM
IRAI_0_0_30_ByTheDarkWraith\data\Scripts\AI\init.a ix
Dont forget to uninstall first .
THE_MASK
08-17-11, 12:49 AM
Light bouys fixed . The light bouy lights dont shine thru other objects now .
Looking towards Kiel canal at the gates .
http://img220.imageshack.us/img220/3461/bouylightfixed.jpg (http://imageshack.us/photo/my-images/220/bouylightfixed.jpg/)
Echolot
08-17-11, 01:03 AM
Sry. Double post.
Echolot
08-17-11, 01:05 AM
Light bouys fixed . The light bouy lights dont shine thru other objects now .
This is great, sober. Looking forward to it.
Many thanks for your time and work.
:up:
Regards.
Echol:sunny:t.
PS What about the Lighthouses?
:arrgh!:
TheDarkWraith
08-17-11, 01:22 AM
PS What about the Lighthouses?
:arrgh!:
What I mentioned to Sober was something I forgot to do to the lighthouses. I'll fix it in FX_Update :up:
What I mentioned to Sober was something I forgot to do to the lighthouses. I'll fix it in FX_Update :up:
Great. Thxs.
Echolot
08-17-11, 04:25 AM
the lighthouses. I'll fix it in FX_Update
Thank you much, TDW.
:up:.
Echol:smug:t.
Trevally.
08-17-11, 04:20 PM
I have updated OH II to v1.1
See post 1
If like me you do not want to re-start your campaign again,
use one of the following patches and install when in the bunker.
The following patches will add some fixes by sober.
The buoys light will no longer be seen through buildings.
The new ship dds files re-worked.
If you use OH II full, use this patch
OH II full patch1 (http://www.gamefront.com/files/20687366/OH_II_full_Patch1_7z)
If you use OH II base or base/enviro,
OH II base patch1 (http://www.gamefront.com/files/20687353/OH_II_base_Patch1_7z)
Of you use OH II base and new ships
OH II base+new ships patch1 (http://www.gamefront.com/files/20687347/OH_II_base___New_Ships_Patch1_7z)
Install with JSGME and allow overwriting of OH II
0rpheus
08-17-11, 04:33 PM
Thanks Trevally! :salute:
Magic1111
08-18-11, 06:47 AM
I have updated OH II to v1.1
See post 1
If like me you do not want to re-start your campaign again,
use one of the following patches and install when in the bunker.
The following patches will add some fixes by sober.
The buoys light will no longer be seen through buildings.
The new ship dds files re-worked.
If you use OH II full, use this patch
OH II full patch1 (http://www.gamefront.com/files/20687366/OH_II_full_Patch1_7z)
If you use OH II base or base/enviro,
OH II base patch1 (http://www.gamefront.com/files/20687353/OH_II_base_Patch1_7z)
Of you use OH II base and new ships
OH II base+new ships patch1 (http://www.gamefront.com/files/20687347/OH_II_base___New_Ships_Patch1_7z)
Install with JSGME and allow overwriting of OH II
Many thanks Trevally !
Best regards,
Magic:salute:
0rpheus
08-18-11, 10:32 AM
Had a thought re minefields.... shouldn't friendly ones be marked (roughly) so we know where they are? It's a pain in the arse having to mark & remark the ones near Wilhelmshaven or risk ploughing into them on the way out (you lose the markers every time you end patrol) and shouldn't Uboat captains have info on friendly minefield locations?
Could put a little grey circle on the map or something for German-laid mines.. obviously not for enemy ones as we should be at risk of blundering into one!
Just a thought :D
Trevally.
08-18-11, 11:53 AM
Had a thought re minefields.... shouldn't friendly ones be marked (roughly) so we know where they are? It's a pain in the arse having to mark & remark the ones near Wilhelmshaven or risk ploughing into them on the way out (you lose the markers every time you end patrol) and shouldn't Uboat captains have info on friendly minefield locations?
Could put a little grey circle on the map or something for German-laid mines.. obviously not for enemy ones as we should be at risk of blundering into one!
Just a thought :D
Yes good ideas 0rpheus.
Im sure u-boats would also share and update reports for location of enemy mines too. So perhaps some could be left out from the map.
One problem however - I have no idea how to change the map in SH5 - its a minefield in there :O:
A possible workaround could be marked areas for TDWs shipping lane pull out map:hmmm:
TheDarkWraith
08-18-11, 11:56 AM
A possible workaround could be marked areas for TDWs shipping lane pull out map:hmmm:
Yes we could update Reaper7's shipping map that I have included in the mod or we could make a new map just dedicated to showing locations of subnets and minefields. I could then add this new map to the mod. Thoughts :06:
Trevally.
08-18-11, 12:26 PM
Yes we could update Reaper7's shipping map that I have included in the mod or we could make a new map just dedicated to showing locations of subnets and minefields. I could then add this new map to the mod. Thoughts :06:
Perhaps someone good with photo shop skills (cough sober cough:O:) could do this.
@All
TDW has sent me updates to make the mines/nets spottable or not:up:
With this you can then choose the option you want in the form of an addon. (it will be easy to switch)
This will result however in the remaking of all campaign enviromantal layers. I will start on this tonight. Its not a big task:DL
The problem is that for the new layer to take effect - career restart will be required.
Im sure everyone is getting fed up having to re-start every few days - sorry about this but any change in the campaign files require it.
The best i can do is give information as to what will change and you can then either update for that change or not.:up:
tonschk
08-18-11, 12:59 PM
Hello Trevally :DL, thank you for your hard work with this Mod :yeah:, can you tell me please if the "OH II Terrain Add-on" is included with "OPEN HORIZON _II ver 1.1" ? , thank you very much :salute:
Magic1111
08-18-11, 02:07 PM
Hello Trevally :DL, thank you for your hard work with this Mod :yeah:, can you tell me please if the "OH II Terrain Add-on" is included with "OPEN HORIZON _II ver 1.1" ? , thank you very much :salute:
Hi !
Read first post:
New Updates 17/8/11
Merged tearrain addon by sober (http://www.subsim.com/radioroom/showthread.php?t=186632) anf thfeu58 (http://www.subsim.com/radioroom/showthread.php?t=168545&highlight=harbour+terrain+flag) into full and base
Best regards,
Magic
tonschk
08-18-11, 02:10 PM
:DL Thank you very very MUCH :salute: Magic1111 :woot:
Magic1111
08-18-11, 02:37 PM
:DL Thank you very very MUCH :salute: Magic1111 :woot:
You´re welcome mate !
Best regards,
Magic:salute:
pascal4541
08-18-11, 03:46 PM
Many thanks to the team that will be recognize ...
Campaigns become exciting now...
Congratulations gentlemen ... You are great :salute:
TheDarkWraith
08-18-11, 03:50 PM
The problem is that for the new layer to take effect - career restart will be required.
Im sure everyone is getting fed up having to re-start every few days - sorry about this but any change in the campaign files require it.
The best i can do is give information as to what will change and you can then either update for that change or not.:up:
Maybe not....I'm looking into writing an app that will correct the campaign files for this....still reviewing the campaign files....
asturianu
08-18-11, 03:53 PM
Thanks, Thanks and Thanks for this great mod :DL
Trevally.
08-18-11, 04:14 PM
Maybe not....I'm looking into writing an app that will correct the campaign files for this....still reviewing the campaign files....
:o
Thanks TDW :up:
Lizzy86
08-19-11, 09:53 AM
Nice mod
0rpheus
08-19-11, 10:08 AM
Just seen a few ships with glitches - screens below.
Dodgy guns:
http://cloud.steampowered.com/ugc/560917278099222772/8E59A0EE47E08E1F5355826AA302C50B2D892616/
The Black Ship (lol).. AOTD Mad Max/Stormfly Medium Passenger (I think), also with dodgy guns and all over black, no textures.
http://cloud.steampowered.com/ugc/560917278099227792/732E8900F545F142296D9816E790F4E55DBA5534/
This is with the ship textures patch so not sure if something's gone wrong there!
:salute:
THE_MASK
08-19-11, 04:08 PM
Just seen a few ships with glitches - screens below.
Dodgy guns:
http://cloud.steampowered.com/ugc/560917278099222772/8E59A0EE47E08E1F5355826AA302C50B2D892616/
The Black Ship (lol).. AOTD Mad Max/Stormfly Medium Passenger (I think), also with dodgy guns and all over black, no textures.
http://cloud.steampowered.com/ugc/560917278099227792/732E8900F545F142296D9816E790F4E55DBA5534/
This is with the ship textures patch so not sure if something's gone wrong there!
:salute:Do you have the mods in this order
OPEN HORIZONS II_base
OPEN HORIZONS II_New_Ships
OH II Terrain Add-on
OH II base + New Ships Patch1
What does the AOTD Mad Max/Stormfly Medium Passenger look like in the museum ?
Lizzy86
08-19-11, 04:17 PM
Hi,
I just found out about this mod and downloaded it, but I have no idea how to install it? Do I just copy and paste the 'data' map or do I need some other mods/stuff to install it?
Thanks in advance for help ^^
(P.S. soz its double, but this thread seems more activ)
Trevally.
08-19-11, 04:46 PM
Hi,
I just found out about this mod and downloaded it, but I have no idea how to install it? Do I just copy and paste the 'data' map or do I need some other mods/stuff to install it?
Thanks in advance for help ^^
(P.S. soz its double, but this thread seems more activ)
Hi Lizzy86:salute:
To install most mods - see this guide http://www.subsim.com/radioroom/showthread.php?t=180046
:up:
Trevally.
08-19-11, 05:16 PM
I have been trying out TDWs new app for finding errors in the campaign.
There were a few in the defside.cfg file:oops:
I will add a fix in the next version.
If you want you can fix yourself, you can copy & paste this defside.cfg (http://www.gamefront.com/files/20694885/DefSide.cfg) into your:-
C:\Ubisoft\Silent Hunter 5\data\Roster
Allow it to overwrite:up:
I have been trying out TDWs new app for finding errors in the campaign.
There were a few in the defside.cfg file:oops:
I will add a fix in the next version.
If you want you can fix yourself, you can copy & paste this defside.cfg (http://www.gamefront.com/files/20694885/DefSide.cfg) into your:-
C:\Ubisoft\Silent Hunter 5\data\Roster
Allow it to overwrite:up:
Thanks Trevally:up: If OHII is not applied yet, we can just replace the file in the base-mod Roster map, and that should be the fix, right?
Trevally.
08-19-11, 05:42 PM
Thanks Trevally:up: If OHII is not applied yet, we can just replace the file in the base-mod Roster map, and that should be the fix, right?
Yes, just put it in the OH II roster folder:up:
pascal4541
08-20-11, 05:50 AM
thanks Trevally :03:
0rpheus
08-20-11, 06:46 AM
Do you have the mods in this order
OPEN HORIZONS II_base
OPEN HORIZONS II_New_Ships
OH II Terrain Add-on
OH II base + New Ships Patch1
What does the AOTD Mad Max/Stormfly Medium Passenger look like in the museum ?
No, using OHII Full so my list goes:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_18_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Shadow Improvement ModLR
OPEN HORIZONS II_full
OH II and Light Campaign Radio Messages v3
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
sobers smaller water drops
Real_Sink_0_0_16_2
KZS Hull wetness for U-Boats + co tower and deck
Critical hits 1.1 Torpedos
Critical hits v 1.2
stoianm pitch&roll for SH5 V1 (normal)
Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod comp Equipment_Upgrades_Fix_1_2_byTheBeast
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Grossdeutscher Rundfunk With MilRad
OH II Terrain Add-on
Dynamic Environment SH5 Waves (realistic version) V2.1
sobers 3D deck spray mod V7
OH II full Patch1
Just been adding them as they've been released.. I'll download the newer version of OHII full with everything merged into it, maybe that'll do it.
Trevally.
08-20-11, 07:01 AM
@0rpheus
Your list looks fine:up:
Just when I think that everything is now finished - some errors are found.
The new defside is a good example.
TDW is making an app that I am testing. It scans the SH5 files looking for errors. This is how the errors in the defside were found.
Today - more are found:wah:
TDW has not yet finished his app. When it is finished and I am sure that there are no more errors I will post an updated version or a second patch.
0rpheus
08-20-11, 07:07 AM
Haha fair enough :D Thanks tho, thought my list was ok.
Checked out the AOTD/Mad Max ship (there is only one with that name, right?) in the museum just now and it looks fine, no black textures.. oh well lol. :hmmm: They kinda glow green at long distance as well.. really odd. Don't see why it would be black in the mission and fine in the museum.
I'll carry on with the current setup for now unless someone can think of what might be causing the texture problem. :O: Do I need the defside campaign fix from a few posts back?
TopcatWA
08-20-11, 07:07 AM
Lookin' forward to playing this. Thanks for all the effort.:salute::yeah::yeah:
@0rpheus
Your list looks fine:up:
Just when I think that everything is now finished - some errors are found.
The new defside is a good example.
TDW is making an app that I am testing. It scans the SH5 files looking for errors. This is how the errors in the defside were found.
Today - more are found:wah:
TDW has not yet finished his app. When it is finished and I am sure that there are no more errors I will post an updated version or a second patch.
please make post an updated version and a second patch
pascal4541
08-20-11, 08:42 AM
please make post an updated version and a second patch
Please be patient
Poacher886
08-20-11, 09:44 AM
Hi,
I've just returned to SH5 and have downloaded you OH11 on top of MO and some other mods.
I did'nt get a OH11 loading screen, but there is a slot for a 1944 campaign in the start menu. I cant seem to find how to avoid the dam tutorial!!!
In SH5 / data / CFG, there is no file called "Career history" ??
Please be patient
i am say please make post two version : an updated version and a second patch.Thats is done bug fix.
0rpheus
08-20-11, 09:54 AM
Hi,
I've just returned to SH5 and have downloaded you OH11 on top of MO and some other mods.
I did'nt get a OH11 loading screen, but there is a slot for a 1944 campaign in the start menu. I cant seem to find how to avoid the dam tutorial!!!
In SH5 / data / CFG, there is no file called "Career history" ??
Look in Documents/SH5/data/cfg, not the main SH5 install folder :salute:
Poacher886
08-20-11, 10:06 AM
Look in Documents/SH5/data/cfg, not the main SH5 install folder :salute:
Thanks, that makes sence now!!
Should i expect to see a OH11 title screen when loading SH5???
Cause i dont!
Trevally.
08-20-11, 11:47 AM
Thanks, that makes sence now!!
Should i expect to see a OH11 title screen when loading SH5???
Cause i dont!
Good idea:up:
http://img801.imageshack.us/img801/5540/loadh.jpg
With next update:|\\
Good idea:up:
http://img801.imageshack.us/img801/5540/loadh.jpg
With next update:|\\
When about will next update?that every time you do not go to the site, wanted to know
Trevally.
08-20-11, 12:39 PM
When about will next update?that every time you do not go to the site, wanted to know
There is an App being made by TDW that can check the structure of SH5 files.
It is not finished yet.
With each update he sends me - there is a chance I will find more errors.
I will wait until the whole campaign can be checked before I update.
Im sure it will be in the next few days, but the app may find something big wrong.
If that happens - it could take longer.
:up:
There is an App being made by TDW that can check the structure of SH5 files.
It is not finished yet.
With each update he sends me - there is a chance I will find more errors.
I will wait until the whole campaign can be checked before I update.
Im sure it will be in the next few days, but the app may find something big wrong.
If that happens - it could take longer.
:up:
I know mod few bug`s for campaign.
one this http://www.sukhoi.ru/forum/attachment.php?attachmentid=139222&d=1313760574
ok waiting for update
Thanks for this mod. Amazing work!
Sgtmonkeynads
08-20-11, 01:04 PM
If you and TDW merge, will it just be called MOOH ?
Or something catchy?
Trevally.
08-20-11, 01:47 PM
I know mod few bug`s for campaign.
one this http://www.sukhoi.ru/forum/attachment.php?attachmentid=139222&d=1313760574
ok waiting for update
Can you give me more info please.
Mod list?
OH II version?
I can not see this error
Everything looks ok:hmmm:
http://img833.imageshack.us/img833/5417/hteroor.jpg
Poacher886
08-20-11, 02:31 PM
Guy's.
I've just started a new campaign with OH11 for the first time and my type7a has a Snorkel fitted!!!, is this a bug? and how do i get rid.
Thanks
Your are running TDW UI. You have to disable his UI then go into this folder
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Subma rine\NSS_Uboat7a
You will see a NSS_Uboat7a.sns file. Open it and cange sensor 14 from
[Sensor 14]
NodeName=O04
;LinkName=NULL
LinkName=SCHNORCHEL,data\Objects\Sensors\UBoot_Sen sors
StartDate=19380101
;EndDate=19430901
EndDate=19451231
to
[Sensor 14]
NodeName=O04
LinkName=NULL
;LinkName=SCHNORCHEL,data\Objects\Sensors\UBoot_Se nsors
StartDate=19380101
;EndDate=19430901
EndDate=19451231
You will have to do this for the uboat7B and uboat7C folders to if you dont want them to have snorkels. You see above I only added a ; to LinkName and erased a ; from other linkName.
Poacher886
08-20-11, 03:22 PM
Thanks alot, i'll try it now.:salute:
Unfortuantely it CTD when trying to load my campaign!...it worked if i start anew campaign, but all my User settings in MO have gone back to default!
Sorry, I should have said it would give you CTD while in patrol. If you try to load a saved in patrol it would of given ya CTD. That shouldnt have changed any of your useroptions. Make sure you are installing TDW UIs after MO. Then you change your options in TDW UIs not MO.
Poacher886
08-21-11, 07:05 AM
I've got it sorted now.....forgot to re-install the mods!!!!:oops:
Thanks
baneseven
08-21-11, 09:51 AM
Thanx a lot!
Superb Work mate!
0rpheus
08-21-11, 11:48 AM
Just seen a few ships with glitches - screens below.
Dodgy guns:
http://cloud.steampowered.com/ugc/560917278099222772/8E59A0EE47E08E1F5355826AA302C50B2D892616/
The Black Ship (lol).. AOTD Mad Max/Stormfly Medium Passenger (I think), also with dodgy guns and all over black, no textures.
http://cloud.steampowered.com/ugc/560917278099227792/732E8900F545F142296D9816E790F4E55DBA5534/
This is with the ship textures patch so not sure if something's gone wrong there!
:salute:
Ok narrowed this down a bit more - if I remove 'OHII full patch1' the Medium passenger texture goes back to normal. :hmmm:
Anyone else getting this?
Trevally.
08-21-11, 01:40 PM
Ok narrowed this down a bit more - if I remove 'OHII full patch1' the Medium passenger texture goes back to normal. :hmmm:
Anyone else getting this?
Thanks orpheus:up:
Trevally.
08-21-11, 03:06 PM
Anyone using TDW's Validator (http://www.subsim.com/radioroom/showthread.php?p=1733266&posted=1#post1733266) will be seeing errors that are caused by OH II.
I am getting patch2 ready and it will sort out these issues.:up:
pascal4541
08-21-11, 03:29 PM
You are really great Trevally!
I received a message I am a bit confused about. Will this objective only be available after I go back to base? I don't see it anywhere on the map. I am using the patch for OHII and the radio messages. I also added the Defside.cfg.
http://www8.picfront.org/picture/IPGHqaE0/thb/help.jpg (http://www.picfront.org/d/8k3t)
Magic1111
08-22-11, 05:43 AM
Anyone using TDW's Validator (http://www.subsim.com/radioroom/showthread.php?p=1733266&posted=1#post1733266) will be seeing errors that are caused by OH II.
I am getting patch2 ready and it will sort out these issues.:up:
Sounds good Trevally ! :yeah:
Many thanks in advance ! :up:
Best regards,
Magic
0rpheus
08-22-11, 08:50 AM
One more bug for the first 'Coastal Waters' campaign:
After completing (successfully) the first three missions (for total of four stars I think) and progressing into Operation Weserubung, OW gives three stars when complete, not four - this would leave one campaign star unfilled.
I've also noticed that the mission briefing says 'sink any ship en route to narvik' & 'any british ship in Narvik waters', but upon sinking one or two I have tonnage bars progressing... with no mention of the tonnage needed to beat it.
Good luck with patch 2 Trevally, hopefully it'll nail that texture problem. :yeah:
DoveEgg
08-22-11, 09:06 AM
I've also noticed that the mission briefing says 'sink any ship en route to narvik' & 'any british ship in Narvik waters', but upon sinking one or two I have tonnage bars progressing... with no mention of the tonnage needed to beat it.
I had the same problem with the mission description. You need to sink 5 ships to fill the "tonnage bar". I posted about this weeks ago. Trevally said he would consider adjusting it on the next release.
This isn't a bug which bricks this otherwise excellent mod, but it causes some confusion and could be a real issue if you head over to Norway with only a couple of torpedos, because this mission is only a week long and there's no time to go to Germany to refit your boat. I'd hate to have to sink five ships with only my deck gun!
0rpheus
08-22-11, 11:37 AM
I had the same problem with the mission description. You need to sink 5 ships to fill the "tonnage bar". I posted about this weeks ago. Trevally said he would consider adjusting it on the next release.
This isn't a bug which bricks this otherwise excellent mod, but it causes some confusion and could be a real issue if you head over to Norway with only a couple of torpedos, because this mission is only a week long and there's no time to go to Germany to refit your boat. I'd hate to have to sink five ships with only my deck gun!
Ah didn't realise, sorry for the repost! I kinda remember but didn't realise this was the bit you meant :) Thanks for the info :salute:
Trevally.
08-22-11, 11:56 AM
I received a message I am a bit confused about. Will this objective only be available after I go back to base? I don't see it anywhere on the map. I am using the patch for OHII and the radio messages. I also added the Defside.cfg.
http://www8.picfront.org/picture/IPGHqaE0/thb/help.jpg (http://www.picfront.org/d/8k3t)
:hmmm: Not sure what has happened here. It should show on your map straight away.
I will go back and re-check the dates:up:
One more bug for the first 'Coastal Waters' campaign:
After completing (successfully) the first three missions (for total of four stars I think) and progressing into Operation Weserubung, OW gives three stars when complete, not four - this would leave one campaign star unfilled.
I've also noticed that the mission briefing says 'sink any ship en route to narvik' & 'any british ship in Narvik waters', but upon sinking one or two I have tonnage bars progressing... with no mention of the tonnage needed to beat it.
Good luck with patch 2 Trevally, hopefully it'll nail that texture problem. :yeah:
:D ohh, I will fix this:up:
I had the same problem with the mission description. You need to sink 5 ships to fill the "tonnage bar". I posted about this weeks ago. Trevally said he would consider adjusting it on the next release.
This isn't a bug which bricks this otherwise excellent mod, but it causes some confusion and could be a real issue if you head over to Norway with only a couple of torpedos, because this mission is only a week long and there's no time to go to Germany to refit your boat. I'd hate to have to sink five ships with only my deck gun!
thanks DoveEgg - I have added an extra message to the campaign messages to inform you to re-arm if low on torps.
So far it is the only change to the messages so I have not released it.
Its looking like I need to repair the campaign itself to be sure every one knows this:up:
Poacher886
08-22-11, 01:05 PM
Hi, having returned to SH5 and loaded MO / OH11 / Dynamic environment / UI's / IRAI. and a few other smaller sound mods etc....its hard to know which thread to put my comments in as im not sure which mod is contributing to what!! anyway.
My first confusion when installing the OH11 (Full) version, was i was confronted with three options...i think it was Light / normal / realistic. Not knowing the difference i installed realistic, i hope this is the full fat version with all the extras!
Im blown away by the difference from my last outing with SH5, just leaving the port i was hearing and seeing buoy's (what do they mark and what do the different colours mean?), seeing German aircraft fly over...which sounded nice (as in the sound slowly got louder, rather than nothing then everything), and i've already ran into some new ships.
I have to say, im impressed with the Ship ID manual aswell, and it has great reading to wille away those inactive hours on the boat "great touch" and a marked improvement over the original.
I play alot in real time, so my observations are slow, but i do have a couple of issues.....
1. I've come up against a couple of British fishing boats. My sonarman can hear them, but they make no report on the hydrophone....i'd hate to come up right next to one unknown and he report my postion!
2.After getting near Britian, i dont seem to be getting any Radio messages??? but i do get contact reports??, i went for 2 days without any radio messages then only one on the third. Its not a problem as long as its not a game issue.
3.Not sure this is OH11 related, but why does the BDU insist on sending me contact reports of convoys 3000miles away in north Africa, a bit pointless.
4. I came up against a liner and was rubbing my hands together at such a early first patrol prize, that was until at the last minute i realised it was one of the new hospidal ships!!!....can these be given a big Red cross on them and have lights on!
5.Just a couple of odd questions. What does the reports "Report nearest Radio contact" and "report weather" do??? the first seems to have no effect and the second is behond my understanding!!
Otherwise, im loving the progrress with the sim...its turning out to be what it should have been...one day someone will fix the Sonarman too!!;)
Thanks
I will attempt
Hi, having returned to SH5 and loaded MO / OH11 / Dynamic environment / UI's / IRAI. and a few other smaller sound mods etc....its hard to know which thread to put my comments in as im not sure which mod is contributing to what!! anyway.
My first confusion when installing the OH11 (Full) version, was i was confronted with three options...i think it was Light / normal / realistic. Not knowing the difference i installed realistic, i hope this is the full fat version with all the extras!
From first post. You will want Full V1.1 is latest.
Im blown away by the difference from my last outing with SH5, just leaving the port i was hearing and seeing buoy's (what do they mark and what do the different colours mean?), seeing German aircraft fly over...which sounded nice (as in the sound slowly got louder, rather than nothing then everything), and i've already ran into some new ships.
I have to say, im impressed with the Ship ID manual aswell, and it has great reading to wille away those inactive hours on the boat "great touch" and a marked improvement over the original.
I play alot in real time, so my observations are slow, but i do have a couple of issues.....
1. I've come up against a couple of British fishing boats. My sonarman can hear them, but they make no report on the hydrophone....i'd hate to come up right next to one unknown and he report my postion!
Have you patched your exe? If your running TDWs UI he has included a sh5.exe patcher. Its found here C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Appli cations\SH5 EXE Patcher. More info on it here (http://www.subsim.com/radioroom/showthread.php?t=181433).
2.After getting near Britian, i dont seem to be getting any Radio messages??? but i do get contact reports??, i went for 2 days without any radio messages then only one on the third. Its not a problem as long as its not a game issue.
Not sure on this one. If using MO make sure you have latest UIs, found here (http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1). Latest version is 6.7.0 You can adjust what messages you receieve.
3.Not sure this is OH11 related, but why does the BDU insist on sending me contact reports of convoys 3000miles away in north Africa, a bit pointless. Again you can change this settings with TDW UIs. See the picture above your post. The 250 in top right is the range I receive contact reports. I will not receive any that are farther than 250km.
4. I came up against a liner and was rubbing my hands together at such a early first patrol prize, that was until at the last minute i realised it was one of the new hospidal ships!!!....can these be given a big Red cross on them and have lights on!
I would of sunk it anway :haha:
5.Just a couple of odd questions. What does the reports "Report nearest Radio contact" and "report weather" do??? the first seems to have no effect and the second is behond my understanding!!
I only use report weather. It gives you weather report :D
Otherwise, im loving the progrress with the sim...its turning out to be what it should have been...one day someone will fix the Sonarman too!!;)
Thanks
Be sure to customize your TheDarkWraithUserOptions.py found here.
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Scrip ts\Menu
Mod must be disabled when you edit this file. When next version comes out, he has an application found in same folder as sh5.exe patcher above so you dont have to edit the file again. That app is called Options Migrater.
Trevally.
08-22-11, 02:02 PM
Im blown away by the difference from my last outing with SH5, just leaving the port i was hearing and seeing buoy's (what do they mark and what do the different colours mean?)
The location of lateral buoys defines the borders of channels and indicates the direction. Under IALA A red buoys mark the port side of the channel when returning from sea, whereas under IALA B green buoys mark the port side of the channel when sailing towards land. Red buoys have even numbers and red lights; green buoys have odd numbers and green lights. Lateral lights can have any calm phase characteristic except FL (2+1).
http://www.sailingissues.com/navcourse9.html
I have to say, im impressed with the Ship ID manual aswell, and it has great reading to wille away those inactive hours on the boat "great touch" and a marked improvement over the original.
Thanks:up:
I play alot in real time, so my observations are slow, but i do have a couple of issues.....
1. I've come up against a couple of British fishing boats. My sonarman can hear them, but they make no report on the hydrophone....i'd hate to come up right next to one unknown and he report my postion!
Yes - that has been reported before. Sorry ive not looked into it yet
2.After getting near Britian, i dont seem to be getting any Radio messages??? but i do get contact reports??, i went for 2 days without any radio messages then only one on the third. Its not a problem as long as its not a game issue.
Try downloading the campaign radio http://www.subsim.com/radioroom/showthread.php?t=185397
The gap in messages will just be your options.py settings. As default they are set to only get 50%. So you could go a day or two and not get any.
Also some messages are set to repeat if you miss them (under water) and some are not. So a ship sinking message will only be sent once and there is only a 50% chance you will see it.
3.Not sure this is OH11 related, but why does the BDU insist on sending me contact reports of convoys 3000miles away in north Africa, a bit pointless.
Look to the top left of your screen when in game.
There are + - buttons to adjust the range you will recieve these.
4. I came up against a liner and was rubbing my hands together at such a early first patrol prize, that was until at the last minute i realised it was one of the new hospidal ships!!!....can these be given a big Red cross on them and have lights on!
Did it not look like this:06:
http://img28.imageshack.us/img28/2773/sh5img20110819185802.png
5.Just a couple of odd questions. What does the reports "Report nearest Radio contact" and "report weather" do??? the first seems to have no effect and the second is behond my understanding!!
Your radio/radar man can detect ships using his radio (their broadcast). These will be reported just like and contact report.
Sometimes you will get a blue radio message. These can ask for patrol report or weather etc. When you send the info there is a chance you will then get a contact report near you in return. This is part of TDWs UI info can be found in post one (update log)
:up:
Captain Can
08-22-11, 02:15 PM
Trevally does this mod include "Enhanced FunelSmoke1.2_by HanSolo78" ? i dont like the nearly unvisible stock game smokes of ships. i am gonna start a new game with this mod(gonna use full version) soon.
Trevally.
08-22-11, 02:42 PM
Trevally does this mod include "Enhanced FunelSmoke1.2_by HanSolo78" ? i dont like the nearly unvisible stock game smokes of ships. i am gonna start a new game with this mod(gonna use full version) soon.
No, I think MO has better smoke too
Poacher886
08-22-11, 05:43 PM
Thanks Guy's.
Im still on my first patrol and have recently had a batch of radio reports (events) so this is fine by me and probably realistic.
Thanks for the info on the buoys.
I always have my radio range set to the minimum 250km but still always get reports on what is happening in Italy?, its not a big problem.
Your screen shot of the hospidal ship is the very ship i was looking at through my cross hair.....it did not have the paint job though!!! are you telling me only the ones with the big red cross slapped on the side are valid Hospidal ships?? and i've just let a big prize sail away from me??
It would be good in the sim, that if you sink a non-combaten either neutral or Hospidal ship etc, then you loose all renown as a penalty.
Im familiar with UI's / MO option file and will take another look at message frequency's.
Here's my real big problem though!!!!
Since on patrol i've encountered about 10 merchants, no warships yet. apart from Two British Steamers which i sunk without issue, they have ALL been the new ships. This is fine as long i im not experiencing a glitch.
Whats more concerning is im not hearing any through the Hydrophone!!!
At first i thought it was just fishing boats that did'nt make a sound, then i encountered a couple of merchants which were silent...i used the external cam to see what was happening and they were neutrals.
Later i encountered the same again, two neutrals making no hydrophone sound, though there engines were fine underwater when using the cam. I figured that the sound had been removed from friendly and neutral ships to avoid sending you on a goose chase....i was going voice my opinion against such a rule.
But i have just encountered the same again at night, two merchants making no hydro sound. But this time they were British ships!!!!! both of new design!!
The only ships i have heard sound from were the two british steamers that i sunk. This makes me concered there is an issue with the new ships.
"Have you patched your exe? If your running TDWs UI he has included a sh5.exe patcher. Its found here C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_8_0_ByTheDarkWraith\data\Appli cations\SH5 EXE Patcher. More info on it here (http://www.subsim.com/radioroom/showthread.php?t=181433). "
This i will look into tomorrow!!!
I remember having this problem before. I was not hearing the ships even when I was in external view. I think my problem was the order I had my mods. What is the order of your mods? You should definitely be hearing them.
@ Trevally
The problem of 'zombie' ship's rolling, sticking up and taking casualties in ports (at least in Kiel harbor) still exists:-? It was discussed before in OHII-support thread if I'm not mistaking.
Are there any ways to fix it (may be just to 'park' the 'naughty' vessels near the pier), or we have nothing to do than just to turn away and have a look at other sights enjoying the landscape:)?
Blackseacpt
08-23-11, 11:00 AM
Hello people. I'm kinda new to forum business (any kind of forum) and i am really sorry if i waste somebody's time here, but i must say that i've been watching this comunity for a couple of months now and i am really surprised by the dedication and passion you guys show.
You've turned me into a bit of a mod freak now and i mean that in the best possible way. I know this isn't the place for sweettalknig so i'll get to the point. I have been looking forward to OH II, previously Das Campaign, and for the last month i've been on vacation only to return and find it finished and, from what i can read on the forum, very promising. The only problem i have is that i can't dowload it because i've been staying on "periscope depth" all this time and the rules forbid me from downloading stuff until i post smth. Anyway it seemed like a good idea for my first post, rather than presenting myself to the comunnity, to congratulate the great, amazing work of TDW, Trevally, Zedi, Stoianm (his tuts got me to play and love this game), Obelix, Sober and i'm sure many more...
Sorry for the long post hope i get the hang of forum talks and such. As soon as i can download OH II i'll post some feed-back until then, good hunting everybody!
Poacher886
08-23-11, 11:47 AM
I remember having this problem before. I was not hearing the ships even when I was in external view. I think my problem was the order I had my mods. What is the order of your mods? You should definitely be hearing them.
Yea confirmed, im not hearing ships via hydrophone.....here,s my mod list:
Accurate German flags
Grossdeutscher Rundfunk
Magnum_Opus
Magnum_Opus Patch
Shadow inprovement mod
Nvidia missing lights
New UI TDC 6 7 0
New UI TDC 6 7 0 Patch 1
FX Update 0 0 19
IRAI 0 0 30
IRAI 0 0 30 No hydrophone
MRP 8x5 ratio
OH 11 full v1.1
Dynamic Environment Basemod (realistic version) V2.1
Dynamic Environment Shallow waters V2.1 Patch
Dynamic Environment Sleet for winter Camapigns V2.1
Enhanced Funnel smoke 1.2 by Hansolo
Sub_Exhaust 1 0 5
A fistfull of emblems V1.5
Capthelms audio mod
Sobers smaller water drops V4
German U-boat Crew language Pack
PE_More_Crew
Thats the load and order, having just last week re-loaded SH5 onto my PC, they should all be the latest versions....with the exception of a couple of CTD when talking to the sonarman / Radioman, i've had no problems.....except of course the big problem of not hearing ships via Hydrophone.!!
Please help. Thanks
Trevally.
08-23-11, 11:58 AM
Here's my real big problem though!!!!
Since on patrol i've encountered about 10 merchants, no warships yet. apart from Two British Steamers which i sunk without issue, they have ALL been the new ships. This is fine as long i im not experiencing a glitch.
If you were playing a campaign near the coast then this is ok.
We added new unit types to the campaign engine that can pull in the type of ship we want.
As most of the stock ships had a large tonnage we asked for smaller coastal ships from the ship importing guys and they produced some great ships.
So if you are near the coast then the game is pulling in coastal ships:up:
Whats more concerning is im not hearing any through the Hydrophone!!!
I remember having this problem before. I was not hearing the ships even when I was in external view. I think my problem was the order I had my mods. What is the order of your mods? You should definitely be hearing them.
Sorry i still have not tested this. If anyone can hear the new ships on hydro please confirm with us:up:
There used to be an issue with the hydro that ment that if a ship was going at less than 75% speed - no hydro noise could be heard.
I think TDWs IRAI mod reduced this to 25%
So it is possible to see a ship and not hear it.
@ Trevally
The problem of 'zombie' ship's rolling, sticking up and taking casualties in ports (at least in Kiel harbor) still exists:-? It was discussed before in OHII-support thread if I'm not mistaking.
Are there any ways to fix it (may be just to 'park' the 'naughty' vessels near the pier), or we have nothing to do than just to turn away and have a look at other sights enjoying the landscape:)?
Not sure what causes this. I noticed it also myself when testing the RedCross ship the other day.
Perhaps TDW could confirm but it looks like a save/reload bug
Hello people. I'm kinda new to forum business (any kind of forum) and i am really sorry if i waste somebody's time here, but i must say that i've been watching this comunity for a couple of months now and i am really surprised by the dedication and passion you guys show.
You've turned me into a bit of a mod freak now and i mean that in the best possible way. I know this isn't the place for sweettalknig so i'll get to the point. I have been looking forward to OH II, previously Das Campaign, and for the last month i've been on vacation only to return and find it finished and, from what i can read on the forum, very promising. The only problem i have is that i can't dowload it because i've been staying on "periscope depth" all this time and the rules forbid me from downloading stuff until i post smth. Anyway it seemed like a good idea for my first post, rather than presenting myself to the comunnity, to congratulate the great, amazing work of TDW, Trevally, Zedi, Stoianm (his tuts got me to play and love this game), Obelix, Sober and i'm sure many more...
Sorry for the long post hope i get the hang of forum talks and such. As soon as i can download OH II i'll post some feed-back until then, good hunting everybody!
Hi BlackSeaCpt and welcome aboard:salute:
Have a go at using Silentotto so you can play any campaign.
I will be making a new version very soon that will change the mines/nets so that they can't be heard on the hydro. (there will be an option to keep them as is for some people:up:)
So this will require a career restart as always:O:
Yea confirmed, im not hearing ships via hydrophone.....here,s my mod list:
Accurate German flags
Grossdeutscher Rundfunk
Magnum_Opus
Magnum_Opus Patch
Shadow inprovement mod
Nvidia missing lights
New UI TDC 6 7 0
New UI TDC 6 7 0 Patch 1
FX Update 0 0 19
IRAI 0 0 30
IRAI 0 0 30 No hydrophone
MRP 8x5 ratio
OH 11 full v1.1
Dynamic Environment Basemod (realistic version) V2.1
Dynamic Environment Shallow waters V2.1 Patch
Dynamic Environment Sleet for winter Camapigns V2.1
Enhanced Funnel smoke 1.2 by Hansolo
Sub_Exhaust 1 0 5
A fistfull of emblems V1.5
Capthelms audio mod
Sobers smaller water drops V4
German U-boat Crew language Pack
PE_More_Crew
Thats the load and order, having just last week re-loaded SH5 onto my PC, they should all be the latest versions....with the exception of a couple of CTD when talking to the sonarman / Radioman, i've had no problems.....except of course the big problem of not hearing ships via Hydrophone.!!
Please help. Thanks
Move your mods to this
Accurate German flags
Grossdeutscher Rundfunk
Magnum_Opus
Magnum_Opus Patch
Shadow inprovement mod
Nvidia missing lights
IRAI 0 0 30
IRAI 0 0 30 No hydrophone
FX Update 0 0 19
New UI TDC 6 7 0
New UI TDC 6 7 0 Patch 1
MRP 8x5 ratio
OH 11 full v1.1
Dynamic Environment Basemod (realistic version) V2.1
Dynamic Environment Shallow waters V2.1 Patch
Dynamic Environment Sleet for winter Camapigns V2.1
Enhanced Funnel smoke 1.2 by Hansolo
Sub_Exhaust 1 0 5
A fistfull of emblems V1.5
Capthelms audio mod
Sobers smaller water drops V4
German U-boat Crew language Pack
PE_More_Crew
Try that first. If that doesn't work try to remove PE_More_Crew. I dont think that its compatible with newest version of UI. I know for sure its not with the up coming version.
The mod list above I made IRAI first then FX then UIs
Can also check my mod list in my sig. I use lots of the same mods.
Trevally.
08-23-11, 12:02 PM
Yea confirmed, im not hearing ships via hydrophone.....here,s my mod list:
Accurate German flags
Grossdeutscher Rundfunk
Magnum_Opus
Magnum_Opus Patch
Shadow inprovement mod
Nvidia missing lights
New UI TDC 6 7 0
New UI TDC 6 7 0 Patch 1
FX Update 0 0 19
IRAI 0 0 30
IRAI 0 0 30 No hydrophone
MRP 8x5 ratio
OH 11 full v1.1
Dynamic Environment Basemod (realistic version) V2.1
Dynamic Environment Shallow waters V2.1 Patch
Dynamic Environment Sleet for winter Camapigns V2.1
Enhanced Funnel smoke 1.2 by Hansolo
Sub_Exhaust 1 0 5
A fistfull of emblems V1.5
Capthelms audio mod
Sobers smaller water drops V4
German U-boat Crew language Pack
PE_More_Crew
Thats the load and order, having just last week re-loaded SH5 onto my PC, they should all be the latest versions....with the exception of a couple of CTD when talking to the sonarman / Radioman, i've had no problems.....except of course the big problem of not hearing ships via Hydrophone.!!
Please help. Thanks
You are having problems due to the sound controlling file (sh.sdl) being over written.
You can fix this by using TDWs sound editor to merge these together.
The easy way to fix is to install OH II last. It has most sound sh.sdl already merged:up:
Sorry i still have not tested this. If anyone can hear the new ships on hydro please confirm with us:up:
I have a few of the new vessels in a custom mission and I hear all of them.
Poacher886
08-23-11, 12:14 PM
Thank you Gents.
I will try to install OH11 last....first if you get my meaning.
As for PE_More_crew, i've not been playing with this....i just literly installed it 10min ago to see if it worked....it did!
Thanks, i'll let you know.
Trevally.
08-23-11, 12:23 PM
I have a few of the new vessels in a custom mission and I hear all of them.
:up:thanks Mia
Drewcifer
08-23-11, 12:31 PM
When I attempt to do the Breaking the Fortress Mission right before my torpedos impact into the capital ship my game just quits to desktop. No slow downs, no hicups it just stops I have a save point right before I fire torpedos... everything is fine until the first torpedo 'hits' no explosion the game just quits.
Oh and of course..
[MODS]
Magnum_Opus_v0_0_1=1
NewUIs_TDC_6_7_0_ByTheDarkWraith=2
IRAI_0_0_30_ByTheDarkWraith=3
FX_Update_0_0_18_ByTheDarkWraith=4
Original map colors=5
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0=6
PE_MORE_CREW=7
A Fistful of Emblems v1.51=8
Equipment_Upgrades_Fix_1_2_byTheBeast=9
Equip_Upgrades_AFFOE=10
Grossdeutscher Rundfunk=11
OPEN HORIZONS II_full=12
Unterseeboot II SFX=13
DBSM_Music_1_0_4=14
U-Boat Propulsion SFX=15
German U-Boat Hydrophone SFX=16
NewUIs_TDC_v6_7_0_patch_1=17
Dynamic Environment SH5 Basemod (realistic version) V2.1=18
Poacher886
08-23-11, 01:01 PM
Thank you Gents.
I will try to install OH11 last....first if you get my meaning.
As for PE_More_crew, i've not been playing with this....i just literly installed it 10min ago to see if it worked....it did!
Thanks, i'll let you know.
I've re-installed OH11 last, entered my campaign and fast forwarded to my first contact just to check....it was a warship (i did'nt see it) but submerged and could hear it through the Hydrophone!!!:D
So far so good! i will need to test further ref: new ships and others, but at least i have a working hydrophone.
Thanks for you help guy's, one question, OH11 is now last, will it overwrite the very apt mod "Dynamic Environment" ,?
Thanks again
Trevally.
08-23-11, 01:34 PM
When I attempt to do the Breaking the Fortress Mission right before my torpedos impact into the capital ship my game just quits to desktop. No slow downs, no hicups it just stops I have a save point right before I fire torpedos... everything is fine until the first torpedo 'hits' no explosion the game just quits.
:hmmm: Try this http://www.subsim.com/radioroom/showpost.php?p=1733349&postcount=1
Thanks for you help guy's, one question, OH11 is now last, will it overwrite the very apt mod "Dynamic Environment" ,?
Thanks again
Yes - but im sure Stoianm's and Gaps Sh.sdl are merged into the OH II one so it will be ok
Jester_UK
08-23-11, 04:07 PM
Not sure if this has been asked bafore, but I've noticed that sinking the new ships don't register in TDW's UI mod (ver 6.070). No ship destroyed message is received and no destroyed mark is generated. The sinkings do register properly in the vanilla captain's log however.
Is there any way to get the new ships recognised by TDW's UI mod?
Drewcifer
08-23-11, 04:22 PM
I didn't do the suggested method, instead while waiting for a reply I decided to just try all sorts of frustrated crazy stuff... heres what I did and it worked.
Previously attacking the capital ship ctd... So I just cruised into Scapa flow and put torpedos into the nearest escorts.. after attacking but not sinking several 'moving' vessels I then targeted the Capital ship, put a spread of three into her side and down she went. I saved the game and headed for deep water.
Poacher886
08-23-11, 05:41 PM
Guy's, unfortunately, my Hydrophone is still not working. I've been on patrol all night (play alot of real time), and i've just had a ship spotted 46º@ 10200m.
Because the wind is 15 strengh and its raining with medium fog, (and im off the coast of Britian in a depth of only approx 60m), i decided to dive and find out if its one to avoid.
As soon as i hit 20m i asked my sonarman to clarify and he did as a merchant. I decided to listen myself to test, and there is no sound? thinking the rough weather might effect, i took it down to 50m but there is still no sound?
I did'nt really want to go and identify with the external cam as its spoiling the sim, so i cant say if its a new or old ship design, but it does show there is something wrong!
Strange how i heard a war ship no probs when first testing??...
any ideas.
Thanks, its time for the sack!
Drewcifer
08-23-11, 06:22 PM
Guy's, unfortunately, my Hydrophone is still not working. I've been on patrol all night (play alot of real time), and i've just had a ship spotted 46º@ 10200m.
Because the wind is 15 strengh and its raining with medium fog, (and im off the coast of Britian in a depth of only approx 60m), i decided to dive and find out if its one to avoid.
As soon as i hit 20m i asked my sonarman to clarify and he did as a merchant. I decided to listen myself to test, and there is no sound? thinking the rough weather might effect, i took it down to 50m but there is still no sound?
I did'nt really want to go and identify with the external cam as its spoiling the sim, so i cant say if its a new or old ship design, but it does show there is something wrong!
Strange how i heard a war ship no probs when first testing??...
any ideas.
Thanks, its time for the sack!
Mine does the samething... I'm not really certain how often its doing it but it appears some ships I can hear, others I can't. I myself rarely ever run the hydrophone though... so I'm not really sure just how bad the problem is since I've done hardly any testing.
The ships below I have no sound on. Not sure if they are new ones or not. I hear them in external view when going up to them, just not on hydrophone.
http://www10.picfront.org/picture/PED0erF4iKZ/thb/noosund2.jpg (http://www.picfront.org/d/8kbW)
http://www10.picfront.org/picture/n84CQGNdc1/thb/nosound1.jpg (http://www.picfront.org/d/8kbX)
TheDarkWraith
08-23-11, 08:41 PM
The ships below I have no sound on. Not sure if they are new ones or not. I hear them in external view when going up to them, just not on hydrophone.
http://www10.picfront.org/picture/PED0erF4iKZ/thb/noosund2.jpg (http://www.picfront.org/d/8kbW)
http://www10.picfront.org/picture/n84CQGNdc1/thb/nosound1.jpg (http://www.picfront.org/d/8kbX)
those are both new ships :hmmm:
Do you hear sound from the PT boat?
I will try tomorrow on the pt boat and get back to ya.
those are both new ships :hmmm:
Do you hear sound from the PT boat?
It seems that we need a new "Imported ships"-patch... :D
There are many things that we can't fix right now (frozen flag-bug, no reflections in the water) but this seems to be pretty straight forward issue that can be corrected. I could help in this when I have more spare time, maybe after couple of weeks...
And if I'm right, a new imported ships-patch wouldn't make you restart your campaign.
Sgtmonkeynads
08-24-11, 06:47 AM
I have sounds on my pts. The flag doesnt flap, but you can hear the engine rev and stuff.
Nobody told me they had the ability to launch torps now. i was stitting there watching one come in on me thinking " OH COOL...a P.T. Boat, right on man.:rock:" Then this little red thing appeared on my tai. i thought " Huh, must be a glitch or something."
I literally watched this thing come in and did not know what it was till I saw the wake of the torpedo. " CRASH DIVE!!!!"
I watched it in the expternal cam, just missing the top of my conning tower as i dove below.
AWESOME ! Just wish i had fraps going.
Stormfly
08-24-11, 07:04 AM
I have sounds on my pts. The flag doesnt flap, but you can hear the engine rev and stuff.
Nobody told me they had the ability to launch torps now. i was stitting there watching one come in on me thinking " OH COOL...a P.T. Boat, right on man.:rock:" Then this little red thing appeared on my tai. i thought " Huh, must be a glitch or something."
I literally watched this thing come in and did not know what it was till I saw the wake of the torpedo. " CRASH DIVE!!!!"
I watched it in the expternal cam, just missing the top of my conning tower as i dove below.
AWESOME ! Just wish i had fraps going.
nice event ! ...say did the torp made a sound in external cam, is it hearable using the hydrophone ?
i konw there are watch crew sounds like "incommong torpedo" or "torpedo spotted" but it seams the devs couldnt implement the trigger for it.
I am also having hydrophone issues. This (http://www.mediafire.com/file/ftf4gvbkdgidwmd/Hydro_Test.rar) test mission I can not hear any of these 4 ships. Install via JSGME and tell me if you can hear them.
0rpheus
08-24-11, 10:42 AM
Pretty sure I've been seeing this problem as well, come across one or two smaller convoys of two vessels but only detected one on sonar.
Fingers crossed for a patch :)
I know my hydophones were working because I used them all the time. Something definitely broke them.
Trevally.
08-24-11, 11:30 AM
See post 1 for new version 1.2:|\\
This has some fixes added and the mines/subnets will not show on hydro:up:
Hope to fix the missing hydro sounds soon and make a patch
Deep Six
08-24-11, 11:50 AM
THanks Trevelly for the swift update, looking forward to the part when you can say....OH(insert version here) FINAL....lol
You're doing a grand job M8, taking the reins after Zedi....Kudos to you.
Cheers :salute:
Deep Six
Jester_UK
08-24-11, 11:57 AM
Sorry if I'm being dense:
Do we need to start a new campaign to load the new update?
pascal4541
08-24-11, 11:59 AM
Big thanks Trevally for this very good job...
This mod is essentiel : Up:
Ok I reinstalled all my mods and my hydrophone is working again :ping:. Its not on the new ships though. In my mission above I only hear the warship was is not a new ship. I only hear it when it speeds up. You wont hear it from the beginning but when you go flak you will alert him. Other 3 merchants I never heard at all. Even after getting them to speed up.
Magic1111
08-24-11, 02:32 PM
See post 1 for new version 1.2:|\\
This has some fixes added and the mines/subnets will not show on hydro:up:
Hope to fix the missing hydro sounds soon and make a patch
Good news, thx Trevally for your hard work !!! :up:
Best regards,
Magic:salute:
Trevally.
08-24-11, 02:43 PM
Sorry if I'm being dense:
Do we need to start a new campaign to load the new update?
Yes - but only if you want to upgrade.
The main reason for the new version was to bring back the silent mines.
So stay with your current version if you are happy with it.:yep:
For me - I did not like the mines being spottable so I am now using v1.2:up:
Magic1111
08-24-11, 02:46 PM
For me - I did not like the mines being spottable so I am now using v1.2:up:
Do I understand that right, for bring back the spottable Mines & subnets I must enable the Add-On that comes with v1.2 ?
Best regards,
Magic
TheDarkWraith
08-24-11, 02:50 PM
Using the non-spottable mines and subnets will give you an FPS boost :yep:
Magic1111
08-24-11, 02:58 PM
Using the non-spottable mines and subnets will give you an FPS boost :yep:
Okay, and that´s (non-spottable) now the default setting, right ?
Only when I would to have back the spottable, then I must enable the Add-On ?
Best regards,
Magic
Trevally.
08-24-11, 03:04 PM
Do I understand that right, for bring back the spottable Mines & subnets I must enable the Add-On that comes with v1.2 ?
Best regards,
Magic
Yes - v1.2 has chanded all the mines and nets so you will not hear them.
I added an add-on that will allow them to be heard if you want.
What happened was TDW had remade his mines so that they could become spottable with the add-on. This was great as it gave poeple the choice as to what type to use. Thanks TDW:salute:
This required a campaign layer upgrade that can only take effect with a re-start. So this is why I made a full version release.
Anyone not bothered about the mines can stay with their current version.
Trevally.
08-24-11, 03:05 PM
Okay, and that´s (non-spottable) now the default setting, right ? yes:up:
Only when I would to have back the spottable, then I must enable the Add-On ? yes:up:
Best regards,
Magic
See green Magic:salute:
johan_d
08-24-11, 03:42 PM
Some CTD's, and a persuit in vain of some lone ghostships, and a convoy what was reported as freighters are.. dolphins! :damn:
Happened in coastal waters episode.
Magic1111
08-24-11, 03:47 PM
Yes - v1.2 has chanded all the mines and nets so you will not hear them.
I added an add-on that will allow them to be heard if you want.
What happened was TDW had remade his mines so that they could become spottable with the add-on. This was great as it gave poeple the choice as to what type to use. Thanks TDW:salute:
This required a campaign layer upgrade that can only take effect with a re-start. So this is why I made a full version release.
Anyone not bothered about the mines can stay with their current version.
See green Magic:salute:
Wonderful, thx for clearify Trevally ! :up:
Best regards,
Magic
0rpheus
08-24-11, 03:49 PM
Yes - v1.2 has chanded all the mines and nets so you will not hear them.
I added an add-on that will allow them to be heard if you want.
What happened was TDW had remade his mines so that they could become spottable with the add-on. This was great as it gave poeple the choice as to what type to use. Thanks TDW:salute:
This required a campaign layer upgrade that can only take effect with a re-start. So this is why I made a full version release.
Anyone not bothered about the mines can stay with their current version.
Hmm, so I assume now only the watch crew will see them (probably at quite close range lol)?
EDIT: Also just ragequit Operation Weserubung for about the fifth time. I've sat in the tightest part of the Narvik entryway for the entire ten days on multiple occasions and seen virtually no traffic, bar the occasional green freighter and a British battlegroup or two at the very end of the period. I think the most I've ever managed has been 3 out of 5 enemy ships, and only got the 'sink any british ship' once after saying f*ck it and heading down the Norwegian coast towards April 9th ish and running into a random solo small freighter.
I even went right into the harbour around the 7th/8th/9th or so and there are no ships there at all. I don't mind having a short timeframe for completion but if there's barely any traffic heading to Narvik during those 10 days it makes it almost impossible. :( And no Allied ships in harbour? I expected to get horribly murdered making it through the shallows, let alone making it all the way to the port to find it empty! There's no chance of refueling if you get there too late, and god help you if you head up there when you get the radio message, about 7 days before the op starts - as you'll be low on fuel/torps and on your way home by the time the mission starts with very little time to get back to the mission area.
Can I suggest making the time period longer and populating Narvik and the entry fjord with more traffic so we actually have a chance to complete this? Or altering the objectives so it's one ship, not five (like the mission says)! Bit sick of banging my head against the wall on this one! LOL :D
Poacher886
08-24-11, 04:09 PM
The ships below I have no sound on. Not sure if they are new ones or not. I hear them in external view when going up to them, just not on hydrophone.
http://www10.picfront.org/picture/PED0erF4iKZ/thb/noosund2.jpg (http://www.picfront.org/d/8kbW)
http://www10.picfront.org/picture/n84CQGNdc1/thb/nosound1.jpg (http://www.picfront.org/d/8kbX)
Im pretty certain that twice when i spotted, but could'nt hear the ships on Hydrophine i used external cam, and it was definately these two. Its also the fishing boats you cant here, so i would presume all new ships to be suspect.
I did however hear a warship.
P.S. One thing i forgot to mention was last night when i was trying to listen for a known ship, i had a shock to tune into what can only be described as and "Radio underwater"!!!
It was slightly muffled and broken, but sounded like someone was tuning a radio underwater from a distance???? weird.
Having not read this entire thread, im not familiar with the mines and nets aspect, im using V1.1. Are you saying that there are mines and nets in the sim, and both are spottable and hearable?
Also, will minefields appear on the map at any stage (from intelligence)?
Thanks
THE_MASK
08-24-11, 04:51 PM
I am pretty sure i was hearing the new ships . Vanilla settings has the players submarine cfg files for the hydrophone as
Hydrophone uses crew efficiency=true
I use IRAI and it has
Hydrophone uses crew efficiency=false
So i changed it back to
Hydrophone uses crew efficiency=true
I dont have SH5 installed atm because my harddrive broke . Waiting to buy another one sometime .
another thing , i was using REM and upgraded the hydrophone to the rotating one but pretty sure i couldnt hear contacts when ships were to the side of my sub . only front or rear .
I am having one other problem with this new ship. Every time I sink it my games stops responding. Its when the flare would be shot and you get the message my game just freezes. I thought it might of been my real sink mod so I disabled it and it still happens. I also disabled the red flare but that didn't work either.
http://www10.picfront.org/picture/n84CQGNdc1/thb/nosound1.jpg (http://www.picfront.org/d/8kbX)
0rpheus
08-24-11, 11:04 PM
I am having one other problem with this new ship. Every time I sink it my games stops responding. Its when the flare would be shot and you get the message my game just freezes. I thought it might of been my real sink mod so I disabled it and it still happens. I also disabled the red flare but that didn't work either.
http://www10.picfront.org/picture/n84CQGNdc1/thb/nosound1.jpg (http://www.picfront.org/d/8kbX)
I've also been getting a few crashes when attacking new ships, can't say for certain if it's this ship though.
Sgtmonkeynads
08-25-11, 02:09 AM
nice event ! ...say did the torp made a sound in external cam, is it hearable using the hydrophone ?
i konw there are watch crew sounds like "incommong torpedo" or "torpedo spotted" but it seams the devs couldnt implement the trigger for it.
There was not time to even think about that stuff. All I heard was ALARM!!!
This kind of stuff is what makes the game for me though.
I'm just waiting for someone to script in an air raid when your just returning to base and got to make a dash for the bunker...hmmm...like in that one movie....:hmmm:
Jester_UK
08-25-11, 12:15 PM
Question regarding the mines and subnets:
Do we get any intel about the location of minefields etc?
0rpheus
08-25-11, 12:28 PM
Just a thought re the CTDs on new ships... could it be conflicting with the new ships in MO?
Sento70
08-25-11, 12:37 PM
Great!!!!!. Wonderful job sir.:salute:
Trevally.
08-25-11, 01:13 PM
Question regarding the mines and subnets:
Do we get any intel about the location of minefields etc?
http://img823.imageshack.us/img823/584/minesn.png
Trevally.
08-25-11, 01:21 PM
Just a thought re the CTDs on new ships... could it be conflicting with the new ships in MO?
CTDs can be caused by a lot of things, memory and mod conflict will count for most.
If anyone is having trouble with the ships - you should go with the base+enviro option:yep:
The campaign will work just as well as with full. All the new traffic and extras will still work.
Where the campaign pulls in ships for things like coastal - there are coastal ships in the stock game and they will show fine.
Atlantic convoys etc - will also be pulled from stock ships.
We know for sure that the stock ships look very good and work as they should with no ctds when attacked and can be heard on hydro.:up:
Trevally.
08-25-11, 01:23 PM
Great!!!!!. Wonderful job sir.:salute:
Thanks Sento70:up:
CTDs can be caused by a lot of things, memory and mod conflict will count for most.
Hi Trevally! Thanks a lot for the patch:yeah:.
We understand Zedi and You have done the great job on this mod and may be little bit tied of fixing all issues coming from reports, so may be just to determine and post somewhere the minimal system requirements for the OHII-full when it running stable in order the other guys with "weak" PCstations who have entered the community recently should not even mess with it in vain in order not to be disappointed with CTD's?.
Jester_UK
08-25-11, 03:28 PM
http://img823.imageshack.us/img823/584/minesn.png
Thanks Trevally. Are there any plans to add this info to the in-game map at some stage? It'd be a huge help (especially when navigating the English east coast or approaching/ leaving the Cuxhaven area).
0rpheus
08-25-11, 03:29 PM
CTDs can be caused by a lot of things, memory and mod conflict will count for most.
If anyone is having trouble with the ships - you should go with the base+enviro option:yep:
The campaign will work just as well as with full. All the new traffic and extras will still work.
Where the campaign pulls in ships for things like coastal - there are coastal ships in the stock game and they will show fine.
Atlantic convoys etc - will also be pulled from stock ships.
We know for sure that the stock ships look very good and work as they should with no ctds when attacked and can be heard on hydro.:up:
Uhh.. yeah. It's the mod conflict option I was suggesting might be worth investigating. As Magnum Opus already has these new ships, or at least some new ships, isn't it possible/likely that the new fixes etc for the new ships in OHII are conflicting with the older versions in MO and causing the crashes?
TDW would know more (I hope), but as a fair few are reporting ctds when attacking the new vessels, surely it's worth investigating? Same applies to the ships with no sonar etc - I saw one today, one of the ones from the earlier screens discussing the problem and bingo, plenty of sound on external cam but none on Sonar. I know you mentioned you were working on a patch for the sonar issues, but why not investigate the CTDs as well - or the Full version of OHII will gradually become more defunct as more CTD problems are reported. Happy to help however I can. :D
(EDIT: I appreciate you're probably a bit tired of tweaking this mod by now :) But I'm convinced that with 4gig of decent memory, any CTDs I get are not likely to be caused by my PC running out of memory... which leaves the mods... and if we can get the mods working properly it'll benefit everyone. :D)
Trevally.
08-25-11, 03:45 PM
Thanks Trevally. Are there any plans to add this info to the in-game map at some stage? It'd be a huge help (especially when navigating the English east coast or approaching/ leaving the Cuxhaven area).
Hi Jester,
Yes - Zedi is working on making a pull out map to show mine fields:up:
He is also playing through the game (using base and enviro) so he can look for areas where further improvements can be made to the missions.
Trevally.
08-25-11, 04:10 PM
Hi Trevally! Thanks a lot for the patch:yeah:.
We understand Zedi and You have done the great job on this mod and may be little bit tied of fixing all issues coming from reports,
No - all reports are helpful. especially the ones about the campaign.
so may be just to determine and post somewhere the minimal system requirements for the OHII-full when it running stable in order the other guys with "weak" PCstations who have entered the community recently should not even mess with it in vain in order not to be disappointed with CTD's?.
I have no idea what a min spec would be. 64bit OS would be good.
The bugs with the ships will be fixed at some stage, im sure.
Until then people should use base and enviro if they have problems
There is more to this mod than the new ships mod.
Using base + enviro will add the following:-
New campaign missions, flags, new political maps, more countries, coastal traffic, fishing grounds, more wolfpacks, better harbours, another u-boat base, more historical events, new terrain and gates for the canal, subnets, mines and a cool fly over when you leave Kiel:|\\ :D
0rpheus
08-25-11, 04:25 PM
The bugs with the ships will be fixed at some stage, im sure.
Until then people should use base and enviro if they have problems
Not unless we spend some time trying to figure out the problem, surely? Until then I'll stop recommending people use OHII Full, but this really ought to be looked at more in depth to see if it can be fixed. Full works so well now apart from these new ship issues that it seems a shame to just let it sit broken. :-?
Maybe TDW can help?
Jester_UK
08-25-11, 05:14 PM
Hi Jester,
Yes - Zedi is working on making a pull out map to show mine fields:up:
He is also playing through the game (using base and enviro) so he can look for areas where further improvements can be made to the missions.
Thanks again. I'm currently running base and new ships and find the mod brilliant.
I did have to remove OM though since I started getting graphics corruption with OH 1,2 and OM loaded together (either a complete corruption or aneon bright lime green wash over the entire screen (with the game visible behind it).
Strangely I tried reverting to OH 1.1 but the problems remained.
I'm wondering now about restarting with OHII full to include the environmental mod as well now that I know removing OM cured my GFX issues, but I'm wondering if my PC may be a little "weak" for the full mod. How do you think it'd run on the following specs?
AMD x2 240 @2.8GHz
2GB DDR2 Corsair RAM
nVidia GTX260 896MB GFX card
Thanks in advance for any advice.
I started with using the base and environment mod and can confirm it being very stable. If I go back to that will I lose my current career? Or will I be able to uninstall OHII full then install Base + Enviroment and load my saved carreer?
edit: This was a stupid question and I can test it in 5mins lol. I will report back with my findings later when I get into game.
edit2: It did work!
0rpheus
08-25-11, 11:19 PM
Further to the earlier post re conflicts, I've tried uninstalling Magnum Opus (as it has new ships too) to see if anything changes. So far I've been able to replicate the no hydrophone sound on the Hog Island freighter, but as yet haven't seen any gfx glitches on imported ships (lots of one type in the harbour, no issues).
I'll see if anything changes with the CTDs, hunt down an AOTD/MadMax Passenger and report back. Will also test Sober's suggestion re 'hydrophone uses crew efficiency'. :salute:
sidslotm
08-26-11, 10:31 AM
http://img811.imageshack.us/img811/2107/formerit.jpg
Thanks to all involved for this mod, you are worthy of greater depths.
Poacher886
08-26-11, 11:27 AM
Im still on my first patrol off East cost of England, here are my bug findings so far:
1.The much documented hydrophone issue with all new ships i've encounted.
2. All ships i've encountered are new. All but fishing boats and two others out of a total of about 15 ships have been neutral's, seems a bit much for the English coast at wartime.
3. With the exception of fishing boats all seem to be the new version of the small merchant (forget the name), and i've encountered a stuck flag on one of them.
4.With German voice installed (and fixes) when depth charged, "Flooding is under control" is repeated one after the other until over!!
5. Leaks in U-boat persist on venting both leak and sound even after all is fixed.
6.Had a radio message from BDU concerning my U-boat, to sail around England to area 2210 and form a screen....a. Do i continue with my mission or do as the message say's? b. where is sector 2210??
Thats it for the minute, obviously some arn't OH11 related but seeing as alot of mods are being put together, it might help when seeking combatability. I have no doubts when fine tuned this will be a winner!!!
...The hydrophone's the biggest annoyance though!
Trevally.
08-26-11, 11:47 AM
Thanks for the report Poacher:up:
Re: no.6
Any message from the campaign will be highlighted in red.
See here http://www.subsim.com/radioroom/showthread.php?t=185397
Stormfly
08-26-11, 12:22 PM
4.With German voice installed (and fixes) when depth charged, "Flooding is under control" is repeated one after the other until over!!
5. Leaks in U-boat persist on venting both leak and sound even after all is fixed.
Hi...
4. this is a vanilla bug but fixed using SDBSM (i exchanged the voice sample with decend water leaks where the crew is on it)
5. right, also a vanilla bug not fixed until now, but loading a saved game after repairs will fix it.
Magic1111
08-26-11, 04:10 PM
Hi Trevally !
"uekel" from german forum here on subsim reported me an CTD when he use the "zones.cfg" that is in OHII included.
He save the game before he attack an enemy ship with Deckgun and then he continue the attack. After 3-4 hits with deckgun > CTD !
Then he deleted the zones.cfg from OHII and he use the file from TDW´s newest FX_MOD (0.0.19). He loads the last savegame (before attack) and play the attack with deckgun again. No problems anymore ! Ship sunk and he could continue the patrol !
Hope that helps !
Best regards,
Magic
Lt_Werner
08-26-11, 05:10 PM
Downloaded this great mod :). I am slightly confused though. When I start a new campaign in 1939 and accepted the mission. I am teleported straight to the sub without loading screen. I did as the readme file suggested and docked at Kiel and accepted the mission again. This time I am getting a loading screen. But I am leaving Kiel now 14 days later. I am just wondering, if this happens only if you start a new career and with the first patrol ?
DoveEgg
08-26-11, 05:29 PM
Downloaded this great mod :). I am slightly confused though. When I start a new campaign in 1939 and accepted the mission. I am teleported straight to the sub without loading screen. I did as the readme file suggested and docked at Kiel and accepted the mission again. This time I am getting a loading screen. But I am leaving Kiel now 14 days later. I am just wondering, if this happens only if you start a new career and with the first patrol ?
You did the right thing. Sometimes the first mission of a career is messed up. When starting a new career head to sea without doing anything. And immediately end the patrol. Think of it as a shakedown patrol. The 14 days is the minimum amount of downtime between patrols.
I'd like to know where that 14 day variable is stored so that I could change it to suit my needs. There are times when I'd like to stay in port for several months because I'm out of campaign missions to do.
There are times when I'd like to stay in port for several months because I'm out of campaign missions to do.
I agree.
Trevally.
08-27-11, 04:14 AM
Downloaded this great mod :). I am slightly confused though. When I start a new campaign in 1939 and accepted the mission. I am teleported straight to the sub without loading screen. I did as the readme file suggested and docked at Kiel and accepted the mission again. This time I am getting a loading screen. But I am leaving Kiel now 14 days later. I am just wondering, if this happens only if you start a new career and with the first patrol ?
What you can do is save load in the bunker and this will save you the 14 days.
This issue with the loading screen happens when you first start a new campaign or use silentotto
Trevally.
08-27-11, 04:26 AM
Hi Trevally !
"uekel" from german forum here on subsim reported me an CTD when he use the "zones.cfg" that is in OHII included.
He save the game before he attack an enemy ship with Deckgun and then he continue the attack. After 3-4 hits with deckgun > CTD !
Then he deleted the zones.cfg from OHII and he use the file from TDW´s newest FX_MOD (0.0.19). He loads the last savegame (before attack) and play the attack with deckgun again. No problems anymore ! Ship sunk and he could continue the patrol !
Hope that helps !
Best regards,
Magic
Thanks magic and Uekel:salute:
Yes the zone file has always been a problem for people using this and TDWs FX mod.
OH II v1.2 uses TDWs zone from FXv0.16
There has bee a few changes to the zone in FX 0.19
If anyone uses both these mods - use the zone file from FX0.19
Jannifredi
08-27-11, 04:53 AM
This buggy original game is going to be a pearl.
Thanks to all modders.
Greetings from Germany and good hunting :arrgh!:
Lt_Werner
08-27-11, 05:02 AM
You did the right thing. Sometimes the first mission of a career is messed up. When starting a new career head to sea without doing anything. And immediately end the patrol. Think of it as a shakedown patrol. The 14 days is the minimum amount of downtime between patrols.
I'd like to know where that 14 day variable is stored so that I could change it to suit my needs. There are times when I'd like to stay in port for several months because I'm out of campaign missions to do.
What you can do is save load in the bunker and this will save you the 14 days.
This issue with the loading screen happens when you first start a new campaign or use silentotto
Thanks guys ! I can start hunting now :D
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