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Vit
08-27-11, 06:08 AM
In October, 1939 in Skapa Flow I didn't see any subnet or a mine and as there not enough escort. Why so?
I installed OH II + more traffic, nations and ships 1_7e.

Trevally.
08-27-11, 06:39 AM
more traffic, nations and ships 1_7e.

What are these mods:06:

Vit
08-27-11, 06:47 AM
This mod adds in game a considerable quantity of the ships and planes for the different countries.
link http://www.subsim.com/radioroom/showthread.php?t=183101&page=23

Magic1111
08-27-11, 07:00 AM
In October, 1939 in Skapa Flow I didn't see any subnet or a mine and as there not enough escort. Why so?
I installed OH II + more traffic, nations and ships 1_7e.

Hi Vit !

First you need v1.7e from MTNS, here: http://www.subsim.com/radioroom/showthread.php?t=183101

Second you need the Fix, please read this post very carefully:

http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166

Best regards,
Magic

Vit
08-27-11, 07:24 AM
Thanks! But I already read this post and have made everything as there it is written. I installed mod in the following sequence: OH II v.1.2 + OH II full Patch1+ TDW_Mines_Subnets_Spottable (OH II v1.2) + mtns - more traffic, nations and ships 1_7e + mtns - OHII&HarbourAdditon_Fix_1_0f

Game works normally. Has begun campaign in the September 1939 but i didn't see any mines,subnets and dolphins. And all other the super!

Poacher886
08-27-11, 07:32 AM
Here is the ship that i keep encountering od east coast of England "UEKEL Medium composite freighter", it seems there are alot of these around and mostly in pairs flying neutral flags.

However, i did encounter a small british convoy last night about 150km of east coast which had a couple of steamers and 3 of the new hospidal ships. I could hear the steamers on hydrophone but not the hospidal ships.

Im at a dilema with this hospidal ship though as although they are listed as such in the ID book, they are not carrying hospidal colours? are they then just troop carriers?

Trevally.
08-27-11, 07:45 AM
Thanks! But I already read this post and have made everything as there it is written. I installed mod in the following sequence: OH II v.1.2 + OH II full Patch1+ TDW_Mines_Subnets_Spottable (OH II v1.2) + mtns - more traffic, nations and ships 1_7e + mtns - OHII&HarbourAdditon_Fix_1_0f

Game works normally. Has begun campaign in the September 1939 but i didn't see any mines,subnets and dolphins. And all other the super!

OH v1.2 does not require the patch. Patch 1 is for v1.0
Remove this patch from your list:up:

I will be checking scapa nets and mines shortly:DL

Here is the ship that i keep encountering od east coast of England "UEKEL Medium composite freighter", it seems there are alot of these around and mostly in pairs flying neutral flags.

However, i did encounter a small british convoy last night about 150km of east coast which had a couple of steamers and 3 of the new hospidal ships. I could hear the steamers on hydrophone but not the hospidal ships.

Im at a dilema with this hospidal ship though as although they are listed as such in the ID book, they are not carrying hospidal colours? are they then just troop carriers?

If the hosp ships are not showing there redcross colours - I would target them:arrgh!:

Vit
08-27-11, 08:09 AM
Thank you very much. I'll be waiting!

Deep Six
08-27-11, 08:46 AM
Hi Vit !

First you need v1.7e from MTNS, here: http://www.subsim.com/radioroom/showthread.php?t=183101

Second you need the Fix, please read this post very carefully:

http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166

Best regards,
Magic

@Magic1111, could you please for the benefit of us "Tommies" tell us what this mod is about? and the correct procedure if compatible with OHII it's installation. It looks extremely well done and from the screenshots adds some excellent models and textures....

Thank-you and Cheers :salute:

Deep Six

tonschk
08-27-11, 09:20 AM
OH v1.2 does not require the patch. Patch 1 is for v1.0
Remove this patch from your list:up:

I will be checking scapa nets and mines shortly:DL
:arrgh!:


:salute: :DL Thank you :up: Trevally :yeah:

Trevally.
08-27-11, 09:24 AM
Scapa Flow Sub Nets

Looking from South Walls to Flotta:o
http://img7.imageshack.us/img7/4936/flottasouthwalls.jpg


My boat trying to weave its way through:doh:
http://img716.imageshack.us/img716/2565/subnet.jpg


My crew taking a break just before they die:dead:
http://img829.imageshack.us/img829/7705/sinking.jpg

Trevally.
08-27-11, 09:42 AM
Minefields
http://img585.imageshack.us/img585/9020/sh5shippingchart.jpg



Download (http://www.gamefront.com/files/20718832/OH+II+Minefield+map.7z)
This will replace your pull out shipping map with the mine map.
Only for TDWs UI

Vit
08-27-11, 09:55 AM
Thanks!:yeah:
Since what year there are subnets and mines? I look that there snow lies. I swam in September, 1939, saw nothing. All can problems in what that files mtns, what replace original OH II?
Do you use mod more traffic, nations and ships 1_7e?
As I know, for subnets and mines file Environment.mis answers? It's correctly?

In Scapa Flow In that place where you on a screen have subnets, i don't have this in October, 1939.

Trevally.
08-27-11, 10:07 AM
Thanks!:yeah:
Since what year there are subnets and mines? I look that there snow lies. I swam in September, 1939, saw nothing. All can problems in what that files mtns, what replace original OH II?
Do you use mod more traffic, nations and ships 1_7e?
As I know, for subnets and mines file Environment.mis answers? It's correctly?

For the mines and subnets to be in your game, you must use either OH II full or OH II base + enviro

That image was taken from a test mission where I took the layer (environmental) from the campaign andused it in a single mission.
So the date was 1940/1/1
The mines subnets are in the game for all dates.

I do not use "more traffic, nations and ships 1_7e" but it looks good so I may start:DL

Did you start a new career when you loaded OH II v1.2:06:

Vit
08-27-11, 10:45 AM
For the mines and subnets to be in your game, you must use either OH II full or OH II base + enviro

That image was taken from a test mission where I took the layer (environmental) from the campaign andused it in a single mission.
So the date was 1940/1/1
The mines subnets are in the game for all dates.

I do not use "more traffic, nations and ships 1_7e" but it looks good so I may start:DL

Did you start a new career when you loaded OH II v1.2:06:

Yea. I started new campaign with OH II.
Tell, what files are answer for a location of subnets, minefields in campaign? I tried to understand, but have understood nothing. And if you use mtns pay attention to files which are replaced in OH II and then in game look, whether there will be subnets and mines.
I will be grateful, if you then it explain all to me!
Can these two mods will turn out to combine so that there were no losses. Thanks, friend!

Jester_UK
08-27-11, 10:46 AM
Many thanks for the in game minefield map, Tevally. :salute:

kakemann
08-27-11, 11:10 AM
Thank you for the great mod.

I have a question about the "base" and "new ships" versions of the mod.
I have only enabled the base part of the mod because i had some trouble with ctd's when returning to port after patrols.

I'm trying to complete the mission "Estern british coastal waters" where I'm supposed to sink about 70 000 tons of merchant shipping before 1. december 39.
But there are hardly any merchants or convoys at all in this area. I only run into small fishing vessels.

If I install the "New Ships 1.2" part in addition to the already activated base part, will i encounter more ships on this mission?

Thank you anyway

Trevally.
08-27-11, 11:36 AM
Yea. I started new campaign with OH II.
Tell, what files are answer for a location of subnets, minefields in campaign? I tried to understand, but have understood nothing. And if you use mtns pay attention to files which are replaced in OH II and then in game look, whether there will be subnets and mines.
I will be grateful, if you then it explain all to me!
Can these two mods will turn out to combine so that there were no losses. Thanks, friend!

I have had a look at "mtns - OHII&HarbourAdditon_Fix_1_0f"

There are 4 campaign layers shared by the two mods:-
Enviro
Grouptype
Harbour
PlayerBase

Enviro
This is the layer with the mines and subnet.
You are not seeing subnets or mines as they have been changed in this layer. Some nets are there but no mines.
To Fix - use the environmental.mis from OH II in all campaign folders.

GroupType
This layer controls the convoys for the campaign system.
This file is good (a lot has been added) and will work with OH II v1.2:up:

Harbour
This layer is for buoys etc in the harbour. All good:up:

PlayerBase
This file sets all the ships you can see in a harbour.
There have been a lot of changes here. I will need to test:hmmm:

So - there is the problem. You need to use the enviro from OH II to see the nets and mines.:yeah:

Poacher886
08-27-11, 11:45 AM
Trevally, Im gutted....im going to have to uninstall OH11 and start a new campaign without it!

After sinking 3 merchants on "Coastal waters" but suffering heavy hull damage in the process from aircraft (really dont like the blobby tracers on them), i decided to head back to Keil for a repair and fit.

Problem is while approaching approx 25km from the mouth to keil using TC on the map, the game crashes. tried twice, same result. tried using less TC, same result. Tried being on bridge and using x32 TC, same result.

Basically i cant get back to Keil without a severe crash to desktop....thats game over for me. :wah:

Dieselglock
08-27-11, 12:00 PM
Trevally, Im gutted....im going to have to uninstall OH11 and start a new campaign without it!

After sinking 3 merchants on "Coastal waters" but suffering heavy hull damage in the process from aircraft (really dont like the blobby tracers on them), i decided to head back to Keil for a repair and fit.

Problem is while approaching approx 25km from the mouth to keil using TC on the map, the game crashes. tried twice, same result. tried using less TC, same result. Tried being on bridge and using x32 TC, same result.

Basically i cant get back to Keil without a severe crash to desktop....thats game over for me. :wah:

Hello,

Before you do anything try deleting the cache in your game launcher directory as described by Sober in a previous post. This has worked for me.

Trevally.
08-27-11, 12:05 PM
Thank you for the great mod.

I have a question about the "base" and "new ships" versions of the mod.
I have only enabled the base part of the mod because i had some trouble with ctd's when returning to port after patrols.

:hmmm:


I'm trying to complete the mission "Estern british coastal waters" where I'm supposed to sink about 70 000 tons of merchant shipping before 1. december 39.
But there are hardly any merchants or convoys at all in this area. I only run into small fishing vessels.


http://img714.imageshack.us/img714/8427/trafficv.jpg

The red units are UK ships/convoys/fishing boats.
About 3 in every 4 are fishing boats.



If I install the "New Ships 1.2" part in addition to the already activated base part, will i encounter more ships on this mission?
Thank you anyway


No - this would only mix in the new ships to the stock ones. There wouls still be the same amout of shipping.

Trevally.
08-27-11, 12:10 PM
Trevally, Im gutted....im going to have to uninstall OH11 and start a new campaign without it!

After sinking 3 merchants on "Coastal waters" but suffering heavy hull damage in the process from aircraft (really dont like the blobby tracers on them), i decided to head back to Keil for a repair and fit.

Problem is while approaching approx 25km from the mouth to keil using TC on the map, the game crashes. tried twice, same result. tried using less TC, same result. Tried being on bridge and using x32 TC, same result.

Basically i cant get back to Keil without a severe crash to desktop....thats game over for me. :wah:

Hello,

Before you do anything try deleting the cache in your game launcher directory as described by Sober in a previous post. This has worked for me.

:agree:

Poacher886
08-27-11, 12:48 PM
Hello,

Before you do anything try deleting the cache in your game launcher directory as described by Sober in a previous post. This has worked for me.


Thanks, can you tell where to find my cache or indeed, point me to where sobers post is?

Thanks

mia389
08-27-11, 01:10 PM
Thanks, can you tell where to find my cache or indeed, point me to where sobers post is?

Thanks


http://www.subsim.com/radioroom/showthread.php?t=186989

TheDarkWraith
08-27-11, 01:24 PM
http://www.subsim.com/radioroom/showthread.php?t=186989

What harm is there clearing this cache everytime before starting the game :06: Seems to be a big problem :hmmm:

Poacher886
08-27-11, 01:26 PM
http://www.subsim.com/radioroom/showthread.php?t=186989

Thanks Mia, i've deleted the files, but alas it the same every time!!

Its so accurate, i have it saved just before the point where it crashes approx 20km outside Keil harbour.

Bummer.

Trevally.
08-27-11, 01:33 PM
Thanks Mia, i've deleted the files, but alas it the same every time!!

Its so accurate, i have it saved just before the point where it crashes approx 20km outside Keil harbour.

Bummer.

Hi Poacher,

Can you post your OS and if it is 64 or 32bit
What is the game date when the ctd happens
Are you approaching from the north or from the canal
What OH II and version are you using
Did to start a new career when you installed
Does it happen if you load a save game further back
:06:

Thanks Poacher:salute:

Poacher886
08-27-11, 02:56 PM
Hi Poacher,

Can you post your OS and if it is 64 or 32bit
What is the game date when the ctd happens
Are you approaching from the north or from the canal
What OH II and version are you using
Did to start a new career when you installed
Does it happen if you load a save game further back
:06:

Thanks Poacher:salute:

Hi Trevally,

Windows7 x64
Game date: 15th SEPT 39
Approaching the north (just outside the mouth is some darker blue water approx 24km NE of this is as far as i can get...its like clockwork even playing real time only!!) the only OH11 material is the buoy's that i know off. Had no problem getting out of Keil in real time though. Did'nt realise the canal:hmmm: only have 34% fuel left though...not sure ill make it.

I'll try an earlier save, but i only have the "Auto save to go on though" as i use 2xsave positions and alternate them incase of corruption, thus both will be recent and relevent to the problem....


Edit: Used the Auto save position, which was just below Norway. I got about 60% up the Keil Canal and it crashed!!, it seems as soon as you get near the Keil base it crashes....the bummer is, i need repairs not just a re-fit!

vlad29
08-27-11, 03:39 PM
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

And how about using Mia's 'Real sink 16.2' zones.cfg file, which is based on TDW's FX Update 0.16? Is it still actual or also needed to be reworked:06:

mia389
08-27-11, 04:00 PM
Real sink will work with the new FX. You want to install realsink after OHII. Zone.CFG was not changed in latest FX.

vlad29
08-27-11, 04:03 PM
Real sink will work with the new FX. You want to install realsink after OHII. Zone.CFG was not changed in latest FX.

Thanks Mia:salute:

mia389
08-27-11, 04:06 PM
Oh, my bad. Realsink is compatiablie with fx .18 not sure about .19. Ill check on it later. I will update it if need to. He might of changed the mines part a bit.

edit:
My suspicion was right. I will have an update.

vlad29
08-27-11, 04:16 PM
Oh, my bad. Realsink is compatiablie with fx .18 not sure about .19. Ill check on it later. I will update it if need to. He might of changed the mines part a bit.

edit:
My suspicion was right. I will have an update.

Ok, please inform re. update in your Real Sink thread:salute:

mia389
08-27-11, 04:29 PM
Update is in my signature. I didnt even realize FX .09 was out. I was using it though. Thanks for heads up! :up:

vlad29
08-27-11, 04:33 PM
@Trevally, TheDarkWraith

I've noted some fellows are using MO that contains Cerberus62 historical SE mod, some not. So the question is if Cerberus62 v.1.3 mod compatible with OHII-full or OHII add. ships or not, and are the features this mod contains considered/merged in NewUI6.8.0., FXUpdate, OHII that overwrites some files of the first one?

THE_MASK
08-27-11, 06:56 PM
Does the kiel canal look ok ?

0rpheus
08-27-11, 11:22 PM
This might be a silly question, but when Zedi says this in the first post:

The mod is compatible with TDW UI, install last. The Imported Ships pack mod need to be removed first, this mod have the latest fixes for the new imported ships.

Are these new ships also part of TDWs UIs mod? Could this be causing the ship-related ctds/gfx errors? I'd check but I'm not sure how to remove them from the UI mod, if they are there. :salute:

TheDarkWraith
08-27-11, 11:55 PM
Are these new ships also part of TDWs UIs mod? Could this be causing the ship-related ctds/gfx errors? I'd check but I'm not sure how to remove them from the UI mod, if they are there. :salute:

no they are not

0rpheus
08-28-11, 02:29 AM
no they are not

Are the fishing boats stock then, and the Hog Island? I've dropped MO for testing and I'm still seeing both of those (in fact those fishing boats are all I'm seeing lol). Was just a thought. :)

Tried moving to OHII base + enviro and I'm even more confused. No CTDs yet, which is good - but I got terrible framerate lag at Scapa on the first patrol, and on the second patrol coming out of Kiel (first patrol was fine in Kiel). The really weird bit is I didn't get these framerate drops with the full version, and it's the new version with the sonar-quiet mines, which I read was supposed to boost framerate.. never seen it go from good to bad like that in one load with no mod changes. :hmmm: Also saw my first school of dolphins and I never saw those in almost the whole of the first campaign in Full, so that might be worth checking.

Gone back to my MO build for more testing, seems fine now. Weird. :o:D

kakemann
08-28-11, 05:10 AM
Hi, Im' trying to enter the mission editor, but I get several errors saying the following:
"unit class ... can not found in the platforms library"

I get this message many times before I reach the mission editor.

Im running OH II base and TDW UI.

It doesn't happen when trying with OH II full - only OH II base.

Is this normal?

Thanks :)

Trevally.
08-28-11, 05:48 AM
Hi, Im' trying to enter the mission editor, but I get several errors saying the following:
"unit class ... can not found in the platforms library"

I get this message many times before I reach the mission editor.

Im running OH II base and TDW UI.

It doesn't happen when trying with OH II full - only OH II base.

Is this normal?

Thanks :)

No - this shows there is something wrong.
can you post your mod list

kakemann
08-28-11, 05:57 AM
I tried with only OH II base, and the error appears when starting mission editor.

The error doesn't appear when onlys enabling OH II full

Trevally.
08-28-11, 05:59 AM
Edit: Used the Auto save position, which was just below Norway. I got about 60% up the Keil Canal and it crashed!!, it seems as soon as you get near the Keil base it crashes....the bummer is, i need repairs not just a re-fit!

:hmmm:

We had this issue during the beta testing stage.
We suspected that a convoy was either forming or ending at Kiel and getting stuck.
If the traffic jam was bad and the ships could not clear - more ships piled into the mess.
End result - when you get to 30km and PC tries to add all these ships - its too much and ctd.

We were sure we had solved this by changing convoys and path end points.
I have checked sept 39 in the editor and everything looks ok.

Not much help but your base will change on 1939-10-01

Has anyone else had this ctd on returning to port or have you seen huge traffic jams:06:

Trevally.
08-28-11, 06:02 AM
It's just OH II base and TDW UI 6.7

But, do I have to enable the 2 mods before I enter Mission Editor?

:hmmm: if thats the only 2 mods you are using it looks like an issue with OH II base.

I will test...

kakemann
08-28-11, 06:09 AM
Thank you Trevally!

Post back your findings :)

Trevally.
08-28-11, 06:12 AM
Thank you Trevally!

Post back your findings :)

:damn::damn: I have used the roster for full in the base:damn::damn:

:D I will fix this asap:up:

Trevally.
08-28-11, 06:17 AM
@ Poacher

What OH II are you using,:hmmm: is it full or base:06:

Vit
08-28-11, 06:28 AM
I have had a look at "mtns - OHII&HarbourAdditon_Fix_1_0f"

There are 4 campaign layers shared by the two mods:-
Enviro
Grouptype
Harbour
PlayerBase

Enviro
This is the layer with the mines and subnet.
You are not seeing subnets or mines as they have been changed in this layer. Some nets are there but no mines.
To Fix - use the environmental.mis from OH II in all campaign folders.

GroupType
This layer controls the convoys for the campaign system.
This file is good (a lot has been added) and will work with OH II v1.2:up:

Harbour
This layer is for buoys etc in the harbour. All good:up:

PlayerBase
This file sets all the ships you can see in a harbour.
There have been a lot of changes here. I will need to test:hmmm:

So - there is the problem. You need to use the enviro from OH II to see the nets and mines.:yeah:

I have replaced all files environment.mis that were in original version OH II v.1.2. But the problem remained. I again don't see in Skapa Flow subnets and mines!:damn:
May be, i must start a new campaign?

And still, what files are answer for an escort arrangement in passages, near military sea bases?

Trevally.
08-28-11, 06:47 AM
I have replaced all files environment.mis that were in original version OH II v.1.2. But the problem remained. I again don't see in Skapa Flow subnets and mines!:damn:
May be, i must start a new campaign?

Yes you must start a new campaign:yep:
When you start a careers - your game loads the campaign info (coastal waters) into your sh5 doc. It creates your game profile here also.
As you play the game (load) - the info from the sh5 doc dir is used.
So this is why when a change is made - a new career is required.

And still, what files are answer for an escort arrangement in passages, near military sea bases?

Not sure what you are asking here:06:
The playerbase.mis and harbour.mis are for sea bases.

Poacher886
08-28-11, 06:48 AM
@ Poacher

What OH II are you using,:hmmm: is it full or base:06:


Trevally,

I was using OH11 Full v1.1. Im running decent spec GTX570 (Heavy overclock / Q9550@4.0ghz / 4Gig Mem. I did'nt notice or have reports of ships in the vicinity.

Interestingly, i un-installed OH11 Full and loaded the Base mod with Environment....i've just entered Keil from the North without hitch.! it would seem the ship component is the issue as suggested.

Q. On route to Keil i was given a new mission area to patrol as part of "Coastal waters"...this was a more productive area and i was going to dock / re-fit / repair and head out to continue the 70,000 ton requirement for the mission.
However as i approached Keil a radio report came in informing me of new objective "Scarpa flow capital ship"...Im now at Keil and have gone to the captin to look at my missions.

The "new patrol area" given for Coastal waters has dissapeared and i would have to select the "Coastal water" mission again, no doubt given a new patrol area again. I also note the Scarpa flow mission has a deadline of Oct 15th, one month ahead.

Im a little confused with the campaign at this point.

1. What happens if you do not complete a mission by the deadline?

2. Do you need to complete all missions to proceed to the following year in the campaign (would seem a little gamey..and annoying).

3. Im not sure if i fancy the "one-off" mission of Scarpa flow, but would like to contiue hunting of the east coast via "Coastal mission"... do i get penalised for this?, losing renown is ok, but losing the game would make it just that.


Thanks again, hope the findings are of some help.

Vit
08-28-11, 06:57 AM
Yes you must start a new campaign:yep:
When you start a careers - your game loads the campaign info (coastal waters) into your sh5 doc. It creates your game profile here also.
As you play the game (load) - the info from the sh5 doc dir is used.
So this is why when a change is made - a new career is required.



Not sure what you are asking here:06:
The playerbase.mis and harbour.mis are for sea bases.

Thank you very much, you have very much helped me, friend!:yeah:

I meant the ships which I meet in the sea, patrols around Scapa Flow,Gibraltar, English Channel etc., single destroyers etc.;)

Trevally.
08-28-11, 07:12 AM
Trevally,

I was using OH11 Full v1.1. Im running decent spec GTX570 (Heavy overclock / Q9550@4.0ghz / 4Gig Mem. I did'nt notice or have reports of ships in the vicinity.

Interestingly, i un-installed OH11 Full and loaded the Base mod with Environment....i've just entered Keil from the North without hitch.! it would seem the ship component is the issue as suggested.

:yeah: This is very good info as this would suggest that a ship in kiel is at fault. It must also be time/date related as it did not happen when you left. There are two ships that fit the bill - I will check them out:up:


Q. On route to Keil i was given a new mission area to patrol as part of "Coastal waters"...this was a more productive area and i was going to dock / re-fit / repair and head out to continue the 70,000 ton requirement for the mission.
However as i approached Keil a radio report came in informing me of new objective "Scarpa flow capital ship"...Im now at Keil and have gone to the captin to look at my missions.

The "new patrol area" given for Coastal waters has dissapeared and i would have to select the "Coastal water" mission again, no doubt given a new patrol area again. I also note the Scarpa flow mission has a deadline of Oct 15th, one month ahead.


When you are working on an objective - say sink 70,000t and you sink half of that, it is saved. If you then pick a another objective - scapa flow, you can do it and also the 70,000t at the same time. Any ships you sink will count if they are in the right area. So sink a ship on the east coast when you are on the scapa objective and it will count towards the east coast object:up:


1. What happens if you do not complete a mission by the deadline?

Then you will get no stars for it.

2. Do you need to complete all missions to proceed to the following year in the campaign (would seem a little gamey..and annoying).

No - if a campaign needs 10 stars and you get 8 - you will still get a victory.
If you do not get enough stars for a victory - the game will still go on.
There are some campaigns that is you fail, the next campaign will be blocked.
It will always give to another campaign to do. If you look at the campaign tree - you can take another path to continue.

3. Im not sure if i fancy the "one-off" mission of Scarpa flow, but would like to contiue hunting of the east coast via "Coastal mission"... do i get penalised for this?, losing renown is ok, but losing the game would make it just that.

No - you just wont get the star for it.


Thanks again, hope the findings are of some help.
:up:

Trevally.
08-28-11, 07:16 AM
Thank you very much, you have very much helped me, friend!:yeah:

I meant the ships which I meet in the sea, patrols around Scapa Flow,Gibraltar, English Channel etc., single destroyers etc.;)

Ok - they are found in the PortDefense.mis for all campaigns, also in each campaign folder there is another that is for that camaign only.

So to see the ships in Coastal Waters, you will look in:-
PortDefense.mis
PortTraffic_TG.mis

:up:

Vit
08-28-11, 07:21 AM
Ok - they are found in the PortDefense.mis for all campaigns, also in each campaign folder there is another that is for that camaign only.

So to see the ships in Coastal Waters, you will look in:-
PortDefense.mis
PortTraffic_TG.mis

:up:

Thanks!:up:
What program to open "mis" files?

Trevally.
08-28-11, 07:26 AM
Thanks!:up:
What program to open "mis" files?

You can compare harbour.mis v harbour.mis with winmerge
You can edit with notepad

You should use MissionEditor2 (in the sh5 root folder) to view and make any changes:yep:

Poacher886
08-28-11, 07:27 AM
Thanks, Trevally, that clears my campaign questions up

Actually, one more....

If i dont choose the "Scarpa flow mission" and continue with coastal waters, but while out on patrol find myself near Scarpa flow and decide to do it. Will it be accepted as a Scarpa mission sucess, or not because i did'nt select it?

Basically, if i dont select it, but complete it anyway, does it count as delt with?

Thanks

Trevally.
08-28-11, 07:29 AM
Thanks, Trevally, that clears my campaign questions up

Actually, one more....

If i dont choose the "Scarpa flow mission" and continue with coastal waters, but while out on patrol find myself near Scarpa flow and decide to do it. Will it be accepted as a Scarpa mission sucess, or not because i did'nt select it?

Basically, if i dont select it, but complete it anyway, does it count as delt with?

Thanks

Yes:yeah:

Edit: it would be safer to at least pick an opjective once in the brief screen to be sure.

Deep Six
08-28-11, 07:43 AM
Trevelly, I had the same problem as Poacher, except this was trying to get into Wilhelm....I could just about pinpoint everytime when the game was going to crash. As you come from the north you can either pass-by the very small island (Mellum) entering the Jade region of the waters, on the port or starboard side it did'nt matter.
http://maps.google.co.uk/maps?rlz=1T4GGLM_enGB307GB291&q=wilhelmshaven&um=1&ie=UTF-8&hq=&hnear=0x47b69195cd38741d:0x426cf7763005c70,Wilhelm shaven,+Germany&gl=uk&ei=kjZaTum8BcuWhQfrm8gi&sa=X&oi=geocode_result&ct=image&resnum=2&ved=0CC8Q8gEwAQ

Just where the word Jade is, thats the boundary line to the CTD...

Hope this helps some with bug stamping.

Deep Six

Trevally.
08-28-11, 08:01 AM
Trevelly, I had the same problem as Poacher, except this was trying to get into Wilhelm....I could just about pinpoint everytime when the game was going to crash. As you come from the north you can either pass-by the very small island (Mellum) entering the Jade region of the waters, on the port or starboard side it did'nt matter.
http://maps.google.co.uk/maps?rlz=1T4GGLM_enGB307GB291&q=wilhelmshaven&um=1&ie=UTF-8&hq=&hnear=0x47b69195cd38741d:0x426cf7763005c70,Wilhelm shaven,+Germany&gl=uk&ei=kjZaTum8BcuWhQfrm8gi&sa=X&oi=geocode_result&ct=image&resnum=2&ved=0CC8Q8gEwAQ

Just where the word Jade is, thats the boundary line to the CTD...

Hope this helps some with bug stamping.

Deep Six

Thanks Deep Six:salute:

Where you also using full.
Have you tried what Poacher did - install base and enviro and then enter base:06:

Trevally.
08-28-11, 09:00 AM
I tried with only OH II base, and the error appears when starting mission editor.

The error doesn't appear when onlys enabling OH II full

Fixed error in OH II base v1.2
See post 1

Using JSGME remove base v1.2 and install base v1.2.1
No career restart required:up:

pascal4541
08-28-11, 10:52 AM
as usual, fast and perfect job :up:
thanks for the communauty :salute:

kakemann
08-28-11, 12:30 PM
Fixed error in OH II base v1.2
See post 1

Using JSGME remove base v1.2 and install base v1.2.1
No career restart required:up:

Thanks a lot mate!!!
:woot:

Magic1111
08-28-11, 12:56 PM
Update is in my signature. I didnt even realize FX .09 was out. I was using it though. Thanks for heads up! :up:

Thx for update Mia ! :up:

Magic1111
08-28-11, 01:03 PM
Fixed error in OH II base v1.2
See post 1

Using JSGME remove base v1.2 and install base v1.2.1
No career restart required:up:

No changes for Full-Version, right ?

Best regards,
Magic:salute:

godswarrior493
08-28-11, 01:10 PM
cant wait to give this mod a go, great job!

0rpheus
08-28-11, 01:44 PM
Just curious, were you getting dolphins running Full Magic1111? :salute:

thanks for the patch Trevally!

Rongel
08-28-11, 01:59 PM
About the missing hydrophone sounds...

It's weird that they aren't audible because I could swear that it was working the time we imported them. Now many of the new ships won't even register in the soundman's reports. Others register there, but aren't working in the hydrophone station... Hmm... I bet it has something to do with the ship classes, for example new cargo ships weren't detected in any way if you are submerged, but my soundguy reports fishing boats even if they aren't audible in hydrophone station.

PS. Some good results messing with the flags, no freezes yet, fingers crossed!

mia389
08-28-11, 02:07 PM
Trevally did you find what caused this?

http://www.subsim.com/radioroom/showpost.php?p=1733458&postcount=916

I'm about to start patrol 2 but didn't want any issues with that. It still is not shown as an objective. I am at early May now.

Trevally.
08-28-11, 02:39 PM
Trevally did you find what caused this?

http://www.subsim.com/radioroom/showpost.php?p=1733458&postcount=916

I'm about to start patrol 2 but didn't want any issues with that. It still is not shown as an objective. I am at early May now.

When you finish British Supplies, it will show up.

I will update the message for v0.4:up:

vlad29
08-28-11, 03:03 PM
This might be a silly question, but when Zedi says this in the first post:



Are these new ships also part of TDWs UIs mod? Could this be causing the ship-related ctds/gfx errors? I'd check but I'm not sure how to remove them from the UI mod, if they are there. :salute:

Hi, Orpheus! This post means that if U previously used 'Imported ship pack v.1.1' mod, it should be removed before applying OHII full or OHIIbase+OHII ships pack. The reason is 'Imported ship pack v.1.1' mod is a part of OHII ship pack, but improved and reworked to be compatible with the new campaign. That is the issue, and nothing else:yep:.

Magic1111
08-28-11, 03:58 PM
Just curious, were you getting dolphins running Full Magic1111?

Sorry, but donīt understand what you mean....? :06:

Rongel
08-28-11, 04:25 PM
Okay, managed to get hydrophone sounds from the imported ships! :D

Unit type 104 (coastal vessel) seems to be problematic, it won't show up in audio contacts at all. So no way of knowing if there is a 4000 ton ship passing over you, sonar man won't hear it. Changing type 104 to 102 seemed to do the trick (plus some other tweaking). I'm not yet sure if there is a way around this.

Trevally, what would happen in the campaign if we changed the 104 coastal ships to regular cargo 102? Would it mess something up?

0rpheus
08-28-11, 04:30 PM
Sorry, but donīt understand what you mean....? :06:

That's ok! Were you seeing dolphins when you were running the latest OHII Full? Just wondered as I didn't see any. :)

Trevally.
08-28-11, 04:47 PM
Okay, managed to get hydrophone sounds from the imported ships! :D

Unit type 104 (coastal vessel) seems to be problematic, it won't show up in audio contacts at all. So no way of knowing if there is a 4000 ton ship passing over you, sonar man won't hear it. Changing type 104 to 102 seemed to do the trick (plus some other tweaking). I'm not yet sure if there is a way around this.

Trevally, what would happen in the campaign if we changed the 104 coastal ships to regular cargo 102? Would it mess something up?

Hi Rongel - this sounds great:up:

Changing coastal ships to type 102 would require a major overhaul.:cry:

Are you testing in a single mission:06:

Stormfly
08-28-11, 09:27 PM
Hi Rongel - this sounds great:up:

Changing coastal ships to type 102 would require a major overhaul.:cry:

Are you testing in a single mission:06:

just replaced textstring "Type=104" with "Type=102" in all OHII files using a mouseclick (except the menue ini file)... testing :O:

Stormfly
08-28-11, 11:20 PM
campaign still working, leaved kiel bunker and investigated a moving imported german ship (SV small composite frighter) just after the kiel channel ntrance, but still no hydro sounds... are there maybe other/more incompatible UnitClasses involved ?

0rpheus
08-28-11, 11:56 PM
Halfway through base + enviro Coastal Waters and not a single CTD so far. :yeah:

Pretty sure there were no Dolphins or subnets in either of my test games with OHII Full 1.1 & 1.2 - I saw no dolphins at all and I would have noticed the framerate loss from the subnets; I get plenty of both now. Mines seem fine in both versions though.

Kinda leads to my next question.. wondering if there's a way I can manually remove just the subnets and leave the rest of enviro intact, or does it involve editing the campaign layers? Guess it's not just as easy as deleting the nets cfg & textures?

Rongel
08-29-11, 12:32 AM
campaign still working, leaved kiel bunker and investigated a moving imported german ship (SV small composite frighter) just after the kiel channel ntrance, but still no hydro sounds... are there maybe other/more incompatible UnitClasses involved ?

What I understand so far is that you can't detect type 104 ships by audio at all. So your sonarman won't even report them, and they won't show in the map even if you have map contacts on.

But when I changed it to 102, my sonar man reported it, but I still couldn't hear it in hydrophone station. So I added "SonarTarget" -command to the ships dsd-file, and it worked, sonar man reported the ship, and I could hear it too. It seems that you can't hear any of the new ships without modifying them.

Still needs testing, no frozen flags yet! :D

And Trevally, yes i'm testing with the single missions.

THE_MASK
08-29-11, 02:03 AM
Is T hIs tH e cOrRE ct oRdE r ?

OPEN HORIZONS II_base v1.2
TDW_Mines_Subnets_Spottable (OH II v1.2)
OPEN HORIZONS II_New_Ships v1.2

Stormfly
08-29-11, 05:34 AM
What I understand so far is that you can't detect type 104 ships by audio at all. So your sonarman won't even report them, and they won't show in the map even if you have map contacts on.

But when I changed it to 102, my sonar man reported it, but I still couldn't hear it in hydrophone station. So I added "SonarTarget" -command to the ships dsd-file, and it worked, sonar man reported the ship, and I could hear it too. It seems that you can't hear any of the new ships without modifying them.

Still needs testing, no frozen flags yet! :D

And Trevally, yes i'm testing with the single missions.

so what type have dolphins and mines now in OHII Full 1.2 (standard version) ?

Stormfly
08-29-11, 06:01 AM
testing further, next ship in the channel is a "Uekel Medium Composite Frighter", it is reported and i also hear it using hydrophone, without any modification to its .dsd file :hmmm:

Magic1111
08-29-11, 06:32 AM
That's ok! Were you seeing dolphins when you were running the latest OHII Full? Just wondered as I didn't see any. :)

Not yet, Iīm around Kiel at the moment....!

Best regards,
Magic

Stormfly
08-29-11, 09:40 AM
update...

just arrived the british coastal waters, found a Norwegian (neutral at this time) "Uekel Small Passenger Type"
(used sub is Type 7A, GHG equipped 1939, no special abilitys trained)

at first, this ship is reported by the sonar guy, but only hearable on the hydrophone if above 30 meters dept (range was also reduced to only 2000 meters)

this is a bit confusing now...

- is it a bug regarding "REM 1.2" (and/or using TDW special compaibility sensors.sim file with it) ? (it`s installed after all other mod`s)
- did i found a thermal layer ?

just found another contact (a fishing boat), it have a much weaker sensor streangh having the same problem (only hearable above 30m).

as the problem occours after 30 meters i think REM 1.2 (and/or using TDW special compaibility sensors.sim file with it) is an additional problem in my installation.

...but there is another thing, normaly you`re able to cicle the external cam through all crew reported contacts, as i found the fishing boat (much farer away) only this was cycle able and the sonar guy only report this vessel, ignoring the much closer "Uekel Small Passenger Type", which is still loud and clear hearable on the hydrophone while close by :06:

edit: just renembered and checked, the GHG have also a "shadow angle" of 40deg infront, maybe that was the reason of no further reports of the sonar guy (but was still hearable loud and clear by my self inside that angle), but this wont tell me why only above 30 meters dept.

TheDarkWraith
08-29-11, 11:19 AM
Suspect REM as they tried to implement the sensors using multiple sensor controllers. It may not be working like it should.

Poacher886
08-29-11, 11:46 AM
Yea, i would say the Hydrophone / sonarman issues are the biggest issue with the sim in its current state (well after the campign is running good).

I un-installed OH11 v1.1 and installed Base mod+Environment after failing to enter Keil. That cured the problem so i've left it as that to continue to my next patrol.

Starting my next patrol i left through the Keil cannal and off to the East coast of Britian (just below Inverness) without encountering a single ship of any description! I figured without the extra traffic it might be so, then i figured maybe somethings wrong....however, about 50km of the coast surfaced in perfect waveless / cloudless weather my watch crew reported smoke on the horizon....i use Handsolo's smoke mod so you can actually see smoke on the horizon.

I jumped out of bed (in boat!) and lept to the conning tower to take a look, i could see nothing. :hmmm: I asked my Watch officer who reported nearest visual contact was 120š @ 15000m . This was strange, beacause through the UZO i could see nothing?

I swung the boat around to the contact and hit full speed....waited until the report of contact @ 12000m and still could see nothing. I dived to a depth of 40m and asked the Sonarman who reported nothing.

I jumped into the Sonarman's station and could hear a warship+Merchant now at 240š.:06:.
Deciding i had to take leave of the sim and investigate, i surfaced and swung the boat around to the direction of the merchant sound and hit full speed ahead.

I then went out in search (With free cam) of the original visual contact and what did i find......a fishing boat!!!, this throw me as i was not expecting to see any new ships with just the base mod installed!, but obviously this is why i could not hear it, or see any smoke.

After a while i came up against the Warship and dived..i can hear the merchant in the distance. that is where i have it saved.

Basically, could any of you clever modders import the sound bites from SH3 and fix the Sonarman? i cant belive how much better SH3 was where the Hydrophone was concerned. In SH3 you could submerge near a convoy and he would shout out (un-prompted) each and every ship in the vicinity and ID them and tell you if they were speeding up and closing or otherwise, you could ping of them to get a range, disifer which ship they were by sound....it was like night and day compared to SH5, it was like well a Sonarman!!

Thanks

Trevally.
08-29-11, 01:44 PM
Is T hIs tH e cOrRE ct oRdE r ?

OPEN HORIZONS II_base v1.2
TDW_Mines_Subnets_Spottable (OH II v1.2)<<<<<<<<<
OPEN HORIZONS II_New_Ships v1.2

This is not needed as the mine/nets are in the enviro part:up:

Trevally.
08-29-11, 01:53 PM
@Stormfly,
have you changed the unit type to 102 for this and then checking in campaign:06:

@Rongel
If we change all 104s to 102s in the sea folder and roster - the campaign will use them when it wants to use cargo ships (102).
When it wants to use coastal ships - it will not find any.

Unit types are used in the campaign in the traffic and convoy layers. They are also used defside file. Some layers (playerbase) can use unit types as well.

So to change this to no 104s in tha campaign would be a very big task.
Unless someone knows of an app that can scan a text file changing 104 to 102:hmmm:

For testing in campaign.
Has anyone heard a hog island or a NKSCS N3SA1 in the hydro.
These are stock ships that have been changed to coastal (104) for the campaign:06:

Trevally.
08-29-11, 01:59 PM
@Poacher

Fishing boats, HOSP and GrafZeppelin are all new imported units in the base mod

Rongel
08-29-11, 02:05 PM
@Rongel
If we change all 104s to 102s in the sea folder and roster - the campaign will use them when it wants to use cargo ships (102).
When it wants to use coastal ships - it will not find any.

Unit types are used in the campaign in the traffic and convoy layers. They are also used defside file. Some layers (playerbase) can use unit types as well.

So to change this to no 104s in tha campaign would be a very big task.
Unless someone knows of an app that can scan a text file changing 104 to 102:hmmm:

For testing in campaign.
Has anyone heard a hog island or a NKSCS N3SA1 in the hydro.
These are stock ships that have been changed to coastal (104) for the campaign:06:

Hi! I tested Hog Island too but no sound, not a peep, no contact at all. I believe that its the same with NKSCS N3SA1 (what a horror of a name!). So coastal vessels go undetected. And that is not nice at all. I wonder if we could change coastal vessel-class settings to make them audible. Maybe the whole class is remains of SH 4 small saipan-boats?

Anyway, I could change the ships from 104 to 102 by editing the Sea and Roster files if it doesn't mess the campaign too much. However, silent ships aren't nice either. I spotted few mistakes also in the imported ships, so I could make somekind of patch. I also hope to know how to fix the frozen flags. Sadly i'm in a epic hurry now, so it would be probably after week or two.

And must test more. This is Stormy's find is weird, I thought all need fixing:

testing further, next ship in the channel is a "Uekel Medium Composite Frighter", it is reported and i also hear it using hydrophone, without any modification to its .dsd file :hmmm:

Trevally.
08-29-11, 02:27 PM
If we make a single mission with the new ships type

NAMC 102
NAFT 108
HOSP 109
NKMCS_Akita 104
PY boat 0

Is it only the 102 that can be heard:06:

Stormfly
08-29-11, 02:42 PM
@Stormfly,
have you changed the unit type to 102 for this and then checking in campaign:06:

all my tests above without type 104 ships, i cherched in all files of the mod for 104 types and exchanged them on the fly with a mouse click to 102 units.

but the regarding units of the last test above wasnt type 104 or 102, so they wasnt effected anyway.

you should try "TextCrawler", a free little handy tool to "search and replace" a textstring ("type=104" with "type=102") in all files below a folder structure. using it, you have all selected files in a list and can exclude manualy some files... in this case, the menue file.

Stormfly
08-29-11, 02:52 PM
This is Stormy's find is weird, I thought all need fixing:

this can also have other reasons, maybe the dsd files of the ships from my last test are ok. those not working files (ships) have maybe wrong parent ID`s... i dont know if they have to be connected to a controller, 3D model or whatever... didnt checked.

...so your find regarding adding the command (sonarTarget) is maybe a workarround, and not intended to be used in that way, cause i couldnt find such a command in any working vanilla dsd file.

Trevally.
08-29-11, 02:55 PM
you should try "TextCrawler", a free little handy tool to "search and replace" a textstring ("type=104" with "type=102") in all files below a folder structure. using it, you have all selected files in a list and can exclude manualy some files... in this case, the menue file.

I will get this - thanks:up:

Rongel
08-29-11, 03:06 PM
this can also have other reasons, maybe the dsd files of the ships from my last test are ok. those not working files (ships) have maybe wrong parent ID`s... i dont know if they have to be connected to a controller, 3D model or whatever... didnt checked.

...so your find regarding adding the command (sonarTarget) is maybe a workarround, and not intended to be used in that way, cause i couldnt find such a command in any working vanilla dsd file.

Exactly, it's a workaround, I copied it from the dolphin which always works 100 %. Even SH 4 ships didn't have that command. Don't know if it causes problems, didn't see any.

The weird thing is that all the ships I checked, the dsd-file was correctly made, all the right parent ID's. So the class of the ship seems to be pretty important. Maybe i need to triple check them.

Trevally.
08-29-11, 03:20 PM
I just tested all new ship types and I heard them all other than the 104s.

To save the coastal ships - 110 is for enviro units, but they have all been set as 107.
So type 110 is free.

I will test making them 110

Trevally.
08-29-11, 04:11 PM
In my last test I could get sonar for the tug and fishing boat. Both 108, but only the tug could be heard.

I tested some of the 104s as 110 and I could hear them all on hydro.
They id as unknown and no hydro line or look out sighting, even when 1000m away.

I guess this is due to using 110 enviromental

Stormfly
08-29-11, 05:07 PM
In my last test I could get sonar for the tug and fishing boat. Both 108, but only the tug could be heard.

I tested some of the 104s as 110 and I could hear them all on hydro.
They id as unknown and no hydro line or look out sighting, even when 1000m away.

I guess this is due to using 110 enviromental

if the vanilla type 104 (is there one ?) ships are hear and reportable, then i cant see a point excluding type 104, the problem must be elsewhere.

TheDarkWraith
08-29-11, 06:07 PM
A problem, if not the problem, with the new units (except for my PT boat) is they are missing a required zone in their .zon file. From a part of a document I received from the devs:

NEngineRoom (Floatability: 0; HP: 50) ***8211; the machinery spaces. It no longer has any floatability assigned to it, as the number of Engine Room compartments MUST be equal to the number of propellers. Instead, additional NFlotEmpty compartments have been placed in its location.

I checked the new ship units and couldn't find this zone (which is a box when viewed with Goblin editor). This zone is Type 5 or 157. I used type 5 in my PT boat (2 of them because it has 2 propellers)

Of the stock warships I checked (when I was researching how to add new units to game) they use 69=EngineRoomB

Jester_UK
08-29-11, 06:35 PM
Is there any connection between the no sonar problem and some of the new units not registering in TDW's UI (ie: no destroyed mark created) even though they are registered as destroyed with correctly recorded tonnage in the stock captain's log?

Stormfly
08-29-11, 07:30 PM
A problem, if not the problem, with the new units...

you... man... :D ...so you`re able to fix it ?

...dont forget the missing secondary explosions and burning fire sounds :sunny:

THE_MASK
08-29-11, 08:26 PM
You just use the goblin damage editor to add new zones dont you ?

I see , so if the ship has three propellors then it needs three compartments , or 1 prop = 1 compartment .
Do i add an extra engine room zone or do i just change the NFlot zone to an engine compartment zone ?

http://img11.imageshack.us/img11/479/engineroom.jpg (http://imageshack.us/photo/my-images/11/engineroom.jpg/)

Rongel
08-30-11, 01:19 AM
You just use the goblin damage editor to add new zones dont you ?
Do i link the new object to the propellor


Yep, Goblin editor is right tool. I have never done this so can't say anything, best to use TDW's Patrol Boat for a example.

if the vanilla type 104 (is there one ?) ships are hear and reportable, then i cant see a point excluding type 104, the problem must be elsewhere. I checked the whole stock Sea-folder and there wasn't any type 104 ships.

AHA! Found it, like I thought, SH 4 has type 104 ships, and they are all fishing boats and small sampan-boats! So the point is that you can't hear these small coastal vessel boats. :know:

esina
08-30-11, 03:14 AM
:up: GREAT MOD :up:

THE_MASK
08-30-11, 03:19 AM
Here is the fishing boat to test with the engine room added .
http://www.gamefront.com/files/20727831/NF+boat+31092011.rar

Magic1111
08-30-11, 04:29 AM
:up: GREAT MOD :up:

:salute::salute::salute:Welcome aboard !!!:salute::salute::salute:

pelucho25
08-30-11, 06:19 PM
Hello Captains. I'm thinking of starting a campaign with this magnificent creation but I have no doubt that if I should wait a little longer to be solved some small bug that could cause the campaign as non-detection by hydrophones some boats. Any advice or suggestions? Thanks guys. Ubisoft should learn from people like you. (Forgive the spelling, I am Spanish and I am using the google translator) Thanks

Stormfly
08-30-11, 09:31 PM
Ubisoft should learn from people like you.

why should they, it seams they decided to left us out of their "target group", instead making a casual game for dumb kiddy`s and the new important housewife customers. :yeah:

edit: any news about the upcomming DLC "Pink Sub Interrior" or "naked crew in the aft torpedo room" ? :rotfl2:

vlad29
08-30-11, 10:04 PM
why should they, it seams they decided to left us out of their "target group", instead making a casual game for dumb kiddy`s and the new important housewife customers. :yeah:

edit: any news about the upcomming DLC "Pink Sub Interrior" or "naked crew in the aft torpedo room" ? :rotfl2:

Haven't heard about:o. May be you are asking about subSIMS6? :rotfl2:

USS Tautog
08-31-11, 07:31 AM
great mod! :rock:

Magic1111
08-31-11, 09:22 AM
great mod! :rock:

:salute::salute::salute:Welcome aboard !!!:salute::salute::salute:

pelucho25
08-31-11, 11:35 AM
Hey guys, if I install only the base of the Open Horizons would have the problems that exist in the detection of units? Thanks again

Trevally.
08-31-11, 12:08 PM
Hey guys, if I install only the base of the Open Horizons would have the problems that exist in the detection of units? Thanks again

Yes there would still be an issue with the coastal ships.
In the base mod there have been two stock ships set as coastal and these will still have the hydro problem.

If this issue cant be fixed within the ships (if that is the problem), I am looking at re-setting the coastal ships as cargo. (hope this is not required)

If I did this, I would release a new version and a guide on how to edit your campaign save game so you wont have to start a new career:up:

Poacher886
08-31-11, 12:10 PM
Im currently using the base mod and environment mod together, but after 4 days of crusing around the easten British coast, i've only encounterd two warships and a dozen fishing boats...the fishing boats cant be heard via Hydrophone.

Im thinking the mod is designed to pull-in the new coastal ships, but if you dont have the ship mod (which i dont), then there is little else left by the coast. What im finding now, is that when a ship is spotted, i dive immediately....if i can hear it, its a warship, if i cant its a fishing boat.

Rongel
08-31-11, 12:49 PM
em.

...If this issue cant be fixed within the ships (if that is the problem), I am looking at re-setting the coastal ships as cargo. (hope this is not required)

If I did this, I would release a new version and a guide on how to edit your campaign save game so you wont have to start a new career:up:

The only way (that comes to my mind) to make it work with the coastal ships, is to edit the settings for type 104 boats. But I have no idea where you could edit it, it might be hard coded in exe. Some other ships need hydro-fix too , for example the fishing boat (but it's because of a different reason).

Hydrophone issues aside, Trevally, would it be okay if I post here the flag freeze-fix for the imported ships? I have tested it and it seems to be working allright, but the only way to be sure is to make a public test. I'm going out for the weekend, but I hope I could do it tomorrow or friday. As far as I know, you wouldn't need a campaign restart.

Trevally.
08-31-11, 01:25 PM
Hydrophone issues aside, Trevally, would it be okay if I post here the flag freeze-fix for the imported ships?

Yes of course it is ok Rongel:salute:

Trevally.
08-31-11, 01:29 PM
Im currently using the base mod and environment mod together, but after 4 days of crusing around the easten British coast, i've only encounterd two warships and a dozen fishing boats...the fishing boats cant be heard via Hydrophone.

Im thinking the mod is designed to pull-in the new coastal ships, but if you dont have the ship mod (which i dont), then there is little else left by the coast. What im finding now, is that when a ship is spotted, i dive immediately....if i can hear it, its a warship, if i cant its a fishing boat.

The campaigns work in such a way that the number of ships has nothing to do with anything other then giving people more ships to look at.

The campaign pulls in ship types - So when the campaign wants 25 cargo ships for a convoy - it will pull 25 ships.
Same with coastal ships. Two stock ships became coastal ships for this reason.
Also - traffic has been increased over stock traffic. See here (http://www.subsim.com/radioroom/showpost.php?p=1737414&postcount=1021)

The base mod has the exact same amount of traffic/convoeys etc as the full version:up:

uekel
08-31-11, 02:06 PM
Hi Trevally!


If this issue cant be fixed within the ships (if that is the problem), I am looking at re-setting the coastal ships as cargo. (hope this is not required)

I have not tested, but I think we can hear the UnitType107=Rare Tanker, now Z-Ships. If yes, you can put the Z-Ships in for example UnitType 110 and use the 107 for coastal traffic.
It would be a pity to give up the coastal traffic, because I, and I think also, many other like it!

And btw, you and the other do a great Job, many THANKS!! :salute:

Rongel
08-31-11, 03:58 PM
Hi Trevally!


I have not tested, but I think we can hear the UnitType107=Rare Tanker, now Z-Ships. If yes, you can put the Z-Ships in for example UnitType 110 and use the 107 for coastal traffic.

Another idea that popped in to mind, is that maybe fishing boats should be made to type 104 coastal vessels. Then you wouldn't get alarm from them, but you could hear them manually in the hydrophone. Now they are silent, but I believe it's possible to make them hear in hydro. Like in SH 4. They are currently Type108=Rare Cargo ships. So their slot would open to current coastal traffic. Phew!

Too many fishing boat reports can seriously slow you down :D

Stormfly
08-31-11, 04:27 PM
Another idea that popped in to mind, is that maybe fishing boats should be made to type 104 coastal vessels. Then you wouldn't get alarm from them, but you could hear them manually in the hydrophone. Now they are silent, but I believe it's possible to make them hear in hydro. Like in SH 4. They are currently Type108=Rare Cargo ships. So their slot would open to current coastal traffic. Phew!

Too many fishing boat reports can seriously slow you down :D

good idea, cause iam pretty shure that in reality the german sonar crew`s was able seperating a fishing boat screw or engine sound from a merchant`s, so ignoring it would add to realism.

uekel
08-31-11, 04:29 PM
Another idea that popped in to mind, is that maybe fishing boats should be made to type 104 coastal vessels. Then you wouldn't get alarm from them, but you could hear them manually in the hydrophone. Now they are silent, but I believe it's possible to make them hear in hydro. Like in SH 4. They are currently Type108=Rare Cargo ships. So their slot would open to current coastal traffic. Phew!

Too many fishing boat reports can seriously slow you down :D
Good idea!!! :woot:


Maybe it was originally intented for such as there. :hmmm:
It would be even an improvement with the silent 104! :up:

Trevally.
08-31-11, 04:35 PM
Type 108 is only used for fishing boats and tugs.
So yes they could be chaged to 104 - freeing up 108 for coastal.

Good work guys:up:

Poacher886
08-31-11, 04:42 PM
The campaigns work in such a way that the number of ships has nothing to do with anything other then giving people more ships to look at.

The campaign pulls in ship types - So when the campaign wants 25 cargo ships for a convoy - it will pull 25 ships.
Same with coastal ships. Two stock ships became coastal ships for this reason.
Also - traffic has been increased over stock traffic. See here (http://www.subsim.com/radioroom/showpost.php?p=1737414&postcount=1021)

The base mod has the exact same amount of traffic/convoeys etc as the full version:up:


I hear what your saying Trevally, but something seriously does'nt seem right!. I've now been patroling off the east coast from Tyne to south of Scrapa flow for 9 days! and apart from the mentioned earlier encounter with those two warships, i've only seen fishing boats (with stuck flags).

Despite diving frequently, i've heard nothing,,not even warships. All reports from BDU (about every half hour), report ( and show) only merchants that are right next to port at 0kms speed!

I've seen no contacts in the water, so to speak, that arn't warships.

Im now heading up to Scrapa flow to attempt the capital mission (for some action) and although being only 20km away from scarpa, the only thing i've encountered is a fishing boat with stuck flag.

Im all for the odd quiet patrol..realisim and that, but something does'nt seem right.

Thanks

Vit
09-01-11, 03:07 AM
Whether is in campaign OH II court of supply ships and "milk cows"? If is, where and when they appear? Well to see a map)):salute:

Sgtmonkeynads
09-01-11, 03:10 AM
I've wondered if there is a lack of freighter traffic along the coast, or if I was just un lucky too. I then went off shore a ways and just north of the channels mouth, I would then run into convoy after convoy, after convoy. So I think it's just where you look.

But there should be more than just fishing boats, machine gun targets,

I'm sick of seeing nothing but carrier task forces off Norway now. I sank a carrier and it's crusier escort, then got pinned down for a day. Surfaced, smoke sited, another task force.

They are British ships in narvanks waters, yet don't count as such for some reason..I don't get it.

Still, I love this. You guys really have polished the he'll out of this turd.
In my opinion.

Vit
09-01-11, 07:04 AM
Why my subnets in Scapa Flow is dancing?:doh: http://saveimg.ru/thumbnails/01-09-11/0ba13c5d588f0af8d9213ea2c1c61682.JPG (http://saveimg.ru/show-image.php?id=daf0f3399469b02149fb08454aa56a33)

Trevally.
09-01-11, 09:58 AM
Why my subnets in Scapa Flow is dancing?:doh:

Not sure.

The positioning will be fixed in the next version.

Vit
09-01-11, 10:02 AM
Not sure.

The positioning will be fixed in the next version.

Ok. I'll be waiting!
Why in game I don't see a mine? All files environment.mis I have replaced that were in OH II. In the editor are specified random groups of mines, but in game on the same place that in the editor, they aren't present. Why?

Trevally.
09-01-11, 10:02 AM
Whether is in campaign OH II court of supply ships and "milk cows"? If is, where and when they appear? Well to see a map)):salute:

Yes - they are in campaigns where you have to long distances to your patrol area. When refuel permission is granted, you will be informed where they are.

Trevally.
09-01-11, 05:18 PM
I have tested changing coastal ships, type 104 as 108 and fishing/tug boats type 108 as type 104.

Now coastal ships will show a hydro line on map and you can hear on hydro.
Fishing/tug ships will not show hydro line and cant be heard on hydro.

I have also changed all campaigns to match these new ship types.
Testing so far looks good:up:

Trevally.
09-01-11, 05:21 PM
Ok. I'll be waiting!
Why in game I don't see a mine? All files environment.mis I have replaced that were in OH II. In the editor are specified random groups of mines, but in game on the same place that in the editor, they aren't present. Why?

In Scapa Flow I have fixed the subnets and adjusted the mines:up:

TheDarkWraith
09-01-11, 07:25 PM
In Scapa Flow I have fixed the subnets and adjusted the mines:up:

Do you think we need submerged subnets (i.e. subnet that wasn't visible on the surface because it's at say 5-15m depth)? I could probably make them :hmmm:

Magic1111
09-02-11, 04:05 AM
I have tested changing coastal ships, type 104 as 108 and fishing/tug boats type 108 as type 104.

Now coastal ships will show a hydro line on map and you can hear on hydro.
Fishing/tug ships will not show hydro line and cant be heard on hydro.

I have also changed all campaigns to match these new ship types.
Testing so far looks good:up:

Hi Trevally !

Sounds good that youīve fixed it !!!:up:

Do you plan to release a new Version of OHII (e.g. OHII v1.3), or will you release a Fix, and when ?

And must we start a new campaign ?

Best regards,
Magic:salute:

Stormfly
09-02-11, 05:31 AM
Do you think we need submerged subnets (i.e. subnet that wasn't visible on the surface because it's at say 5-15m depth)? I could probably make them :hmmm:

another cool addition, but if you have time for that... :D ,i would welcome a fixed imported shippack regarding burning fires and secondary explosions first. :salute:

0rpheus
09-02-11, 10:04 AM
TDW/Trevally: Any thoughts as to why the Subnets are such fps killers? I've only encountered them at Scapa to the best of my knowledge, but within 100km of Scapa my max tolerable (i.e. not stuttering) TC drops from around 2000 for most coastal areas to 16 at Scapa. Even TC32 on the bridge lags quite noticeably.

I don't get this with the new mines or the new dolphins, but the old 500-piece minefields used to cause a similar effect (probably because there were so many). I've asked before, but is there an easy way to remove just the nets, so they don't load, or will it require a campaign rework? If it's something as simple as removing the files from the Environment pack I'd love to know - everything else is spot on, but the nets are an annoyance! :yeah:

TheDarkWraith
09-02-11, 10:09 AM
TDW/Trevally: Any thoughts as to why the Subnets are such fps killers? I've only encountered them at Scapa to the best of my knowledge, but within 100km of Scapa my max tolerable (i.e. not stuttering) TC drops from around 2000 for most coastal areas to 16 at Scapa. Even TC32 on the bridge lags quite noticeably.

I don't get this with the new mines or the new dolphins, but the old 500-piece minefields used to cause a similar effect (probably because there were so many). I've asked before, but is there an easy way to remove just the nets, so they don't load, or will it require a campaign rework? If it's something as simple as removing the files from the Environment pack I'd love to know - everything else is spot on, but the nets are an annoyance! :yeah:

Are you using spottable or unspottable mines and nets?

0rpheus
09-02-11, 11:06 AM
Unspottable at the moment :)

TheDarkWraith
09-02-11, 11:30 AM
Unspottable at the moment :)

Approximately how many subnets were visible around your sub?

Trevally.
09-02-11, 11:36 AM
Do you think we need submerged subnets (i.e. subnet that wasn't visible on the surface because it's at say 5-15m depth)? I could probably make them :hmmm:

I think it is ok now TDW thanks.
Where I have them they will stick out of the water about 1m.
But, when I get near them with the camera, they settle down to just floating on the surface. (part of the sea bed bug?)

I will post a SS soon to show:up:

Trevally.
09-02-11, 11:40 AM
Hi Trevally !

Sounds good that youīve fixed it !!!:up:

Do you plan to release a new Version of OHII (e.g. OHII v1.3), or will you release a Fix, and when ?

And must we start a new campaign ?

Best regards,
Magic:salute:

I am happy with the fix:up: I still need to tests in my campaign.
This no sound/hydro line may be the factor that people are reporting no traffic on the UK east coast. They are there (as pic from ME2 shows) but you would not detect them until you could see them.

Re:capaign restart
I will post a guide for how to get this hydro fix with no re-start.
This trick will only work with this fix - so if someone is using v1.0 and upgrades to v1.3 without a restart - only some parts will take effect.

Trevally.
09-02-11, 11:42 AM
TDW/Trevally: Any thoughts as to why the Subnets are such fps killers? I've only encountered them at Scapa to the best of my knowledge, but within 100km of Scapa my max tolerable (i.e. not stuttering) TC drops from around 2000 for most coastal areas to 16 at Scapa. Even TC32 on the bridge lags quite noticeably.

I don't get this with the new mines or the new dolphins, but the old 500-piece minefields used to cause a similar effect (probably because there were so many). I've asked before, but is there an easy way to remove just the nets, so they don't load, or will it require a campaign rework? If it's something as simple as removing the files from the Environment pack I'd love to know - everything else is spot on, but the nets are an annoyance! :yeah:

Are you using spottable or unspottable mines and nets?

Approximately how many subnets were visible around your sub?

Subnets in scapa were all wrong:oops:
There were too many and overlapping each other.
I will post a pic with the new setup and you can then sea the fps in the SS

TheDarkWraith
09-02-11, 11:43 AM
I think it is ok now TDW thanks.
Where I have them they will stick out of the water about 1m.
But, when I get near them with the camera, they settle down to just floating on the surface.

I will post a SS soon to show:up:

That's not good having them out of the water about 1m. If anything have space below them because they are a unit and if they cannot 'float on the surface' without hitting the bottom strange things will happen (dancing).

Trevally.
09-02-11, 11:49 AM
That's not good having them out of the water about 1m. If anything have space below them because they are a unit and if they cannot 'float on the surface' without hitting the bottom strange things will happen (dancing).

The water is not deep enough in any part of scapa channels for this.

0rpheus
09-02-11, 11:51 AM
Subnets in scapa were all wrong:oops:
There were too many and overlapping each other.
I will post a pic with the new setup and you can then sea the fps in the SS

Approximately how many subnets were visible around your sub?

That could be it Trevally, I'll keep an eye out for an Environment update and give it a try when it's ready. :)

@TDW - none, I took the Southernmost route in on surface at night and never actually physically saw any. But within that 100km or so circle around Scapa, performance just dies a horrible slow death.

I've not encountered the new unspottable mines since the upgrade that made them hydro-invisible, but I had no issues with them when they were visible so I'm sure it's not the mines, and I see Dolphins quite frequently with no performance loss. Scapa is fine without the Environment mod, so it must be the nets.

Just to reiterate in case this was lost in one of my older posts - when I was using OHII Full (latest version) I saw neither dolphins nor subnets. I did see mines in an older OHII Full version (when they were spottable), but nothing else from the Env addon. Might be worth checking out. :)

Trevally.
09-02-11, 11:54 AM
Just to reiterate in case this was lost in one of my older posts - when I was using OHII Full (latest version) I saw neither dolphins nor subnets. I did see mines in an older OHII Full version (when they were spottable), but nothing else from the Env addon. Might be worth checking out. :)

When you installed the newer version - did you re-start:06:

0rpheus
09-02-11, 12:19 PM
When you installed the newer version - did you re-start:06:

Sure did - full campaign restart in all tests of OHII Full (both the earlier and latest versions). No dolphins whatsoever. Since installing Base + Env I get them quite a bit. I'd actually forgotten they were meant to be there until they first showed up after changing to Base!

Mines were definitely in Full, both spottable & unspottable as I get some minor TC lag when close to their positions in the Wilhelmshaven area - so I could tell easily, even without seeing them. I did go far North looking for icebergs in Full too but never found one, though I admit I didn't look for very long. Not sure about subnets as I never saw any, but I do know that in Full I had no performance drop whatsoever in the Scapa area, so I'm guessing not.

Are there nets around the Wilhelmshaven area too, btw?

EDIT: Oh, and I forgot - someone earlier mentioned that DD's escorting carriers/cruisers etc in the Narvik area don't count towards the Op Weserubung total.. just confirming this as I've had the same. That mission is almost impossible in the given timeframe, near suicidal if you take on the warships as there are so many convoys you end up with 30+ DDs hunting you. It's gotten to the point now that when the mission is offered at sea, I just go back to port, end patrol and skip it completely. :(

S.Jaszczak
09-02-11, 02:13 PM
Did the Scarpa mission last night, and had teh exact same problem, as soon as I got close to scarpa.. the game slowed down, hard drop in FPS, I did se nets though but they were dancing on the water, sailed directly through them before noticing them, I entered via the small channel in the east ..

But Yeah Scarpa took me ages due to decrease in performance..

Btw question..

When trying to install open horizons, I get some conflicts with TDW ui, should I just ignore and accept or?

so far been doing OH2 with the standard SH5, as I dont wanna mess something up.

Trevally.
09-02-11, 02:41 PM
Here is the enviro layer at scapa for the next version

When you load up the nets start sticking out the water a meter or two
http://img839.imageshack.us/img839/3052/72917340.jpg

After some time they sink down to the water surface
http://img36.imageshack.us/img36/6580/88513472.jpg
http://img41.imageshack.us/img41/841/64364385.jpg

With more time they start to rock
http://img220.imageshack.us/img220/9770/35531012.jpg

This rocking increases with more time
http://img233.imageshack.us/img233/7193/45243693.jpg

http://img839.imageshack.us/img839/3139/38495264.jpg

Minefields are working well
http://img685.imageshack.us/img685/2238/71009247.jpg

http://img64.imageshack.us/img64/3432/82905344.jpg

http://img841.imageshack.us/img841/1103/96168669.jpg

@TDW - I had a good look around for deeper water, but nothing.
Would it be possible to make them a few meters shorter:06:

TheDarkWraith
09-02-11, 02:47 PM
@TDW - I had a good look around for deeper water, but nothing.
Would it be possible to make them a few meters shorter:06:

The nets are rocking because they didn't start life 'floating' on the surface.

As far as making them shorter let me fire up Wings3D and see what I can do :up:

Rongel
09-02-11, 02:50 PM
Okay, here it is, a fix to "freezing" flags with imported ships in OH II: http://www.gamefront.com/files/20738609/Flag_Fix_OHII.7z
(http://www.gamefront.com/files/20738609/Flag_Fix_OHII.7z)
I have tested this several times, and haven't seen a single frozen flag yet, but it needs still more testing. Please report any funny business that you encounter with the flags. This fix doesn't affect any other issues in imported ships!

I believe that you can install this without a campaign restart, but I'm not 100 % sure. Best to install in port. Apply with JSGME.

File contains all the imported ships and their files. It's based on latest OH II Full mod.


Trevally, these ships still use the old class system (many merchants are type 104 coastal vessels) so remember to apply your modifications over this.

Happy sailing:yeah:

Trevally.
09-02-11, 02:57 PM
Sure did - full campaign restart in all tests of OHII Full (both the earlier and latest versions). No dolphins whatsoever. Since installing Base + Env I get them quite a bit. I'd actually forgotten they were meant to be there until they first showed up after changing to Base!

I will look into this

Mines were definitely in Full, both spottable & unspottable as I get some minor TC lag when close to their positions in the Wilhelmshaven area - so I could tell easily, even without seeing them. I did go far North looking for icebergs in Full too but never found one, though I admit I didn't look for very long. Not sure about subnets as I never saw any, but I do know that in Full I had no performance drop whatsoever in the Scapa area, so I'm guessing not.

\i will check this too


Are there nets around the Wilhelmshaven area too, btw?


No nets

EDIT: Oh, and I forgot - someone earlier mentioned that DD's escorting carriers/cruisers etc in the Narvik area don't count towards the Op Weserubung total.. just confirming this as I've had the same. That mission is almost impossible in the given timeframe, near suicidal if you take on the warships as there are so many convoys you end up with 30+ DDs hunting you. It's gotten to the point now that when the mission is offered at sea, I just go back to port, end patrol and skip it completely. :(

I need to play more and test this myself.
Re: DD not counting - Not sure if they should:hmmm:

Did the Scarpa mission last night, and had teh exact same problem, as soon as I got close to scarpa.. the game slowed down, hard drop in FPS, I did se nets though but they were dancing on the water, sailed directly through them before noticing them, I entered via the small channel in the east ..

With v1.2 - I was getting 15fps in scapa:nope:
With 1.3 it is 25 to 35:up:



Btw question..

When trying to install open horizons, I get some conflicts with TDW ui, should I just ignore and accept or?

so far been doing OH2 with the standard SH5, as I dont wanna mess something up.


Most use TDWS UI and install before OHII - so yes it is ok to overwrite

The nets are rocking because they didn't start life 'floating' on the surface.

As far as making them shorter let me fire up Wings3D and see what I can do :up:

:DL:yeah:

Trevally.
09-02-11, 02:58 PM
Okay, here it is, a fix to "freezing" flags with imported ships in OH II: http://www.gamefront.com/files/20738609/Flag_Fix_OHII.7z
(http://www.gamefront.com/files/20738609/Flag_Fix_OHII.7z)
I have tested this several times, and haven't seen a single frozen flag yet, but it needs still more testing. Please report any funny business that you encounter with the flags. This fix doesn't affect any other issues in imported ships!

I believe that you can install this without a campaign restart, but I'm not 100 % sure. Best to install in port. Apply with JSGME.

File contains all the imported ships and their files. It's based on latest OH II Full mod.


Trevally, these ships still use the old class system (many merchants are type 104 coastal vessels) so remember to apply your modifications over this.

Happy sailing:yeah:

Fantastic Rongel:woot::woot::up:

TheDarkWraith
09-02-11, 02:58 PM
Approximately how much shorter do they need to be (in meters) :06:

Trevally.
09-02-11, 03:03 PM
Approximately how much shorter do they need to be (in meters) :06:

about four to be safe

0rpheus
09-02-11, 03:14 PM
I need to play more and test this myself.
Re: DD not counting - Not sure if they should:hmmm:


Ok cool. Re the DD's, if they're escorting Carriers/Cruisers/Battleships (cruisers and battleships seem to use the same models on occasion so I get confused) that do count then I'd expect them to count as well. The Carriers/Battleships etc do as I've sunk one or two and seen the tonnage bar go up.

I think the main difficulties with OW are the time-frame and traffic. The only ships I've seen in over five attempts at OW are very infrequent neutral (green) merchants and a lot of heavily escorted British warships. This is especially odd as Wiki (not the best I know, but a quick reference) says the first Naval Battle at Narvik didn't take place until April 10th: http://en.wikipedia.org/wiki/First_Battle_of_Narvik#First_Naval_Battle_of_Narvi k

... and that the initial Narvik defense consisted of a few patrol boats and one or two decrepit coastal defence vessels. So it seems bizarre to see huge amounts of Allied Warships entering Narvik up to 10 days before the first major Naval battle.

In terms of game-time (especially in the current version, where attacking any warship can lead to you being held down by DCs for days if you time it close to another convoy's arrival), 10 days isn't long enough to get back up there if you have to refit torps or fuel midway through the mission. I guess you timed it for ten days to match the historical operation, but if that's the case the fjord needs more (or at least some!) enemy merchant traffic both incoming and outgoing, and the Allied Warfleet should be much slower in arriving to reflect the history better.

If you want to keep it as 10 days without changing the traffic too much, I'd suggest altering the tonnage/ship requirements to sink one Brit ship en route and one ship in the Narvik area - this would be potentially possible even with low torps/fuel at mission start and would probably make it much less frustrating. :)

Hope these suggestions are a help! :)

Trevally.
09-02-11, 03:17 PM
Hope these suggestions are a help! :)

All suggestions are good:up:

0rpheus
09-02-11, 03:24 PM
All suggestions are good:up:

Heheh cool, don't wanna be one of those internet guys who goes 'raaaah do it MY WAY' :O: Just trying to do my bit for the community :)

Poacher886
09-03-11, 02:40 PM
Any reason why i cant "Mark target" anymore?

When starting back, with MO / OH11, i noticed pressing space bar without the target locked (dont know the key anyway) ..marked the target and i was able to use the Stadimeter. Now, im in Scarpa flow at night with a capital ship in my sights and the spacebar has no effect!

Im back to reading the mills again. Why is this?

Thanks

Trevally.
09-03-11, 03:08 PM
Any reason why i cant "Mark target" anymore?

When starting back, with MO / OH11, i noticed pressing space bar without the target locked (dont know the key anyway) ..marked the target and i was able to use the Stadimeter. Now, im in Scarpa flow at night with a capital ship in my sights and the spacebar has no effect!

Im back to reading the mills again. Why is this?
Thanks

Sounds like you are too far away for the conditions.
Go closer to the ship.

Poacher886
09-03-11, 05:01 PM
Thanks Trevally, sounds like the issue...im probably 10km away! I was going to fire off a salvo set to slow and make my escape given its a stationry target.

However, im finding the sim crashing every 5min at the moment , im not even moving !, could be an issue within Scarpa flow as all has been fie getting here.

It crashes randomly whether looking at the map or through the scope.

gvogt12000
09-03-11, 08:31 PM
The weather on this mod is bad. I save the game and exit. The weather was clear no wind. I come a day later to play and I have heavy rain and light fog for 5 straight days. Saved and turned the game off.

Meinteil
09-04-11, 01:03 AM
Great Mod!!!!!!!!!!

Trevally.
09-04-11, 04:55 AM
However, im finding the sim crashing every 5min at the moment , im not even moving !, could be an issue within Scarpa flow as all has been fie getting here.
It crashes randomly whether looking at the map or through the scope.

This sounds like it is due to the poor enviro layer a scapa in v1.2, the low fps etc may be an indicator that PC resources are being streched.

If users are updating OH II or changing between full and base etc, this could also cause the issues as most changes have been to do with unit types. All these unit types are in scapa.

When you start a new campaign - your PC will make a copy of the campaign in your docs. Everytime you load/save the game this is also copied into you save game files.
So if the version on OHII has changed mines from type 110 to 107 ect, this is only changed in the campaign folder. When you load your game it is reading the campaign info from the save game.
So where this happens there may be mines with type 107 and 110 and this could cause problem.
It is always better to start a new career if you change anything with your mod loadout for OHII.


The weather on this mod is bad. I save the game and exit. The weather was clear no wind. I come a day later to play and I have heavy rain and light fog for 5 straight days. Saved and turned the game off.

The weather here in Scotland has not been that good either:O:

Great Mod!!!!!!!!!!

:sunny::DL

Poacher886
09-04-11, 05:11 AM
Trevally,

After having OH11 Full 1.1 installed and the problem mentioned of accessing Keil harbour, i un-installed and loaded the Base mod + Environment, then continued.

Are you saying this is the problem and that i should have started a new campaign?. My FPS is taking a hit in Scarpa which of course has much traffic + scenery, but im still managing approx 35-50fps even here due to having a high spec PC, so it does'nt strike me as a resource issue.?

I tried my latest save, and was looking through the scope at a capital ship, when i pressed the Torp door open it crashed. I tried again and it crashed while looking at the map. Tried a different save (in same location) and it crashed almost immediately after entering game, so there is certainly an issue.

Whats strange is that i entered Scarpa from a small inlet on the left side, and travelled underwater across the entire lengh of scarpa to my new postion on the left without hitch, only now that im motionless and viewing through my scope at night to make my attack is it causing issues.!!

Incidently, i've never encountered or seen / heard any mines or subnets in the sim?

Trevally.
09-04-11, 05:26 AM
@Poacher,

Can you try running "SHValidator_v1_6_0_by_TheDarkWraith (http://www.subsim.com/radioroom/showthread.php?t=186975)" and look at the save game checker at the bottom.
Look for the one with your newest carrer/save game.
Warning such as " unit type 107 not found etc" is what im looking for.

I will release v1.3 today.
It will have scapa reworked for less subnets and mines set at correct locations (v1.2 had them placed wrong).
I have tested this over and over and other than the bobbing subnets, can find no errors. I did the scapa mission 4 times without issue.
It will also fix the missing hydro sounds for coastal ships - I have found when testing this that you will find more targets as they can now be heard by you and your sonar man.
I have also set the fishing boats not to show as a target on your hydro so will only appear on map if your crew can see them.

Poacher886
09-04-11, 06:59 AM
Thanks Trevally.

I think i'll start a new campaign with OH11 Full 1.3 seeing as you have fixed the hydrosounds so i can enjoy the new ships!!.

Was it not possible to fix the sound for the fishing boats? they have quite a distinctive sound. Only problem i see, is that there are alot of fishing boats, which are not ID'd as such when your watch crew spot them, also they are hard to identify through UZO until close range due to their size.

Thus, every time you crew spot "Smoke on the horizon" (despite them not produing smoke), you need to either dive and listen for nothing, or take a large detore to find its a fishing boat.

Trevally.
09-04-11, 07:11 AM
Thanks Trevally.

I think i'll start a new campaign with OH11 Full 1.3 seeing as you have fixed the hydrosounds so i can enjoy the new ships!!.

Was it not possible to fix the sound for the fishing boats? they have quite a distinctive sound. Only problem i see, is that there are alot of fishing boats, which are not ID'd as such when your watch crew spot them, also they are hard to identify through UZO until close range due to their size.

Thus, every time you crew spot "Smoke on the horizon" (despite them not produing smoke), you need to either dive and listen for nothing, or take a large detore to find its a fishing boat.

I am trying one more play through for scapa with v1.3
I am taking SS and will post a scapa thread when I finish:D

The way the fishing boats & tugs are now is your crew will still say smoke on horizon when you see them,
You will not see a hydro line for them on map
You will not hear them on hydro

I think this is the best option as I had on many encounters spent hours working out a four bearings attack on these for only 80t reward:doh:

Hope to have v1.3 tested and out early evening:up:
So far all the flags are working correctly - @Rongel:yeah:

Poacher886
09-04-11, 01:26 PM
Excellent, i'll install 1.3 when your done. One other issue im finding, is the sonarman report buttons dont work correctly, or at least they do, but when you go to ask for another report, the button is yellow and cant be used...you have to click on the sonarman picture again to reset!

Thanks

TheDarkWraith
09-04-11, 01:28 PM
Excellent, i'll install 1.3 when your done. One other issue im finding, is the sonarman report buttons dont work correctly, or at least they do, but when you go to ask for another report, the button is yellow and cant be used...you have to click on the sonarman picture again to reset!

Thanks

That's not a problem of Trevallys. That would be a possible problem from my UIs mod. Can you post this in my UIs mod thread please?

grave2000ca
09-04-11, 06:19 PM
great mod, thanks!

ETsd4
09-04-11, 08:55 PM
It will have scapa reworked for less subnets and mines set at correct locations (v1.2 had them placed wrong).

Great news.

I would also prefer that we have the same time duration as in real life to complete this operation.

Real data:
?? Oct 39 ??:?? Hours: U-47 started from Kiel Harbour
?? Oct 39 ??:?? Hours: Kiel canal
10.Oct 39 11:00 Hours: U-47 at Heligoland Bight
14.Oct 39 02:00 Hours: Planned completion time °)
=================
min. 3 Days 15 Hours.

So minimum time to complete this mission should be 3 Days 15 Hours.



°) "The attack was to be made if possible on the night of 13th/14th October, as on this date both low tides occurred during the hours of darkness, and it was new moon at this period"

Vit
09-05-11, 02:26 AM
I have had a look at "mtns - OHII&HarbourAdditon_Fix_1_0f"

There are 4 campaign layers shared by the two mods:-
Enviro
Grouptype
Harbour
PlayerBase

Enviro
This is the layer with the mines and subnet.
You are not seeing subnets or mines as they have been changed in this layer. Some nets are there but no mines.
To Fix - use the environmental.mis from OH II in all campaign folders.

GroupType
This layer controls the convoys for the campaign system.
This file is good (a lot has been added) and will work with OH II v1.2:up:

Harbour
This layer is for buoys etc in the harbour. All good:up:

PlayerBase
This file sets all the ships you can see in a harbour.
There have been a lot of changes here. I will need to test:hmmm:

So - there is the problem. You need to use the enviro from OH II to see the nets and mines.:yeah:

Whether you plan to combine two mods OH II and MTNS in one. It would be very cool! After all campaign OH II is the best for SH 5 and if in it there will be such a huge variety of ships as in MTNS that it will be the best of mods for SH5 from all!:rock::woot:

Monte
09-05-11, 03:58 AM
Hi all!
I am in costal waters in the east of England for round about 1 week now.
Could you please tell me, if there should be planes and air strikes at the beginning of the war.
I havenīt seen any plane and I use my radio man as often as I can to attract somebody.

Greetings and thx
Monte

uekel
09-05-11, 04:27 AM
Hello Vit!
Whether you plan to combine two mods OH II and MTNS in one. It would be very cool! After all campaign OH II is the best for SH 5 and if in it there will be such a huge variety of ships as in MTNS that it will be the best of mods for SH5 from all!:rock::woot:When the Version 1.3 of "Open Horizons II" is public, I rework this: http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166.

It enable the interaction of the three mods, "Open Horizons II full" (OHII), "Harbour_Addition_Environment_Enhancement Mod v0.5" and "more traffic, nations and ships" (mtns).

greetings

uekel

Vit
09-05-11, 04:42 AM
Hello Vit!
When the Version 1.3 of "Open Horizons II" is public, I rework this: http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166.

It enable the interaction of the three mods, "Open Horizons II full" (OHII), "Harbour_Addition_Environment_Enhancement Mod v0.5" and "more traffic, nations and ships" (mtns).

greetings

uekel

COOL:up:!!
With impatience I will wait for results! :yeah:
It will be something unique and grandiose if at you all turns out!:sunny:

ETsd4
09-05-11, 07:16 AM
Hello Vit!
When the Version 1.3 of "Open Horizons II" is public, I rework this: http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166.

It enable the interaction of the three mods, "Open Horizons II full" (OHII), "Harbour_Addition_Environment_Enhancement Mod v0.5" and "more traffic, nations and ships" (mtns).

greetings

uekel
Appreaciate it.

NONONO
09-05-11, 09:08 AM
guys did in Germany was supporting aircraft carriers in World War II, and the mod Open Horizons II - the SH5 campaign reworked there, in my auxiliary supporting aircraft carriers and aircraft carriers were the U.S. and UK, and at the axis, in Japanese.

Faamecanic
09-05-11, 10:07 AM
Does this Mod have the effect the pitch and roll when under a Depth Charge attack like in your video? Or do I still need to load Stoianm Pitch and roll?

Also Im getting some CTDs. I can play for an hour or two but then CTD. One was near Keil, and another just after I left the Western mouth of Keil out to my first patrol to England.

I hope my Mod order was correct...here is what I have installed, and the order I installed them in:

New UIs_TDC_6_7_0_ByTheDarkWraith

New UIs_TDC_6_7_0_alt_officer_wounded

TDW_DC_Water_Disturbances_v2_0

TDW__Mines_Subnets_Spotable (OH II v1.2)

Open Horizons II Full v1.2
OHII and Light Campaign Radio Messages v3

Critical Hits 1.1 Torpedos

Stoianm pitch&roll for SH5 V1

Grossdeutscher Rundfunk


Oh and one other question.... does OHII work with BARF? (Better and More Realistic Floating?) I really liked what he did with ship HPs and adding variables for ship sinking vs. damage. Reminded me a lot of what the guys did in TGW for SH3.

Magic1111
09-05-11, 02:48 PM
great mod, thanks!

:salute::salute::salute:Welcome aboard !!!:salute::salute::salute:

Magic1111
09-05-11, 02:49 PM
Oh and one other question.... does OHII work with BARF? (Better and More Realistic Floating?) I really liked what he did with ship HPs and adding variables for ship sinking vs. damage. Reminded me a lot of what the guys did in TGW for SH3.

BARF is in TDW UI MOD included, you donīt need it as an separate MOD !

Best regards,
Magic

Magic1111
09-05-11, 02:51 PM
I will release v1.3 today.



Hi Trevally !

When do you think come the new version 1.3 out ? :hmmm:

Best regards,
Magic:salute:

Trevally.
09-05-11, 04:06 PM
Does this Mod have the effect the pitch and roll when under a Depth Charge attack like in your video? Or do I still need to load Stoianm Pitch and roll?

Also Im getting some CTDs. I can play for an hour or two but then CTD. One was near Keil, and another just after I left the Western mouth of Keil out to my first patrol to England.

I hope my Mod order was correct...here is what I have installed, and the order I installed them in:

New UIs_TDC_6_7_0_ByTheDarkWraith

New UIs_TDC_6_7_0_alt_officer_wounded

TDW_DC_Water_Disturbances_v2_0

TDW__Mines_Subnets_Spotable (OH II v1.2) <<<<<<SWAP

Open Horizons II Full v1.2 <<<<<<<<<SWAP
OHII and Light Campaign Radio Messages v3

Critical Hits 1.1 Torpedos

Stoianm pitch&roll for SH5 V1

Grossdeutscher Rundfunk


Oh and one other question.... does OHII work with BARF? (Better and More Realistic Floating?) I really liked what he did with ship HPs and adding variables for ship sinking vs. damage. Reminded me a lot of what the guys did in TGW for SH3.

Hi Faamecanic

For your mod list - you should swap these file so OHII is before spottable mines.
For BARF - you should check out TDWs FX mod (http://www.subsim.com/radioroom/showthread.php?t=174511).
It does this and more - place it first in your list:up:

You should also check out IRAI (http://www.subsim.com/radioroom/showthread.php?t=171973) - place after FX mod in your list

Trevally.
09-05-11, 04:09 PM
OH II v1.3 - see post 1:up:

re-worked scapa for better fps
fixed subnets in scapa flow (thanks again TDW)
Rongels frozen flag fix
fixed silent (hydro) coastal ships
made fishing boats and tugs silents in hydro and no hydro line on map

Magic1111
09-05-11, 04:13 PM
OH II v1.3 - see post 1:up:

re-worked scapa for better fps
fixed subnets in scapa flow (thanks again TDW)
Rongels frozen flag fix
fixed silent (hydro) coastal ships
made fishing boats and tugs silents in hydro and no hydro line on map

Aaah, wonderful ! :up:

Many thx Trevally, excellent work !!! :yeah:

Best regards,
Magic:salute:

TheDarkWraith
09-05-11, 04:25 PM
fixed subnets in scapa flow (thanks again TDW)

should include something in post #1 about the subnets (the whole floating thing ;)) so that people don't freak

dem
09-05-11, 04:33 PM
Hi Trevally

"There is a known conflict between OH II and TDWS FX mod.
To fix - delete the zone.cfg file from OH II/data"


Do i also have do delete the zone cfg from
TDW_Mines_Subnets_Spottable (OH II v1.3)

Dem

Trevally.
09-05-11, 04:39 PM
should include something in post #1 about the subnets (the whole floating thing ;)) so that people don't freak

:up:

When game first loads with v1.3, the subnets will start with a few meter sticking out of the water. This will last only a few moment and they will sink to the correct level where only the floats will be seen on the surface.

You will only see this happen if you save and load a game when you are close to the nets:yep:

Trevally.
09-05-11, 04:46 PM
Hi Trevally

"There is a known conflict between OH II and TDWS FX mod.
To fix - delete the zone.cfg file from OH II/data"


Do i also have do delete the zone cfg from
TDW_Mines_Subnets_Spottable (OH II v1.3)

Dem

The zone file in v1.3 is from TDWs FX v0.19 so they are ok

The zone file for the spottable mines is an older version (I think).:hmmm:
You should use the zone from FX v0.19 if you have it installed.

Perhaps TDW can check this.

dem
09-05-11, 05:02 PM
The zone file in v1.3 is from TDWs FX v0.19 so they are ok

The zone file for the spottable mines is an older version (I think).:hmmm:
You should use the zone from FX v0.19 if you have it installed.

Perhaps TDW can check this.

Ok Thanks
So i copy the zone from fx v0.19 and to in spottable mines:06:

Faamecanic
09-05-11, 06:01 PM
BARF is in TDW UI MOD included, you donīt need it as an separate MOD !

Best regards,
Magic

TOTAL AWESOMNESS... S! :salute:Zedi, Magic, Trevally and TDW! You guys continue to amaze me :rock:

REALLY starting to enjoy SH5 for the first time since I bought it (back when it first came out) due to your efforts!

Faamecanic
09-05-11, 09:11 PM
Oh and not complaining..but just wondering:

It seems the NAV map (access by the Helm wheel) does not match the terrain in Kiel and other areas.

I set my course out of Keil and thru the Canal...and good thing I didnt hit a TC higher than 32x. I popped up on the bridge and WHOA!!! I was heading right toward and island :) where the map showed a open channel.

Same thing with some of the channels were in the city at the end of Keil canal.

And it also appears the lack of some noise from boats while manning the Hydro station is a known issue and being worked?

TheDarkWraith
09-06-11, 05:12 AM
The zone file in v1.3 is from TDWs FX v0.19 so they are ok

The zone file for the spottable mines is an older version (I think).:hmmm:
You should use the zone from FX v0.19 if you have it installed.

Perhaps TDW can check this.

Open up the Zones.cfg file with Notepad. If it has these entries (just like below) then it's ok to use:

216=DistressFlareWarship
217=DistressFlareMerchant
218=SmokeSmall
219=SmokeMedium
220=SmokeLarge
221=Mine
222=None
;**************** FX Update improved zones
223=NFlotCapsize
224=NFlotFlood

Sartoris
09-06-11, 05:15 AM
Oh and not complaining..but just wondering:

It seems the NAV map (access by the Helm wheel) does not match the terrain in Kiel and other areas.

I set my course out of Keil and thru the Canal...and good thing I didnt hit a TC higher than 32x. I popped up on the bridge and WHOA!!! I was heading right toward and island :) where the map showed a open channel.

The same thing happened to me. Gave me such a scare! :rotfl2:

Illyustrator
09-06-11, 05:15 AM
Oh and not complaining..but just wondering:

It seems the NAV map (access by the Helm wheel) does not match the terrain in Kiel and other areas.

I set my course out of Keil and thru the Canal...and good thing I didnt hit a TC higher than 32x. I popped up on the bridge and WHOA!!! I was heading right toward and island :) where the map showed a open channel.

Same thing with some of the channels were in the city at the end of Keil canal.

And it also appears the lack of some noise from boats while manning the Hydro station is a known issue and being worked?
I already stated fears TDW about discrepancy Gradient when discussed "SHMapViewer". What mod (Nav. Map) you use?:06:
(If I have correctly understood your question :hmmm:).

dutchelitex
09-06-11, 06:26 AM
very well done :salute:

Magic1111
09-06-11, 06:33 AM
very well done :salute:

:salute::salute::salute:Welcome aboard !!!:salute::salute::salute:

dutchelitex
09-06-11, 06:42 AM
There is only one problem, I can't get to download the file. When I try to, it says I've downloaded too much for today. However I only downloaded one file today! :06:

Magic1111
09-06-11, 06:45 AM
There is only one problem, I can't get to download the file. When I try to, it says I've downloaded too much for today. However I only downloaded one file today! :06:

Read this: http://174.123.69.202/~subsimc/radioroom/showthread.php?t=185237

Best regards,
Magic

Vit
09-06-11, 09:21 AM
What is this the mod TDW_Mines_Subnets_Spottable (OH II v1.3)?

Trevally.
09-06-11, 11:22 AM
What is this the mod TDW_Mines_Subnets_Spottable (OH II v1.3)?

The mines and subnets in OHII can't be spotted by your crew.
You can download a map frompost 1 to show where they are so you can take action in those areas.

The "TDW_Mines_Subnets_Spottable (OH II v1.3)" mod is added for those you want to detect the mines. this will allow your sonar to hear them.
It is an add-on mod and should be installed after OHII v1.3

Trevally.
09-06-11, 01:12 PM
It seems the NAV map (access by the Helm wheel) does not match the terrain in Kiel and other areas.

I set my course out of Keil and thru the Canal...and good thing I didnt hit a TC higher than 32x. I popped up on the bridge and WHOA!!! I was heading right toward and island :) where the map showed a open channel.

Same thing with some of the channels were in the city at the end of Keil canal.

The same thing happened to me. Gave me such a scare! :rotfl2:

Does your map not show this:06:
http://img546.imageshack.us/img546/4599/sh5img20110906180916.jpg

http://img28.imageshack.us/img28/1996/sh5img20110906180933.jpg

Or do you mean some other area:06:

Rongel
09-06-11, 02:33 PM
Some bad news, it seems that the imported ships flag fix doesn't do it after all :nope:

I thought I had figured out why german flags don't freeze, but I was wrong. Every flag works in custom missions and in harbour when you start your patrol. So when you load a saved game or start from the harbour, the game loads all the nearby ships correctly, flags working and all. But when time passes and a new ship spawns, problems starts and the flags freeze. So it has something to do with the loading procedure/spawning of the new ships. Probably some .GR2/.dat compatability error. I have now no idea how to fix this, so if somebody wants to try, be my guest :D

Maybe small ships (fishing boats and torpedo boats) could sail without their flags???

Some good news also. I found one fishing boat lurking in the SH 5 files that wasn't used in the game. I hope that I can bring it in to the game fully working. And it shouldn't cause any flag problems :D. Here is a sneak preview:

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2011-09-06_220746.jpg

Trevally.
09-06-11, 02:44 PM
Some good news also. I found one fishing boat lurking in the SH 5 files that wasn't used in the game. I hope that I can bring it in to the game fully working. And it shouldn't cause any flag problems :D.

Great work Rongel:up:

Faamecanic
09-06-11, 04:32 PM
Does your map not show this:06:




Or do you mean some other area:06:


I will have to look and maybe take a screenshot. But I dont think so as I map my course out to the canal ahead of time. And was shocked by seeing an island in front of me that wasnt there in the Nav map.

Trevally.
09-06-11, 05:03 PM
Open up the Zones.cfg file with Notepad. If it has these entries (just like below) then it's ok to use:

216=DistressFlareWarship
217=DistressFlareMerchant
218=SmokeSmall
219=SmokeMedium
220=SmokeLarge
221=Mine
222=None
;**************** FX Update improved zones
223=NFlotCapsize
224=NFlotFlood

Yes -it has that. Thanks TDW

I will have to look and maybe take a screenshot. But I dont think so as I map my course out to the canal ahead of time. And was shocked by seeing an island in front of me that wasnt there in the Nav map.

:up:

Faamecanic
09-06-11, 07:29 PM
Ok Trevally...I looked at my game and the islands are there. So next time im in port at Keil I will take screenshot if I notice the problem of the island in the nav map not matching with the "real" world in SH5.

Perijones
09-06-11, 07:39 PM
Comrades, i'm getting CTDs when i select some types of ships in the museum. Is this normal? Does this issue afects the campaign game? Thanks in advance,

Perijones

Madox58
09-06-11, 08:23 PM
Question on the Flags issue?
:hmmm:

Why do those imported SH4 Units have a texture set in the dat for the FLG node?
And why does it point to one of the base textures for the Ship itself?
What was the reasoning behind this?

TheDarkWraith
09-06-11, 08:41 PM
Question on the Flags issue?
:hmmm:

Why do those imported SH4 Units have a texture set in the dat for the FLG node?
And why does it point to one of the base textures for the Ship itself?
What was the reasoning behind this?

I think it's because it was his first time making new FLG nodes :up: He's learning ;)

Madox58
09-06-11, 08:49 PM
Well, as they were imports from SH4?
They needed no texture assigned and never had one to start.
That may be the problem with the flags freezeing.
You can't assign a texture to a node like Flags or Gun placements.

I'm not being rude nor trying to say someone is stupid or anything bad along those lines!

I'm trying to answer a few issues without a whole nother fight starting.
:salute:

TheDarkWraith
09-06-11, 08:54 PM
Well, as they were imports from SH4?
They needed no texture assigned and never had one to start.
That may be the problem with the flags freezeing.
You can't assign a texture to a node like Flags or Gun placements.

I'm not being rude nor trying to say someone is stupid or anything bad along those lines!

I'm trying to answer a few issues without a whole nother fight starting.
:salute:

I'd say great find :yeah: He'll probably never make that mistake again :yep:

Madox58
09-06-11, 09:02 PM
I'm hopeing that is the only issue with the flags at this time.
Nameing, along with ID's, can be a critical factor in the GR2 files.
It may be so with the dats also.
I've not tested that since I found out how some nameing actually works and ID's are ignored in the GR2 files.

TheDarkWraith
09-06-11, 09:08 PM
I'm hopeing that is the only issue with the flags at this time.
Nameing, along with ID's, can be a critical factor in the GR2 files.
It may be so with the dats also.
I've not tested that since I found out how some nameing actually works and ID's are ignored in the GR2 files.

Should be ok.
You change one letter in a name of an item in the GR2 file it changes the ID of that item. Haven't nailed down the algorithm it uses to calculate the ID from the name yet in GR2 files.

Madox58
09-06-11, 09:20 PM
Better left for a future thread, BUT.
There are some things in the GR2 files that do not use the ID's.
They use the names themselves.
Much like cfg#FLG will call the animated flags.
It may have an ID for all versions of the Game?
But the name itself is the controller call.

So cfg#FLG_Whatever tells the Engine to use the animated flags.
It's ID then attaches to the proper render element, checks the Roster and Def files and you have the correct Flag on the right Ship at the right time.

Change the name of certain Elements in a GR2 file?
You will never see that Model in Game.
Or some really weird things can happen.

And the algorithm is based on every bit in the GR2 file.
Change a single vert or anything for that matter?
You get a CRC error with the stock GrannyViewer.

All you need to do then is 'touch' the GR2 file.
That corrects the CRC.

Rongel
09-07-11, 01:16 AM
Question on the Flags issue?
:hmmm:

Why do those imported SH4 Units have a texture set in the dat for the FLG node?
And why does it point to one of the base textures for the Ship itself?
What was the reasoning behind this?


Hi!

The reason why now imported ships have texture/material set to FLG-node is the new flag fix that I made last week. I thought it would fix the issue, but it didn't. So the material wasn't set to flags before, they were made just like SH 4 ships, but they just didn't work. So removing them won't fix the issue, sadly.

I was following the example of the Steekviking's NAMC-boat that had for some reason texture set to it's FLG-node. I never saw that boat having a frozen flag, but now I know it's because it's situated in harbour and when you start your game, all nearby ships work always.

Anyway, this is a really nasty bug (testing it requires campaign play), and in my opinion makes the imported ships currently un-usable.

Magic1111
09-07-11, 06:50 AM
Some bad news, it seems that the imported ships flag fix doesn't do it after all :nope:

I thought I had figured out why german flags don't freeze, but I was wrong. Every flag works in custom missions and in harbour when you start your patrol. So when you load a saved game or start from the harbour, the game loads all the nearby ships correctly, flags working and all. But when time passes and a new ship spawns, problems starts and the flags freeze. So it has something to do with the loading procedure/spawning of the new ships. Probably some .GR2/.dat compatability error. I have now no idea how to fix this, so if somebody wants to try, be my guest :D

Maybe small ships (fishing boats and torpedo boats) could sail without their flags???

Some good news also. I found one fishing boat lurking in the SH 5 files that wasn't used in the game. I hope that I can bring it in to the game fully working. And it shouldn't cause any flag problems :D. Here is a sneak preview:

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2011-09-06_220746.jpg


Looks very nice !!!! :yeah:

Best regards,
Magic:salute:

Trevally.
09-07-11, 11:54 AM
Anyway, this is a really nasty bug (testing it requires campaign play), and in my opinion makes the imported ships currently un-usable.

When you make a single mission - you could place the test ships outside the 30km yellow radius line and set it to head at full speed towards you.

this way you can test in single player mission:hmmm:

Backman
09-07-11, 12:30 PM
thanks for this mod (and all your efforts, modders...)

sh5 is a lot better now than in vanilla stage. And the near future is very promising.

But Iīve a little but annoying sound issue, and diesel engine sounds are not working (Iīm afraid something is wrong in my sh.dll file) All works fine until I add OHII (1.3) May be my SH5 installation was corrupted by "mods soup"?

i really appreciate your help and advice.

(sorry for my poor english)

Trevally.
09-07-11, 01:43 PM
@Backman
Can you paste your mod list here:up:

uekel
09-07-11, 01:51 PM
Hi Trevally & Rongel

Comrades, i'm getting CTDs when i select some types of ships in the museum. Is this normal? Does this issue afects the campaign game? Thanks in advance,

PerijonesThat happens because your "Z-ships" are clones from other ships they also stay in the game. You must remap the IDīs of your "Z-ships".

greetings

uekel

Trevally.
09-07-11, 02:03 PM
Hi Trevally & Rongel

That happens because your "Z-ships" are clones from other ships they also stay in the game. You must remap the IDīs of your "Z-ships".

greetings

uekel

Thanks uekel:up:

Backman
09-07-11, 02:50 PM
@Backman
Can you paste your mod list here:up:

of course!

Generic Mod Enabler - v2.6.0.157
[C:\juegos\Ubisoft\Silent Hunter 5\MODS]

AilBubbles 1.0
AilWhiteInterior 1.0
Accurate German Flags
A Fistful of Emblems v1.51 (Weathered)
U-Boat Propulsion SFX
Critical hits v 1.2
Critical hits 1.1 Torpedos
Damage assessment
Enhanced FunelSmoke1.2_by HanSolo78
MightyFine Crew Mod 1.2.1 Stock faces
FX_Update_0_0_19_ByTheDarkWraith
U-Boat Watch Crew Routine SFX
MightyFine Less Annoying Footsteps 1.0
NDB,NDH OM#1 - No Dialog Indicator
NewUIs_TDC_6_7_0_ByTheDarkWraith
NewUIs_TDC_v6_7_0_patch_1
RAF Bomber Command Radio Frequency 77.00 MHz
RAF Fighter Command Radio Frequency 66.00 MHz
Luftwaffe Combat Radio Frequency 88.00 MHz
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
No Logo Intro Menu_Animation v. 01.00 by AvM
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
NewUIs_TDC_6_7_0_No_Snorkel_Exhaust_Smoke
sobers 3D deck spray mod V7
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
U-Boat Ballast Tanks SFX
U-Boat Radio Room Telemetry SFX
Unterseeboot SFX
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Tutorials - All v0.2 (for TDW UI)
Real Environment - Revision_2
stoianm blue water and EnvNights compatible Real Environment - Revision_2
NewUIs_TDC_6_7_0_WWIIInterface_by_naights
Realistic ammo amount for AA and deck guns
OPEN HORIZONS II_full v1.3
sobers real trees
SteelViking's Sky Banding Mod
NewUIs_TDC_6_7_0_New_radio_messages_German

Trevally.
09-07-11, 03:08 PM
:hmmm:
looks ok

Where do you lose the sounds-
Inside
Outside


Loading up and testing..........

Trevally.
09-07-11, 03:20 PM
just tested my campaign and I have the inside engine noise.
The out side was hard to hear as the boat was punching through a storm:D
So loaded a calm weather save and outside engine noise is good:hmmm:

Madox58
09-07-11, 04:07 PM
Hi!

The reason why now imported ships have texture/material set to FLG-node is the new flag fix that I made last week. I thought it would fix the issue, but it didn't. So the material wasn't set to flags before, they were made just like SH 4 ships, but they just didn't work. So removing them won't fix the issue, sadly.

I was following the example of the Steekviking's NAMC-boat that had for some reason texture set to it's FLG-node. I never saw that boat having a frozen flag, but now I know it's because it's situated in harbour and when you start your game, all nearby ships work always.

Anyway, this is a really nasty bug (testing it requires campaign play), and in my opinion makes the imported ships currently un-usable.

Ok. I understand now.
Thanks!
:salute:

Backman
09-07-11, 05:36 PM
just tested my campaign and I have the inside engine noise.
The out side was hard to hear as the boat was punching through a storm:D
So loaded a calm weather save and outside engine noise is good:hmmm:

the missing sounds are internal diesel sounds (external sounds appears to be ok).

Look at this:

http://www.subsim.com/radioroom/showpost.php?p=1744963&postcount=292

Stormfly
09-07-11, 06:06 PM
...and this:

http://www.subsim.com/radioroom/showpost.php?p=1744977&postcount=293

Madox58
09-07-11, 06:39 PM
Question.
Do you always start in the Bunker?
:hmmm:

I don't play the Game so I'm asking for information.

0rpheus
09-07-11, 08:17 PM
Question.
Do you always start in the Bunker?
:hmmm:

I don't play the Game so I'm asking for information.

Only when returning from and ending (not refitting) a patrol, and when loading an in-bunker save. Also when returning to Kiel to complete the tutorial as a once only scripted instance.

:salute:

Stormfly
09-08-11, 06:33 AM
manny thanks for this new 1.3 version (Full), it runs much better / more fluid on my system.

Trevally.
09-08-11, 12:23 PM
manny thanks for this new 1.3 version (Full), it runs much better / more fluid on my system.

Thanks Stormfly:up:

Re: the missing sound if sound file is stereo.
Is the stock sound files mono or stereo:06:
Will this only be an issue for people who have modded sounds in stereo:06:

Stormfly
09-08-11, 12:26 PM
Thanks Stormfly:up:

Re: the missing sound if sound file is stereo.
Is the stock sound files mono or stereo:06:
Will this only be an issue for people who have modded sounds in stereo:06:

as the stock file is in stereo and have no 3D effect, i recommend adding a mono version to the campaign package.

Madox58
09-08-11, 12:45 PM
Only when returning from and ending (not refitting) a patrol, and when loading an in-bunker save. Also when returning to Kiel to complete the tutorial as a once only scripted instance.

:salute:

So each new patrol starts in the Bunker?
:hmmm:
Say I complete a patrol and end in the Bunker.
I start the next patrol from the Bunker then right?

Again, I have not had the system to play SH5 until today.
And for the most part I only mod things.

Today the first of the Open Bunker Mods goes to a special tester.
If he feels it's worth releaseing for further testing?
I'll ask for a few more testers.
:up:

0rpheus
09-08-11, 12:57 PM
So each new patrol starts in the Bunker?
:hmmm:
Say I complete a patrol and end in the Bunker.
I start the next patrol from the Bunker then right?

Again, I have not had the system to play SH5 until today.
And for the most part I only mod things.

Today the first of the Open Bunker Mods goes to a special tester.
If he feels it's worth releaseing for further testing?
I'll ask for a few more testers.
:up:

Yes, exactly. You load in the bunker and talk to the officer to start your new patrol. :salute:

Madox58
09-08-11, 01:07 PM
Yes, exactly. You load in the bunker and talk to the officer to start your new patrol. :salute:

Very good.
I now have the information to actually disable the Bunker for ports that had none.
:yep:

I'm sure We can make it so your on a dock now instead of inside a bunker
when need be.
:)

mia389
09-08-11, 03:08 PM
Very good.
I'm sure We can make it so your on a dock now instead of inside a bunker
when need be.
:)

:yeah:

Terminator
09-09-11, 10:10 AM
Wow a very great mod for SH5.

Magic1111
09-09-11, 10:44 AM
Wow a very great mod for SH5.

:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:

Lt_Werner
09-09-11, 04:25 PM
I also have no internal engine sound. How do you fix it ?

Trevally.
09-09-11, 05:22 PM
Thanks to Stormfly who send me this fix:up:

OHII fixed sound v1.3 (http://www.gamefront.com/files/20761124/OHII+fixed+sound+v1..3.7z)

Install if you are missing the engine sounds

Jester_UK
09-09-11, 08:36 PM
Fairly minor thing, but I thought I'd mention it:

There's a mis-match between ship types between the full version of OH II (v 1.3) and TDW's multiple UI mod (v 6.7.0).

Firstly it seems that most of the new ships don't trigger the creation of destroyed marks on the map (TDW UI feature).

Secondly, some of the new ships are mis matched with ship types in TDW's mod. For example, last night I sank a SV' ATOD Large Passenger Ship (8843 tons). In TDW's logbook it was recorded as an SV Fishing Vessel (81 tons). It was however correctly recorded (both type and tonnage) in the default captain's log.

Lt_Werner
09-10-11, 03:29 AM
Thanks to Stormfly who send me this fix:up:

OHII fixed sound v1.3 (http://www.gamefront.com/files/20761124/OHII+fixed+sound+v1..3.7z)

Install if you are missing the engine sounds

Thank you :salute:

Trevally.
09-10-11, 05:57 AM
I have removed the link for OH II light

This was part of the mod when the test version was out and where the test mod was causing fps issues for low spec systems. The light version helped this.

With the updates etc within OH II base v1.3 - the fps issues have been reduced and everyone should be able to run it ok.:up:

Faamecanic
09-10-11, 08:11 AM
Ok Trevally...I looked at my game and the islands are there. So next time im in port at Keil I will take screenshot if I notice the problem of the island in the nav map not matching with the "real" world in SH5.

Ok..figured out the problem. I loaded TDW's Observable Mines and Subnets BEFORE loading OHII. I switched that order and it appears the map graphics and game world match now (strange...but true).

Now the next question...is it this mod, TDW UI mod, stonaim's ptich and roll mod, causing my subs CRASHDIVE to take so long (or is it stock SH5). I order a crashdive and it takes 20+ seconds just for my LI to say "Extreme speed ahead (I hate that), CRASH DIVE"... cripes by the time we actually start the crash dive I would be dead.

Trevally.
09-10-11, 08:20 AM
Now the next question...is it this mod, TDW UI mod, stonaim's ptich and roll mod, causing my subs CRASHDIVE to take so long (or is it stock SH5). I order a crashdive and it takes 20+ seconds just for my LI to say "Extreme speed ahead (I hate that), CRASH DIVE"... cripes by the time we actually start the crash dive I would be dead.

It is TDWs UI - I think

He added a 20sec delay to simulate how long it would take to clear the bridge for the auto teleport command.
If you, like me - always leave bridge before ordering crash dive - you can change this in the options py file:up:

Faamecanic
09-10-11, 07:51 PM
Thanks Trevally.

Back to the mismatch Nav Map and "real" world (game world that is).

I was exiting Keil canal (Keil was fine) and even though I had my route maped to the center canal (see TAI in screenshot).. I almost ran aground to the far right of all the canals (locks?). (sorry for screenshot size.. didnt have time to reinstall my editor program).

http://i5.photobucket.com/albums/y191/faamecanic/Naverror.jpg

Blackseacpt
09-11-11, 01:22 AM
Hello again guys. I've just installed v1.3 full. I must say i rather enjoy it but i must adress a few issues. First and formost, the flag on my sub is totally textureless. It's all white. It's like i'm giving up all the time waiving a plz don't shoot flag. I'm not sure OH is the problem though. I also have MO and TDW UI 6 5 1. The second problem i encountered was when sailing off to a quick refit, i had maybe 10, 12 contacts on my hydro. I think it was off the coast of France or the Netherlands not sure. When i started my aproach i could not see any of them. I could see them as map contacts but not on the water. No mines, no nets there. Just a wierd occurence. Well, any help on the white flag stuff would be appreciated. I am thinking of restarting the campaign and seeing what hapends. If the ghost contacts problem persists i will post a screenshot.
Thanks

Trevally.
09-11-11, 05:58 AM
Thanks Trevally.

Back to the mismatch Nav Map and "real" world (game world that is).

I was exiting Keil canal (Keil was fine) and even though I had my route maped to the center canal (see TAI in screenshot).. I almost ran aground to the far right of all the canals (locks?). (sorry for screenshot size.. didnt have time to reinstall my editor program).


Ah yes - i see what you mean. I will have a look at this:up:

btw - have you not tried "Harbour Pilot (http://www.subsim.com/radioroom/showthread.php?t=174525)":06:
He will pick the correct path every time:yep:

Trevally.
09-11-11, 06:23 AM
Hello again guys. I've just installed v1.3 full. I must say i rather enjoy it but i must adress a few issues. First and formost, the flag on my sub is totally textureless. It's all white. It's like i'm giving up all the time waiving a plz don't shoot flag. I'm not sure OH is the problem though. I also have MO and TDW UI 6 5 1.

Yes - attacking shipping whilst flying a white flag is a bit nasty and against the codes of war:O:

The flag is from TDWs flag mod - you should try uninstalling and resetting the flag that you use:up:



The second problem i encountered was when sailing off to a quick refit, i had maybe 10, 12 contacts on my hydro. I think it was off the coast of France or the Netherlands not sure. When i started my aproach i could not see any of them. I could see them as map contacts but not on the water. No mines, no nets there. Just a wierd occurence. Well, any help on the white flag stuff would be appreciated. I am thinking of restarting the campaign and seeing what hapends. If the ghost contacts problem persists i will post a screenshot.
Thanks


I think your ghosts are in fact dolphins:yep:

Yesterday I spent an hour setting up an attack - only to discover a pod of these dolphins swimming along. I was so mad I fired at them anyway (missed:arrgh!:)

If you have external cam - you can go an check them out.

I am not happy with the dolphins being so easily mistaken for ships.
To change this would require another round of updates and restarts:hmmm:

So some tips not to mistake them for ships:-

There are always 10 in a pod
There max speed is 15 knots (most set at 7 to 13 knots)
They are close together, 100m spacing
You can hear them talk to each other in the hydro station
So if you get into the habit of checking the hydro yourself when you met a convoy with the above condition - you can then tell if they are dolpgins:up:

Blackseacpt
09-11-11, 06:50 AM
Thanks for the quick reply. I'll check things out and tinker a little more with my mod soup. Let you know if anything unusual happens. And by the way, great work man! :yeah:

Faamecanic
09-11-11, 01:16 PM
Ah yes - i see what you mean. I will have a look at this:up:

btw - have you not tried "Harbour Pilot (http://www.subsim.com/radioroom/showthread.php?t=174525)":06:
He will pick the correct path every time:yep:


Nice...didnt know it exsisted.... I have just brought him on board today :yeah:

Awesome work... I think OHII and TDWs mods have saved sH5 for me... thanks!! :rock: