View Full Version : [REL] Open Horizons II (old thread)
Poacher886
09-12-11, 11:10 AM
Installed V1.3 Full. I am using Stormy's DSBM Mod aswell. After ten days of the coast of Britian i've encountered a single EKEL Medium composite freighter from Norway.....there was no sound via Hydrophone!
Last thing last night my Watch vrew spotted a ship @ 104º, i dived and my Sonarman reported (when asked) a Warship @ 104º....i listened and there was no sound! however there was a very loud sound @ 4º
Im baffled!
Trevally.
09-12-11, 11:33 AM
Installed V1.3 Full. I am using Stormy's DSBM Mod aswell. After ten days of the coast of Britian i've encountered a single EKEL Medium composite freighter from Norway.....there was no sound via Hydrophone!
Last thing last night my Watch vrew spotted a ship @ 104º, i dived and my Sonarman reported (when asked) a Warship @ 104º....i listened and there was no sound! however there was a very loud sound @ 4º
Im baffled!
Some things to check:-
Did you start a new career after installing OHIIv1.3:06:
Have you installed the hydro fix (http://174.123.69.202/~subsimc/radioroom/showthread.php?t=181433) .exe:06:
If the answer to both are yes - then run TDWs sh5 validator (http://www.subsim.com/radioroom/showthread.php?t=186975) and post the error part of the txt report it produces here:up:
Poacher886
09-12-11, 11:57 AM
Some things to check:-
Did you start a new career after installing OHIIv1.3:06:
Have you installed the hydro fix (http://174.123.69.202/~subsimc/radioroom/showthread.php?t=181433) .exe:06:
If the answer to both are yes - then run TDWs sh5 validator (http://www.subsim.com/radioroom/showthread.php?t=186975) and post the error part of the txt report it produces here:up:
Did you start a new career after installing OHIIv1.3:06: = Certainly did.
Have you installed the hydro fix (http://174.123.69.202/~subsimc/radioroom/showthread.php?t=181433) .exe:06: = Certainly did not.
I shall install it now.!
Ta.
Just checked your link wow thats heavy....is it still required as its dated from March?
Faamecanic
09-12-11, 04:27 PM
I have noted the same thing with Fishing boats.. no sound on hydro (but yet my soundman picks them up and marks them on map).
Although I thought I read somewhere this was a known issue?
Hi folks, I'm looking for some help.
I get a CTD whenever I try and start a campaign with the Mod load order below. I don't get a CTD if I uninstall Open Horizons. I've deleted the zones.cfg file like it says on the download page. Any ideas?
Thanks
Magnum_Opus_v0_0_1
IRAI_0_0_30_ByTheDarkWraith
TDW_No_Colour_Dashed_Contact_Line_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_Sub_Warship_Merchant_Same_Shape_1_1_0
TDW_Waypoint_Contacts_Same_Shape_No_Color_1_1_0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v1.3
Hi folks, I'm looking for some help.
I get a CTD whenever I try and start a campaign with the Mod load order below. I don't get a CTD if I uninstall Open Horizons. I've deleted the zones.cfg file like it says on the download page. Any ideas?
Thanks
Magnum_Opus_v0_0_1
IRAI_0_0_30_ByTheDarkWraith
TDW_No_Colour_Dashed_Contact_Line_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_Sub_Warship_Merchant_Same_Shape_1_1_0
TDW_Waypoint_Contacts_Same_Shape_No_Color_1_1_0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v1.3
You need the latest version of TDW UIs. Make your mods look like this. Add the one in yellow found here (http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1). Add the patch too.
Magnum_Opus_v0_0_1
IRAI_0_0_30_ByTheDarkWraith
NewUIs_TDC_6_7_0_ByTheDarkWraith
TDW_No_Colour_Dashed_Contact_Line_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_Sub_Warship_Merchant_Same_Shape_1_1_0
TDW_Waypoint_Contacts_Same_Shape_No_Color_1_1_0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v1.3
Edit:
You will CTD when adding NewUIs_TDW_6_7_0 IF you try to load a saved game. 6_7_0 adds a snorkel to all the subs and that is why you will get a CTD if your try to load a save from an older version. To fix this and get rid of snorkel you have to open C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_6_7_0_ByTheDarkWraith\data\Subma rine\NSS_Uboat7b and open up NSS_Uboat7b.sns and change sensor 14 to this
;[Sensor 14]
;NodeName=O04
;;LinkName=NULL
;LinkName=SCHNORCHEL,data\Objects\Sensors\UBoot_Se nsors
;StartDate=19380101
;;EndDate=19430901
;EndDate=19451231
Then enable UIs mod and your save should work. If your using a type C boat then you have to change the file in the Uboat7c folder. I actually disabled it in all 4 boats. Later in the war when I want one I will then change this file back.
You need the latest version of TDW UIs.
Thanks for the reply, and in the other thread too :DL
I edited above while you posted :DL
Lt_Werner
09-14-11, 05:42 AM
This mod made me go back to SH5:salute: I have a couple of questions though.
1. Do you have to accept always a mission or can you just go on patrol ?
2. When you are on patrol if accepted a mission or not (as ask above) will you encounter Konvois at the relevant Konvoi route. I mean are they always shipping there or are they linked to the missions. Sometimes i am patrolling the area and no sight of a konvoi.
3. I found cerberus62 additional ships mod i wonder if this will work together with OHII. I am using OHII basic + environment.
Thanks again for this great mod :DL
Trevally.
09-14-11, 11:54 AM
I have some good news:woot:
Uekel who made this great mod (http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166) found that the museum errors in OHII ships are caused by wrong id's for the zombie ships.
Rongel has now sent me a fix for this and it works great - no more ctds in museum - so thanks to both:salute:
Rongel is also working hard on his new fishing boat (using sh5 gr2 rather than dat). This will be added soon. Thanks Rongel:yeah:
I am also looking at "cerberus62 additional ships mod" and may add a patch that will make it compatible.
This mod made me go back to SH5:salute: I have a couple of questions though.
1. Do you have to accept always a mission or can you just go on patrol ?
Yes, You can just patrol and not accept a mission.
2. When you are on patrol if accepted a mission or not (as ask above) will you encounter Konvois at the relevant Konvoi route. I mean are they always shipping there or are they linked to the missions. Sometimes i am patrolling the area and no sight of a konvoi.
They will be there even if you don't accept a mission.
3. I found cerberus62 additional ships mod i wonder if this will work together with OHII. I am using OHII basic + environment.
I am not sure about this one. Try and find out:up:
Thanks again for this great mod :DL
Added yellow answers above.
Trevally.
09-14-11, 02:20 PM
3. I found cerberus62 additional ships mod i wonder if this will work together with OHII. I am using OHII basic + environment.
OH II Cerberus ship patch (http://www.gamefront.com/files/20775958/OHII+-+Cerberus+ship+patch.7z)
This patch is for use with OH II and Cerberus62's ship mod (http://www.subsim.com/radioroom/showthread.php?t=174342).
Install with JSGME anytime after both mods. (no restart required)
Added yellow answers above.
:up:
Trevally.
09-14-11, 02:46 PM
Fix for ctd when in museum.
OHII full & new ships v1.3 Patch1 (http://www.gamefront.com/files/20776008/OHII+full+%26+new+ships+v1.3+Patch1.7z)
This is a patch only if you use "Full" or "New Ships"
Thanks Rongel:salute:
Install with JSGME - anytime (no restart required)
naelyan
09-14-11, 04:16 PM
This mod is very good keep up the good work
bademeister
09-14-11, 04:22 PM
This mod is what i have waited for, since the release of sh5.
In my opinion the stock sh5-campaign was the most annoying thing in this game. Your mod is a very important step to make sh5 playable.
thx :yeah: :sunny:
Magic1111
09-15-11, 09:25 AM
This mod is very good keep up the good work
This mod is what i have waited for, since the release of sh5.
In my opinion the stock sh5-campaign was the most annoying thing in this game. Your mod is a very important step to make sh5 playable.
thx :yeah: :sunny:
thanks
:salute::salute::salute:Welcome aboard all!!!:salute::salute::salute:
Magic1111
09-15-11, 09:26 AM
OH II Cerberus ship patch (http://www.gamefront.com/files/20775958/OHII+-+Cerberus+ship+patch.7z)
This patch is for use with OH II and Cerberus62's ship mod (http://www.subsim.com/radioroom/showthread.php?t=174342).
Install with JSGME anytime after both mods. (no restart required)
:up:
Fix for ctd when in museum.
OHII full & new ships v1.3 Patch1 (http://www.gamefront.com/files/20776008/OHII+full+%26+new+ships+v1.3+Patch1.7z)
This is a patch only if you use "Full" or "New Ships"
Thanks Rongel:salute:
Install with JSGME - anytime (no restart required)
Hi Trevally!
Many thanks for the fixes, will use all!!! :up:
Best regards,
Magic:salute:
Lt_Werner
09-15-11, 09:40 AM
Added yellow answers above.
OH II Cerberus ship patch (http://www.gamefront.com/files/20775958/OHII+-+Cerberus+ship+patch.7z)
This patch is for use with OH II and Cerberus62's ship mod (http://www.subsim.com/radioroom/showthread.php?t=174342).
Install with JSGME anytime after both mods. (no restart required)
:up:
Thanks for the help. I did the scapa flow mission last and wow I had some 3 hrs tense gameplay. Cat and Mouse game with several destroyers and then those subnets:damn: but sank the battleship and got out a live. I am sure I am due for an Iron cross:salute:.
DoveEgg
09-15-11, 09:42 AM
No one here cares that the dude above is using an offensive word for his screen name? Welcome aboard? WTF? How about some decency around here?
OH II Cerberus ship patch (http://www.gamefront.com/files/20775958/OHII+-+Cerberus+ship+patch.7z)
This patch is for use with OH II and Cerberus62's ship mod (http://www.subsim.com/radioroom/showthread.php?t=174342).
Install with JSGME anytime after both mods. (no restart required)
Trevally,
First of all, thank you very much for this mod :up:
Have you thought about posting the link to Cerberus62's ship mod and the corresponding pacth in the first post of the thread, to make it easier to find?
Txema
Lt_Werner
09-15-11, 10:31 AM
No one here cares that the dude above is using an offensive word for his screen name? Welcome aboard? WTF? How about some decency around here?
What is wrong with my screen name ? Sorry had a dumb moment, just seen the screen name you were referring too.
Trevally.
09-15-11, 11:50 AM
This mod is very good keep up the good work
This mod is what i have waited for, since the release of sh5.
In my opinion the stock sh5-campaign was the most annoying thing in this game. Your mod is a very important step to make sh5 playable.
thx :yeah: :sunny:
Thanks and welcome to subsim:DL
No one here cares that the dude above is using an offensive word for his screen name? Welcome aboard? WTF? How about some decency around here?
:agree:
Trevally.
09-15-11, 11:55 AM
Thanks for the help. I did the scapa flow mission last and wow I had some 3 hrs tense gameplay. Cat and Mouse game with several destroyers and then those subnets:damn: but sank the battleship and got out a live. I am sure I am due for an Iron cross:salute:.
:yeah: This game with the correct mods, IRAI settings, real nav etc - can make for some great moments:yep:
Trevally,
First of all, thank you very much for this mod :up:
Have you thought about posting the link to Cerberus62's ship mod and the corresponding pacth in the first post of the thread, to make it easier to find?
Txema
Yes i did think about this - I have linked it into post 1 of the OH Support thread:up:
Poacher886
09-15-11, 01:05 PM
I've encountered a serious issue (maybe not with the mod though).
After endless patroling off the coast of England and finding nothing, i finally in a fog ridden day find myself chasing a large convoy of mixed merchants, Steamers, Troopships, liners etc. after bringing myself up close and personal with them (amongst them) on the surface (no escorts) i let rip torps in all directions and at will.
Everything on my PC is running happily at 55-70FPS no probs, but after a few explotions i start to get the odd stutter or should i say quick freeze of game...I saved the game and came back to it, where-by the situation was normal again for a while and then started to freeze for breif periods which made it hard work to do stuff.
Then i started to let rip with the gun and the game quickly came to be un-playable, with stuttering freezes constantly both inside the sub and out. I would have to move my mouse repeatably in one direction to get it to move an inch, yet my FPS was still 55-70!!!!
I exited the game and returned where everything had returned to normal, but alas once i let rip on the guns and set a few alight it broke down again!.
Clearly this is a game killer when encountering convoy's yet my FPS stay's at 55-70 through-out??
The only possibility i can think off is my 1.3gb Mem on my GTX750 is only just enough, then game using a high of 1.273gb, having said that i have no problems prior to letting the torps or gun rip.
Any thoughts
Thanks
Edit: Also, I've just returned to Keil following my first patrol, where i sunk 12 ships and completed the "Eastern Coastal" Mission. but there are no more missions for me to except now? do i just go out on patrol anyway?
Paajtor
09-15-11, 04:03 PM
Do you have a dedicated soundcard, or are you using onboard-sound?
Stormfly
09-15-11, 04:34 PM
do you see red distress flares from ships which are about to sink ?
...if so, you have to remove that red flares effect from TDW´s FX mod by editing zones.cfg
\data\zones.cfg:
search for: Effect2=Distress_Flare_Red, 75 (2 times present)
replace with: #Effect2=Distress_Flare_Red, 75
Anno1939
09-16-11, 11:30 AM
:DL
Poacher886
09-16-11, 12:05 PM
Not sure if the above post are answering mine, but yes i have a Xonar DX soundcard and the only distess flares were white!
Trevally.
09-16-11, 12:20 PM
The white flares are starshells and are found in the equip file for some ships (TDW FX mods adds them).
Re: no missions
You can go and patrol anywhere you like and a new mission will get posted on your map when the date is correct. If you use the campaign radio - a message will be sent to you with this info.
You can also start patrol/dock and this will pass about 14days at a time if you want to speed to the next mission
DoveEgg
09-16-11, 01:24 PM
You can also start patrol/dock and this will pass about 14days at a time if you want to speed to the next mission
Does anyone know a way to increase the number of days spent in port between patrols? I'd like to increase the value to help me speed through the campaign.
Has anyone tried editing the dates in the saved game files? I took a peek, but there are multiple instances of the "current date" that I don't know if I could ensure that I changed all of them.
Then again, I don't know why I want to rush to the end of the war. Once the escorts get surface radar, I'm basically screwed.
Magic1111
09-16-11, 02:42 PM
:DL
:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:
Does anyone know a way to increase the number of days spent in port between patrols? I'd like to increase the value to help me speed through the campaign.
Go to "Silent hunter 5/Data/cfg/upc.cfg"
Edit line "MinimumDaysInBaseGE=xx" with desired number in days.
DoveEgg
09-16-11, 04:27 PM
Can't wait to try this when I get home from work! I'll edit my post with my results. :woot:
It worked. Thanks so much!
I have a problem!
During operation Weserubung to me allow to patrol absolutely other area instead of what near Norway and Narvik. And when I load game, at me already date of 4/16/1940. The beginning of following mission South approach. Operation Weserubung begins 4/1/1940 and comes to an end 4/10/1940. Simply there is no time. And operation South approach begins right after Weserubung, 4/10/1940:hmmm:
Places which to me appoint to patrol, are shown on a map. They are absolutely removed from a zone of operations!
http://imglink.ru/thumbnails/17-09-11/89728b9752c8e71cbc6001dcc2d8ca0c.jpg (http://imglink.ru/show-image.php?id=95de00693ce8141ebf689efa7ddf07ed)
Rongel is also working hard on his new fishing boat (using sh5 gr2 rather than dat). This will be added soon. Thanks Rongel:yeah:
Sorry about the delay, work has been keeping me occupied. I hope I can get back to business tomorrow and test it in campaing. Release should be on sunday or monday. But to make things clear, this boat was already half made, I just added the missing sim, dsd, zon and val-files. Another example how the plug was pulled when the game was still unifinished. Or maybe the boat is cursed and they left it out for a reason! :D.
Faamecanic
09-17-11, 01:47 PM
Question,
Im using OH II... I have orders to the Western Approaches (which I just met the tonnage requirement and completed ..and its only Dec 1939 :woot:)
I have a patrol mission as well to "Engage any task force" and the marker is between Iceland and Greenland. I have been at the patrol mark for 3 weeks now and have YET to have gotten even close to an assault force (task force..cant remember the wording).
Is there someplace special these guys hang out, or route they use so I can intercept? And how close do I have to be to my patrol marker to get credit? Can I just sail by it and then go engage a task force off N. Ireland?
Trevally.
09-17-11, 02:01 PM
I have a problem!
During operation Weserubung to me allow to patrol absolutely other area instead of what near Norway and Narvik. And when I load game, at me already date of 4/16/1940. The beginning of following mission South approach. Operation Weserubung begins 4/1/1940 and comes to an end 4/10/1940. Simply there is no time. And operation South approach begins right after Weserubung, 4/10/1940:hmmm:
Places which to me appoint to patrol, are shown on a map. They are absolutely removed from a zone of operations!
http://imglink.ru/thumbnails/17-09-11/89728b9752c8e71cbc6001dcc2d8ca0c.jpg (http://imglink.ru/show-image.php?id=95de00693ce8141ebf689efa7ddf07ed)
Hi Vit,
I will review this:up:
If you use the campaign radio mod - you get warnings to head to Norway from 23/03/1940
Also it is not essential that you complete all missions. the campaign will go on.
Trevally.
09-17-11, 02:03 PM
Sorry about the delay, work has been keeping me occupied. I hope I can get back to business tomorrow and test it in campaing. Release should be on sunday or monday. But to make things clear, this boat was already half made, I just added the missing sim, dsd, zon and val-files. Another example how the plug was pulled when the game was still unifinished. Or maybe the boat is cursed and they left it out for a reason! :D.
Thanks Rongel - no hurry for the fishing boat:DL
Have you noticed all the unfinished aeroplanes:O:
Trevally.
09-17-11, 02:23 PM
Question,
Im using OH II... I have orders to the Western Approaches (which I just met the tonnage requirement and completed ..and its only Dec 1939 :woot:)
I have a patrol mission as well to "Engage any task force" and the marker is between Iceland and Greenland. I have been at the patrol mark for 3 weeks now and have YET to have gotten even close to an assault force (task force..cant remember the wording).
http://img546.imageshack.us/img546/3562/maprh.jpg
Just North of Ireland would be a good hunting area.:up:
Is there someplace special these guys hang out, or route they use so I can intercept? And how close do I have to be to my patrol marker to get credit? Can I just sail by it and then go engage a task force off N. Ireland?
Most radius are set at 80km (some are 200km) for credit
Faamecanic
09-17-11, 06:53 PM
Yep Trev...thats where I have seen plenty of marks, but they always seem to be just far enough away that I cant catch them. Ahh well...I have 79% fuel left and two torps. Bdu refused resupply so I guess I will keep hunting until Im around 30% fuel then back to port. with or without my prize :D
Thanks again for all your doing with OHII... you and TDW have saved SH5 from the abiss of my closet where the long forgotten games go :yeah:
go_1958
09-18-11, 02:04 PM
Liest sich gut und werde es ausprobieren. Mal sehen wie es funzt. Danke an den moder.
Trevally.
09-18-11, 02:23 PM
Vielen Dank - ich hoffe es gefällt euch.
Siehe Beitrag eines für einen Pfad zu Ruby2000 deutschen mod:up:
:oops:Google translate
Magic1111
09-18-11, 04:36 PM
Vielen Dank - ich hoffe es gefällt euch.
Siehe Beitrag eines für einen Pfad zu Ruby2000 deutschen mod:up:
:oops:Google translate
No worries Trevally, it´s a good translation! ;)
Sometimes I must write from german to english with google translate too... :oops:
Best regards,
Magic:salute:
Magic1111
09-18-11, 04:38 PM
Liest sich gut und werde es ausprobieren. Mal sehen wie es funzt. Danke an den moder.
Hallo und willkommen ! :salute:
Wollte Dir aber noch sagen, dass hier bei SubSim außer in dem extra deutschen Forum ausschließlich in englisch geschrieben wird! ;)
Viele Grüße,
Magic
Here is my experiences playing OH 1.3 Full. I have had fun, seen a lot crazy stuff, really enjoying the mod, thanks Zedi and Trevally. Anyway, here is some issues I encountered:
1. Could the OH II Campaign Radio Messages- mod be included in OH II?
I always forget to install it when I start a new campaign. Now it's too late to start again but I'm having this nasty feeling there is something missing. It would also simplify the whole package. Maybe there could be optional add-on to remove the messages? I mean if they work allright, I have never seen them myself.
2. Crazy ship in Kiel harbour.
There's always this one imported ship exploding and flying all over the place in Kiel when you start your patrol. Can it be removed or fixed? It gives a bad first impression :haha: It looks like NAMC boat:
http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2011-09-18_135417.jpg
3. Ship issue.
I encountered a large unescorted convoy (:D) that had both SH 5 ships and imported NAMC ships. It was a windy day, with windspeed of 13. I made a pretty good attack run and hit four ships. But the weird thing was that the NAMC ships were sinking even without hitting them! :wah: Has this happened to anyone else??? One by one they went down and only SH 5 ships remained. Sea was filled with lifeboats and cries... Maybe the floating mechanic needs re-check.
http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2011-09-21_005434.jpg
4. Breaking the Fortress/Scapa Flow
I was patrolling British coast on my second mission, when I noticed that another mission is available. I finished my coastal hunt and returned to Kiel. I picked the second mission as next objective and started the patrol. But two weeks passed on the harbour and the timeframe had ended, there was no mission anymore! The timescale seems to be a bit too tight. My objective still showed "patrol this area" in Scapa Flow so off I went.
My computer is quite new and should be powerful enough, but I encountered some heavy stuttering near Scapa Flow. I have just a bit lower FPS in starting harbour Kiel, but this was much more serious. Timescale was limited to 32-64. It took some amount of fun out of the Battleship sinking. Could something be done to this??? :06:
Anyway these were the issues that I spotted (and the flag freeze, but I won't say anything about that!), otherwise it worked well and was a huge improvement to the stock game. So I hope this doesn't seem overly critical, as I really enjoyed the mod! But please Trevally consider these points in the next versions of the mod, and thanks for all the hard work!
Trevally.
09-21-11, 11:50 AM
Hi Rongel and thanks for the great feedback:up:
So far the next version has the following fixes/updates:-
v1.4
Fixed missing engine sound - Thanks Stormfly for the fix
Fixed museum ctd due to zombie ships - Thanks Rongel
Added Rongels new Coastal Boat within Fishing layer and playerbases
Fixed Western Approaches campaign points. (it was not possible to get a total victory)
Fixed coastal Waters to give more time at start of Operation Weserubung (Radio message will be sent with urgent instructions to head back to port to dock and re-arm. Then you can select mission and head to Norway in time)
1. Could the OH II Campaign Radio Messages- mod be included in OH II?
I always forget to install it when I start a new campaign. Now it's too late to start again but I'm having this nasty feeling there is something missing. It would also simplify the whole package. Maybe there could be optional add-on to remove the messages? I mean if they work allright, I have never seen them myself.
Yes I can do that. I have a lot of spelling mistakes to fix in the messages and was due an update anyway.
The way this will work is - message folders will be within the mod and if you use TDWs UI - they will work as is.
If you dont use TDWs UI - you will need to install his radio mod.
Any suggestions for new messages would be most welcome.
2. Crazy ship in Kiel harbour.
There's always this one imported ship exploding and flying all over the place in Kiel when you start your patrol. Can it be removed or fixed? It gives a bad first impression :haha: It looks like NAMC boat:
:doh:
I have not seen this myself - but from your picture, I think it is this one.
http://img3.imageshack.us/img3/3119/47408977.jpg
3. Ship issue.
I encountered a large unescorted convoy (:D) that had both SH 5 ships and imported NAMC ships. It was a windy day, with windspeed of 13. I made a pretty good attack run and hit four ships. But the weird thing was that the NAMC ships were sinking even without hitting them! :wah: Has this happened to anyone else??? One by one they went down and only SH 5 ships remained. Sea was filled with lifeboats and cries... Maybe the floating mechanic needs re-check.
:hmmm:
Do you think it was only the NAMC or other ships also:06:
I will make a single mission with all new ships and wind set at 15mps for a test:up:
4. Breaking the Fortress/Scapa Flow
I was patrolling British coast on my second mission, when I noticed that another mission is available. I finished my coastal hunt and returned to Kiel. I picked the second mission as next objective and started the patrol. But two weeks passed on the harbour and the timeframe had ended, there was no mission anymore! The timescale seems to be a bit too tight. My objective still showed "patrol this area" in Scapa Flow so off I went.
My computer is quite new and should be powerful enough, but I encountered some heavy stuttering near Scapa Flow. I have just a bit lower FPS in starting harbour Kiel, but this was much more serious. Timescale was limited to 32-64. It took some amount of fun out of the Battleship sinking. Could something be done to this??? :06:
I will increase the time for Scapa as you are not the only one to say this. An extra 2 weeks should allow for the time it take to select the mission.
FPS in Scapa - If you arrive in scapa when a convoy is forming this could happen to even high spec pcs. I can further strip out some more mines without making the mission easier.
Anyway these were the issues that I spotted (and the flag freeze, but I won't say anything about that!), otherwise it worked well and was a huge improvement to the stock game. So I hope this doesn't seem overly critical, as I really enjoyed the mod! But please Trevally consider these points in the next versions of the mod, and thanks for all the hard work!
Yes of course I will address these things my friend:DL
(may need help with the ships:O:)
I am getting some good feedback now for the first campaign, but not much for any other.
If anyone is finding issues like those above - please post and tell me about them.:yep:
I am playing htrough the campaign myself as fast as I can.
I have also been trudging though all the files where campaign info is saved and used as you re-load etc.
I am hopefull I that sometimes updates to this mod can be installed without a re-start. The changes would only take effect when you progress to the next campaign - but it is better than starting from scratch each time. I should know if this will work before then next update is released.
0rpheus
09-21-11, 12:07 PM
I am getting some good feedback now for the first campaign, but not much for any other.
If anyone is finding issues like those above - please post and tell me about them.:yep:
I am playing htrough the campaign myself as fast as I can.
I'm now through to the first Med campaign (coastal waters>happy times>whatever the med campaign is called) without issue so far. Happy to report the 'Breakthrough Gibraltar' mission area now works properly. If I see anything odd I'll report back.
One thing occurred to me actually. I can't remember (may have been the first Med campaign actually) exactly where/when but there was a mission to drop a spy off somewhere, a la SH4's spy infiltration missions. Might be nice to have little 'mini missions' like that (or photograph harbours, also in SH4) to fill in the larger gaps between main missions. Could even make it so they don't contribute to the overall mission star total, just add them as a little optional extra 'special operation' that rewards renown instead of campaign progress? :salute:
Trevally.
09-21-11, 01:00 PM
Thanks 0rpheus:salute:
For missions with extra renown - see the following folder:
C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Missions\Mare_No strum_M
In that folder you will see .MIS files.
You can view these with notepad.
Here are two examples:-
[Text]
MissionBriefing=Infiltrate the Tobruk base and sink any ship found
MissionTitle=Infiltrate the Tobruk base and sink any ship found
Infiltrate Tobruk base and sink any ship found=Infiltrate the Tobruk base and sink any ship found
[Text]
MissionBriefing=Infiltrate spy near Port Said
MissionTitle=Infiltrate spy near Port Said
Infiltrate spy near Port Said=Infiltrate spy near Port Said
If you could report back on how these work out - that would be great:up:
0rpheus
09-21-11, 03:17 PM
Woah, there's tons! I don't think I've ever seen any of these in game apart from maybe the spy one, and I really can't remember what happened when I got it last time.
Er... actually... how do you get these to show up? There's one to infiltrate a Spy near Londonderry in Happy Times... and I just finished that campaign without seeing it, or indeed any of the others listed under Happy Times. Seems like there's plenty for each campaign but I've never seen even half of them in game.
How would I trigger the spy one in Mare Nostrum, for example? Or any of the others? This is a whole new level of campaign I never knew existed!:D
papanebo
09-21-11, 03:49 PM
2. Crazy ship in Kiel harbour.
There's always this one imported ship exploding and flying all over the place in Kiel when you start your patrol. Can it be removed or fixed? It gives a bad first impression :haha: It looks like NAMC boat:
I can confirm this. I've noticed that too last time i left Kiel and if i recal correct it must have been the same ship.
Trevally.
09-21-11, 04:46 PM
Woah, there's tons! I don't think I've ever seen any of these in game apart from maybe the spy one, and I really can't remember what happened when I got it last time.
Er... actually... how do you get these to show up? There's one to infiltrate a Spy near Londonderry in Happy Times... and I just finished that campaign without seeing it, or indeed any of the others listed under Happy Times. Seems like there's plenty for each campaign but I've never seen even half of them in game.
How would I trigger the spy one in Mare Nostrum, for example? Or any of the others? This is a whole new level of campaign I never knew existed!:D
Here are the missions for the first objective in the mare nostrum campaign Breakthrough gibraltar
http://img101.imageshack.us/img101/4981/11014769.jpg
As you can see under "mission list" there are 10 patrol missions and then the intercept mission.
I had hoped these would be randomly issued, but it looks like they are one after the other.
You will only get a new one when you dock and select an objective.
When on patrol and you finish the patrol/sink mission - you can get allocated up to another 3 areas for re-possition.
When we were making this mod, Zedi and I looked at this type of issue a lot. Setting objectives that were different from the stock without the hunt capital ship and very high tonnage, we went for the approach that players should use the 100% realism option.
When you play with realism settings and have real nav installed - you do find that you are missing shots and only sinking a few ships per patrol.
This is why you also have players that are not using real nav etc are finishing their objective very fast and then having to wait for the next objective.
So to get the most out of the game and missions - I would recommend that player give real nav a try. It is a whole new game when you do and get used to it. There are plenty of tutorials on how to do this as well as some scripts that make it a bit easier.
Then after your 10 patrol for the objective - these other missions will show.
I can confirm this. I've noticed that too last time i left Kiel and if i recal correct it must have been the same ship.
Thanks papanebo - it will be fixed in the next version:up:
I can confirm this. I've noticed that too last time i left Kiel and if i recal correct it must have been the same ship.
I've also reported the problem of "rolling ships" in Kiel harbour few time ago. And besides the mentioned "burning ship" at least there is another ghost-ship that is standing on its bow near the peir and rolling:D To check this items it's better to start the first patrol, then to switch to external view and to "fly" over the harbour.
As for the problem of ghost-ships behaviour - that was also discussed before with TDW. The conclusion that time was either not to make them as ghost-ships (AI powered) and to loose FPS or just to abondone this problem and not to mention this 'artefacts'. It will be great, Trevally, if you have the way to fix it by now:up:
0rpheus
09-21-11, 05:40 PM
Here are the missions for the first objective in the mare nostrum campaign Breakthrough gibraltar
As you can see under "mission list" there are 10 patrol missions and then the intercept mission.
I had hoped these would be randomly issued, but it looks like they are one after the other.
You will only get a new one when you dock and select an objective.
When on patrol and you finish the patrol/sink mission - you can get allocated up to another 3 areas for re-possition.
When we were making this mod, Zedi and I looked at this type of issue a lot. Setting objectives that were different from the stock without the hunt capital ship and very high tonnage, we went for the approach that players should use the 100% realism option.
When you play with realism settings and have real nav installed - you do find that you are missing shots and only sinking a few ships per patrol.
This is why you also have players that are not using real nav etc are finishing their objective very fast and then having to wait for the next objective
Ohh... so those are actually the 'objectives' you get given when accepting a mission? The yellow box markers?
Blimey. That would explain how I came across the spy mission before, being offered it upon selection of the appropriate 'main' mission in the bunker.
In terms of realism, my 'score' is about 67% I think - just the cams and the deck gun arc, though I keep forgetting to switch that off. I use manual/auto tdc depending on my mood & number of targets (practicality).
Bit concerned that there's a huge amount of campaign being 'missed out' though. I think especially on a players first playthrough, they're not likely to use Real Nav - and so are not going to even see these mini objectives. I quite often don't accept any particular mission in bunker and just decide at sea which one I fancy trying. One of the good things about SH4 was the 'special' missions that helped break up the monotony of sinking ship after ship (some were a bit hair raising!)... it's odd to think that they're in SH5, but not really visible.
Looking at the files it seems that each main 'mission' has a set of patrols assigned to it, plus a few 'flavour' missions like spy infiltration, recon etc. Would it be possible to display the 'flavour' missions as separate, renown rewarding side missions (non-campaign star), say on a monthly/whatever basis alongside the main missions? Then the main mission patrol sequence remains intact for Real Nav players, and the non-real-nav gamers get to drop off our spies in the dark like good little gamers. :) Or get some of the more interesting 'intercept' missions to show up with an appropriate convoy mark on the map with a little text briefing: '200 renown to kill this capital' or something. Just anything to get these missions to be more distinct, to make the players aware of them, and/or to make them available mid mission (maybe via radio message?) - without making them *required* as in the stock game. Hard to describe but hopefully you get what I mean!
Might it work as a campaign-layer add on, an 'optional extra' maybe, so the Real Nav flavour of OHII isn't lost? You could even call it 'special missions for girls' if you'd like :D
Will get report back with test results regardless. :salute:
Magic1111
09-22-11, 11:13 AM
...
So far the next version has the following fixes/updates:-
v1.4
...
Hi Trevally!
When do you plan to release the new version and is a campaign new start necessary?
Best regards,
Magic
Trevally.
09-22-11, 01:53 PM
@ orpheus
I will have a look and see if i can change the order that the missions (patrol missions) are given.
If it is a lot of work - i will look to do it some other time.
I have a lot to do already:up:
Trevally.
09-22-11, 01:57 PM
Hi Trevally!
When do you plan to release the new version and is a campaign new start necessary?
Best regards,
Magic
Some of these fixes are easy - some are not so.
I may take over the weekend to finish.
For restart of career - I am looking to test how this can be avoided.
I do know the capmaigns that users are playing will not update - but when they finnish that campaign a select the next one - the fixes may work then:up:
Trevally.
09-22-11, 03:28 PM
1. Could the OH II Campaign Radio Messages- mod be included in OH II?
I always forget to install it when I start a new campaign. Now it's too late to start again but I'm having this nasty feeling there is something missing.
Hi Rongel,
BTW - OHII campaign radio messages can be installed anytime. They are loaded by TDWs UI each game day so no need to return to port or start career:up:
Trevally.
09-22-11, 04:16 PM
@ Orpheus
I have found the controls for setting the missions (spy etc) and the good news is they are date set.:woot:
So if you want I could make a test pack for you to try and see how it works:up:
0rpheus
09-22-11, 05:13 PM
@ Orpheus
I have found the controls for setting the missions (spy etc) and the good news is they are date set.:woot:
So if you want I could make a test pack for you to try and see how it works:up:
Sounds absolutely brilliant mate, happy to help in any way I can. PM me a link when it's ready and I'll put it through its paces :D
Magic1111
09-23-11, 03:14 AM
Some of these fixes are easy - some are not so.
I may take over the weekend to finish.
For restart of career - I am looking to test how this can be avoided.
I do know the capmaigns that users are playing will not update - but when they finnish that campaign a select the next one - the fixes may work then:up:
Okay, thx Trevally! Looking forward to the new version....! :up:
Best regards,
Magic:salute:
Jamesphillip
09-23-11, 05:07 AM
Hello there, excellent mod you have there!
Thanks for all your work. Been playing your mod and many others for around a week and I have a small question:
In the Northwestern Supplies mission I can't find any convoys, only found 1 merchant and a fishing boat in the patrol area. So what's the best area to patrol, and how should I patrol? I'm at November 19th, been there for around 2-3 ingame days, and only caught that two ships. In nav map I see convoys that are reported by other subs but never been able to catch them. So what's the best place to patrol?
Hi Rongel,
BTW - OHII campaign radio messages can be installed anytime. They are loaded by TDWs UI each game day so no need to return to port or start career:up:
Ok, that's very good news to me! :DL
I have seen some small issues with the imp-ships (too many guns in 1939, too high tonnage) so I could update them to your next version of the mod. Maybe on weekend, or later.
The automatically sinking ships that I mentioned weren't Namc-ships after all, but "AOTDMM/Stormfly/SV Big modern Passangership". I made a test mission with high wind speed, but they sailed just fine.... weird. Maybe the ships I saw thought that they were submarines and tried to dive to safety. That is my theory currently.
0rpheus
09-23-11, 09:56 AM
The automatically sinking ships that I mentioned weren't Namc-ships after all, but "AOTDMM/Stormfly/SV Big modern Passangership". I made a test mission with high wind speed, but they sailed just fine.... weird. Maybe the ships I saw thought that they were submarines and tried to dive to safety. That is my theory currently.
When I was using OHII full a few versions back, I saw several problems with the AOTD/MadMax Passenger - it used to appear all black, with no textures. Not sure if I've still got a screen...
*checks*
Ah here it is: http://cloud.steampowered.com/ugc/560919180524292335/1825A3214C0A4B9BB459970746E705BB290A5D5D/
Trevally.
09-23-11, 12:08 PM
I have seen some small issues with the imp-ships (too many guns in 1939, too high tonnage) so I could update them to your next version of the mod. Maybe on weekend, or later.
Thanks Rongel that would be great:yeah:
Trevally.
09-23-11, 12:10 PM
When I was using OHII full a few versions back, I saw several problems with the AOTD/MadMax Passenger - it used to appear all black, with no textures. Not sure if I've still got a screen...
*checks*
Ah here it is: http://cloud.steampowered.com/ugc/560919180524292335/1825A3214C0A4B9BB459970746E705BB290A5D5D/
I think that was fixed in v1.1:up:
1sLtHunter
09-25-11, 06:53 AM
just had something "interesting" happen. I had just finished stalking a carrier group, and was waiting submerged a little ahead of them waiting when...
New sound contact! bearing 173. Warship, moving slow, closing.
and then
New sound contact! bearing 173. Merchant, moving slow, closing.
As it turns out a huge convoy was coming up, escorted by a further 3 DDs.
they were still way out of visual range (i didn't count, but it was over 15 sound contacts). I continued to wait for the carrier, fired off a salvo of 3 shots and starting sneaking away north. (the convey was east, the CG was west)
and then I start picking up more warship contacts... to the north east! I must have been another CG, judging by it's size. It's heading right across my path, so I dive down a bit more...just to be safe.
In the end, 2 of my 3 hit the first carrier and sunk it. I never actually saw the convoy or 2nd CG, Since I was out of tops at that point. But still, that was a pretty intense mission!
edit: this was a little west of brest and plymouth, in the mouth of the channel
Trevally.
09-25-11, 07:10 AM
Sounds like one false move and you would have been cornered:D
That is a busy area:up:
Hi.
Has found a bug in game. In campaign Happy times are three missions: Atlantic Air Gap, Strategic Supplies, Western Approach. But in game throughout all campaign Happy times one mission Atlantic Air Gap is accessible only! After its performance more appears nothing, and in a briefing when you press key ESC to exit from the game, one mission - Atlantic Air Gap is specified only.
Why other missions don't appear during all campaign Happy Times. I face with such for the first time.:damn:
Trevally.
09-25-11, 09:10 AM
When you complete "Atlanitic Air Gap" the others will only then be avalible:yep:
When you complete "Atlanitic Air Gap" the others will only then be avalible:yep:
I have finished it already! The following mission should there will be 10.01.1940. At me a November, 1940 and has appeared nothing! I speak, even in a campaign briefing one mission instead of three is specified!
Trevally.
09-25-11, 09:33 AM
I have finished it already! The following mission should there will be 10.01.1940. At me a November, 1940 and has appeared nothing! I speak, even in a campaign briefing one mission instead of three is specified!
http://img607.imageshack.us/img607/4114/airgap1.jpg
http://img600.imageshack.us/img600/6555/24998797.jpg
http://img9.imageshack.us/img9/1273/66056723.jpg
So as you can see - all looks ok:hmmm:
Is anyone else having problems with this:06:
http://img607.imageshack.us/img607/4114/airgap1.jpg
http://img600.imageshack.us/img600/6555/24998797.jpg
http://img9.imageshack.us/img9/1273/66056723.jpg
So as you can see - all looks ok:hmmm:
Is anyone else having problems with this:06:
Sorry!:oops:
All works! In my game there was a bag! I have restarted game, have begun a new campaign Happy Times and all missions on the place, and appear under the schedule!:arrgh!:
Trevally.
09-26-11, 01:35 PM
Sorry!:oops:
All works! In my game there was a bag! I have restarted game, have begun a new campaign Happy Times and all missions on the place, and appear under the schedule!:arrgh!:
Thanks for reporting back Vit:salute:
Im glad you now have it working.
Please continue to report anything you think may be a problem as this is the only way to improve the mod:up:
simsurfer
09-26-11, 03:40 PM
Hello all, I just yesterday reinstalled SH5 to give it another go, I installed this Mod into the Mod folder but when I load the game the interface and game plays like the game did without the Mod. Does this Mod change anything graphically or is just an underlying layer Mod?
Trevally.
09-26-11, 03:50 PM
Hello all, I just yesterday reinstalled SH5 to give it another go, I installed this Mod into the Mod folder but when I load the game the interface and game plays like the game did without the Mod. Does this Mod change anything graphically or is just an underlying layer Mod?
OHII is a campaign mod
If you want an interface mod - I use TDWs UI (http://www.subsim.com/radioroom/showthread.php?t=166093)
You can tell if OHII is installed in the main menu.
http://img850.imageshack.us/img850/2618/sh5img20110926214348.jpg
Note: my menu screen background is black
yours will show the bunker
simsurfer
09-26-11, 04:59 PM
Hmmm, what am I doing wrong then, I installed the mod (7ziped it direct to the Mod folder, I installed it first but I am not seeing what you are seeing as far as the menu is concerned.
OH II Full Version 1.3
Mighty Fine Crew
OH II Fixed Sound
Are the only installed and active Mods.
Trevally.
09-27-11, 12:01 PM
Hmmm, what am I doing wrong then, I installed the mod (7ziped it direct to the Mod folder, I installed it first but I am not seeing what you are seeing as far as the menu is concerned.
OH II Full Version 1.3
Mighty Fine Crew
OH II Fixed Sound
Are the only installed and active Mods.
Download and run this app http://www.subsim.com/radioroom/showthread.php?t=187245
It will check your installed mods.
Post text here:up:
Masterchen
09-27-11, 01:37 PM
This work is really awesom thanks for sharing this and keep up this wounderfull mod
Magic1111
09-27-11, 03:09 PM
This work is really awesom thanks for sharing this and keep up this wounderfull mod
:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:
Hi, Trevally:salute:
You've posted OHII v.1.4 is about of being released soon:yeah:
So the question is: should we start the campaign over again then or there will be a patch to OHII v.1.3? Wondering because I'm still in "happy times", so it will be not a big problem for me to "spent few more days in a bronthel" (not continuing playing) before the new war:06:
Trevally.
09-30-11, 02:35 PM
Hi Vlad:salute:
The main updates in v1.4 are:-
Fixed errors with Western approahes campaign - not possible to get total victory
More time for Operation Weserubung
Fixed issue where most side missions were partol x. Now we have intercept, spy, recon, commando and supply.
These things do need a restart to take effect. So you should ask yourself - is it worth it?
v1.4 also adds
Added Rongels new Coastal Boat within Fishing layer and playerbases.
Again this will need a re-start and is worth it:yep:
I am also hoping to add Rongels fix to a dat SH4 ship that makes it more like a SH5 ship.
This will not need a re-start.
But before I release I am testing to see if completing one campaign and then picking a new one in this screen acts just like a re-start.
http://img220.imageshack.us/img220/2143/sh5img20110607223151.png
I think it will work - but I need to test.
If it does then you can keep playing your current campaign and when you get to the next stage - the game updates.
Thanks Trevally for explanations!
1. I think v.1.4 is undoubtedly worth to restart the game:up:
2. I'm playing on full realism settings and following 'dead is dead', 'missed shot is a missed shot' rooles, so there is a big possibility of being sunk before all objectives of 'happy times' will be accomplished. In that case I'll start the new career with the new boat in next campaign period (with v.1.4 I hope:03:):salute:
P.S. Its a pity there is no any video tutorial how to use/position sextan in SH5:cry:. Going to obtain the celestial map to study really 'real navigation' while in open sea with no contacts spotted :)
Lonelywolfmother
10-01-11, 01:05 PM
Sorry for the stupid question, but...
The mod is compatible with TDW UI, install last
Install last which one? I mean, what should I install first?
English is a bit hard for me.
@Masterchen! Welcome to SubSim, :salute:
Trevally.
10-01-11, 02:10 PM
Sorry for the stupid question, but...
Install last which one? I mean, what should I install first?
English is a bit hard for me.
1 - TDWs UI
2 - OHII
:up:
Lonelywolfmother
10-01-11, 02:43 PM
Thank you Trevally! :up:
Trevally.
10-02-11, 08:43 AM
Good news:woot::woot::woot:
I can confirm than you no longer need to restart your campaign to update to a new version of OHII:yeah:
When you install a new version (v1.4 released tonight), some upgrades will take effect straight away. See post above for more detail.
All other upgrades will take effect when you progress to the next campaign (see image below).
http://img695.imageshack.us/img695/1041/45652131.jpg
Stormfly
10-02-11, 08:57 AM
sound good, but plz also start the mission editor to check if there are units classes not found in the platforms libary, i got a bunch the in 1,3. :salute:
Trevally.
10-02-11, 09:01 AM
sound good, but plz also start the mission editor to check if there are units classes not found in the platforms libary, i got a bunch the in 1,3. :salute:
can you post them Stormfly:06:
Edit: I have no class errors in v1.3 or v1.4
These class error occur when the campaign unit class does not match the sea/roster cfg files.
This can happen with a mod after OHII changing class type (having TDWs UI after OHII ia one examlpe) or not starting a new career after v1.2
Trevally.
10-02-11, 10:17 AM
Rongels updated Coastal Boat under deck gun attack:arrgh!:
http://img707.imageshack.us/img707/8404/12917566.png
http://img43.imageshack.us/img43/2350/36253009.png
This next shell takes out the wheel house:D
http://img801.imageshack.us/img801/1595/27128947.png
Sartoris
10-02-11, 10:50 AM
Can't wait! :rock:
Stormfly
10-02-11, 11:00 AM
can you post them Stormfly:06:
Edit: I have no class errors in v1.3 or v1.4
These class error occur when the campaign unit class does not match the sea/roster cfg files.
This can happen with a mod after OHII changing class type (having TDWs UI after OHII ia one examlpe) or not starting a new career after v1.2
thx, i will look into it, can you send me a 1.4 test version link ?
Trevally.
10-02-11, 01:54 PM
V1.4 released - see post 1 for download:up:
Big thanks to Rongel who did most of the work for this update:yeah:
Edit: Note by adding the new side missions - sometime you may need to click more than once "Request Mission" in the brief map screen within the bunker
Sartoris
10-02-11, 02:30 PM
Woooo, it's here!
Now let's try this baby out and hunt some filthy merchants. :arrgh!:
Thanks a lot for operative work, Trevally:yeah:
Lets taste this pice of cake:up:
One more question, Trevally:hmmm:
Should we wait for new versions of your tutorial (version for OH v.1.3 is in use) or new radio messages (v.3 is the latest by now) for OH1.4 or the mentioned above are compatible with it?
Thanks in advance:salute:
EDIT: OHv.1.4 contains the correct Zones.cfg file from FX_Update v.0.0.19 that should not be removed, right?
Trevally.
10-02-11, 04:31 PM
One more question, Trevally:hmmm:
Should we wait for new versions of your tutorial (version for OH v.1.3 is in use) or new radio messages (v.3 is the latest by now) for OH1.4 or the mentioned above are compatible with it?
Thanks in advance:salute:
EDIT: OHv.1.4 contains the correct Zones.cfg file from FX_Update v.0.0.19 that should not be removed, right?
The tutorials will wotk ok and the radio messages.
I do have an update for the messages and will post it tomorrow.
The zone file is the one from TDWs FX0.19 so it is ok as well:up:
Stormfly
10-02-11, 05:05 PM
The tutorials will wotk ok and the radio messages.
I do have an update for the messages and will post it tomorrow.
The zone file is the one from TDWs FX0.19 so it is ok as well:up:
...need that radio messages update now :D
:yeah:thank you for this mod
0rpheus
10-03-11, 08:59 AM
Good news:woot::woot::woot:
I can confirm than you no longer need to restart your campaign to update to a new version of OHII:yeah:
When you install a new version (v1.4 released tonight), some upgrades will take effect straight away. See post above for more detail.
Will this work if I migrate from 1.2.1 to 1.4? Best to be in port I suppose?
:salute:
Trevally.
10-03-11, 11:29 AM
Will this work if I migrate from 1.2.1 to 1.4? Best to be in port I suppose?
:salute:
Yes it will work and yes install in port.
As you have missed the 1.3 update where the class changes happened - you may not get any fishing boats tugs and some coastal traffic until you progress to the next campaign. You will also get class errors if you run TDWs SH5 validator.
So best wait until you are very nearly finished your current campaign before updating.
0rpheus
10-03-11, 01:40 PM
Yes it will work and yes install in port.
As you have missed the 1.3 update where the class changes happened - you may not get any fishing boats tugs and some coastal traffic until you progress to the next campaign. You will also get class errors if you run TDWs SH5 validator.
So best wait until you are very nearly finished your current campaign before updating.
Okie doke, cheers T. I've one cross left to get in Mare Nostrum so now might be the time! :salute:
Sartoris
10-03-11, 04:17 PM
Are there any known bugs with the imported ships?
I know about the frozen flags, I've seen them in this version as well, but are there any other bugs in addition to the flags that I should look out for?
Would you recommend we play the full version or the base + enviro?
Also, is it okay to install Dynamic Environment mod after OHII?
Are there any known bugs with the imported ships?
I know about the frozen flags, I've seen them in this version as well, but are there any other bugs in addition to the flags that I should look out for?
Would you recommend we play the full version or the base + enviro?
Also, is it okay to install Dynamic Environment mod after OHII?
Hi!
I can say something about the imported ships. There shouldn't be any other "critical" bugs with the ships other than the flags (well ofcourse the restrictions of the dat-ships, no shadow etc.) The best way is to play with them and report any funny business that you encounter, and I can help with the ship patches. It's the only way to make them better.
The good thing about them is that the fixes can be applied with patches without the need to restart campaign (still best to apply them when in harbour).
Trevally.
10-04-11, 11:47 AM
Would you recommend we play the full version or the base + enviro?
That is your choice.
If you have a good system - I would use full with Uekel's and Hans great mods added. They fit very well together.
See here for info http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
Here for pics http://www.subsim.com/radioroom/album.php?albumid=473
Also, is it okay to install Dynamic Environment mod after OHII?
Yes:up:
Sartoris
10-04-11, 01:38 PM
Thanks for the replies! :salute:
0rpheus
10-04-11, 03:20 PM
Fixed issue where most side missions were partol x. Now we have intercept, spy, recon, commando and supply.
These things do need a restart to take effect.
http://img820.imageshack.us/img820/5986/2011100400002.th.jpg (http://imageshack.us/photo/my-images/820/2011100400002.jpg/)
5600 ton Dido Light Cruiser of Force K goes down* during one of the newly available 'special' missions from 1.4. Also showcasing Mia's Real Sink as this was a single lucky hit in the rear port side :D
*after this, they hammered the crap outta me.:O:
Got the new coastal boats too without restart (upgrading from 1.2.1).:yeah:
Trevally.
10-04-11, 04:00 PM
:yeah: Nice pic Orpheus
Here is a nice burning oil slick.
Im sure this is TDWS FX 0.19 at work:up:
http://img853.imageshack.us/img853/6654/sh5img20111004212853.png
If you have a good system - I would use full with Uekel's and Hans great mods added. They fit very well together.
See here for info http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
Yes:up:
Those mods (in yellow) are not compatible with MO:hmmm:
It is also recommended by authors to put them + OHIIv.1.4 on top of others. Is it OK that IRAI, NewUI, FX_Update and others should follow them in the modlist:06:
Trevally.
10-04-11, 04:40 PM
IRAI, NewUI, FX_Update
should be before them in your mod list:up:
IRAI, NewUI, FX_Update
should be before them in your mod list:up:
Thanks Trevally, I'll try to use this configuration:salute:
Hello again Trevally!
Have an additional question to previous post: do we need Cerberus add. ship mod + patch for OHII with the new version 1.4 plus 4 mods (by Uekel and Hans) mentioned below in case of not using MO? :salute:
Trevally.
10-05-11, 04:53 PM
Hello again Trevally!
Have an additional question to previous post: do we need Cerberus add. ship mod + patch for OHII with the new version 1.4 plus 4 mods (by Uekel and Hans) mentioned below in case of not using MO? :salute:
If you use Cerberus mod for extra ships with OH II- then yes you should still use the patch.
I am not sure how this would work with those mods - best to ask Uekel in his thread if cerberus mod is compatible.
If you use Cerberus mod for extra ships with OH II- then yes you should still use the patch.
I am not sure how this would work with those mods - best to ask Uekel in his thread if cerberus mod is compatible.
Thanks Trevally:salute:,
Just investigated they are NOT COMPATIBLE with Cerberus mods. And Cerberus ship mod that is the part of MO is the matter why MO is not working with Uekel&Hans mods:yep:
EggiStar
10-06-11, 12:50 PM
:yeah:thanks!
Philipp_Thomsen
10-06-11, 02:27 PM
I'm downloading this and TDW's Mega-Mod.
I assume I install the mega-mod first.
Are both compatible?
Any other recommendation modwise? I haven't played in years.
0rpheus
10-06-11, 02:37 PM
I'm downloading this and TDW's Mega-Mod.
I assume I install the mega-mod first.
Are both compatible?
Any other recommendation modwise? I haven't played in years.
Install Magnum Opus first.
For recommendations, see my sig for mods and install order - but you'll definitely want IRAI, FX_Updates and New UIs with TDC. :salute:
That is your choice.
If you have a good system - I would use full with Uekel's and Hans great mods added. They fit very well together.
They do not only 'fit very well together' - they are just AWSOME:yeah::yeah:. This combination of mods is from a 'MUSTHAVE' category I think:yep: We have quite another life in harbours with moving cranes, running trucks, detailed vessels, etc.
But at the sametimes the game-loading time increased appr. twice (but the result is worth to be wait for), and the buyos are gone from the harbour (but still remaining in the Kiel-channel itself).
One more note re. OHII v.1.4: tried to play the '4 bearings' training mission, but no enemy contact was spotted. The U-boat was positioned at 25 m depth at the same place for quite a long time, but neither me nor my sonarguy could hear something interesting:damn:. In main campaign with the same mod configuration the hydrophone is working correctly:hmmm:
Trevally.
10-06-11, 03:38 PM
They do not only 'fit very well together' - they are just AWSOME:yeah::yeah:. This combination of mods is from a 'MUSTHAVE' category I think:yep: We have quite another life in harbours with moving cranes, running trucks, detailed vessels, etc.
But at the sametimes the game-loading time increased appr. twice (but the result is worth to be wait for), and the buyos are gone from the harbour (but still remaining in the Kiel-channel itself).
Yes - I know Magic uses these mods together and with a good system looks great. I just think not enough people know about them.
I think Uekel had to change some things in OHII to make the harbour trafic work better and things - but it does look great.
I am trying to fast play through the campaign to see how OHII full works in all campaigns - but then when I play again for real - I will be using this setup:up:
One more note re. OHII v.1.4: tried to play the '4 bearings' training mission, but no enemy contact was spotted. The U-boat was positioned at 25 m depth at the same place for quite a long time, but neither me nor my sonarguy could hear something interesting:damn:. In main campaign with the same mod configuration the hydrophone is working correctly:hmmm:
Yes this is due to the coastal ships in OHII change the unittype.
You need to install the "Trevally tutorials for OHII" version:up:
Yes - I just think not enough people know about them.- Yes I found out about them due to U, thanks a lot:salute:
I think Uekel had to change some things in OHII to make the harbour trafic work better and things - but it does look great. All problems I've noticed were just the missing buyos. Other issues coexist successfully I think:yeah:
I am trying to fast play through the campaign to see how OHII full works in all campaigns - 0% realism & only important mods applied --> and You'll squize threw the campaign like the same one in "Call of Duty" + You'll have thousands of renov. points to be sold to Stoianm:haha:
Yes this is due to the coastal ships in OHII change the unittype.
You need to install the "Trevally tutorials for OHII" version:up:I have Trevally Automated Scripts v.0.6 + Trevally TDC Help v.0.2 + Trevally tutirials all (for OHII v.1.3) but with the same negative result. That is why I've asked if there is the nessecity of Trevally Tutorials update for OHII v.1.4 vew posts below:yep:
@Trevally
Please note in yellow:sunny:
Trevally.
10-06-11, 04:26 PM
have Trevally Automated Scripts v.0.6 + Trevally TDC Help v.0.2 + Trevally tutirials all (for OHII v.1.3) but with the same negative result. That is why I've asked if there is the nessecity of Trevally Tutorials update for OHII v.1.4 vew posts below:yep:
Ah - Thanks Vlad - I will check this out:up:
hummersepp
10-06-11, 04:28 PM
Hi Guy's
I am going to start SH5 again and I have to say....this mod looks great!!!!
:rock::rock::rock::rock::rock::rock:
Will download it now!
Greetings from Germany (Cologne)
Hummersepp
Trevally.
10-06-11, 04:29 PM
Hi Guy's
I am going to start SH5 again and I have to say....this mod looks great!!!!
:rock::rock::rock::rock::rock::rock:
Will download it now!
Greetings from Germany (Cologne)
Hummersepp
Welcome to Subsim hummersepp:salute:
Hi Trevally & Vlad
..... and the buyos are gone from the harbour (but still remaining in the Kiel-channel itself). .....
Hmm..., sorry my mistake :oops:, I´ve used a wrong Harbors.mis for "Kiel-campaign".
Haven't seen it before. Now I have fixed it in a new Version. :up:
Regards, :salute:
uekel
Trevally.
10-07-11, 06:01 AM
Hi Trevally & Vlad
Hmm..., sorry my mistake :oops:, I´ve used a wrong Harbors.mis for "Kiel-campaign".
Haven't seen it before. Now I have fixed it in a new Version. :up:
Regards, :salute:
uekel
Thanks uekel:up:
Trevally.
10-07-11, 06:16 AM
When OHII v1.4 was released - I added this note:-
Edit: Note by adding the new side missions - sometime you may need to click more than once "Request Mission" in the brief map screen within the bunker
I have been looking to see why this is happening.
When I changed the mission files to ensure that more spy etc missions were offered - I did this by restricking the dates for the normal "patrol here" missions.
So what is happening now is that when this forced mission is offered there may be 10 patrol missions first that I have restricked. So where this happens you have to request mission in brief screen 10 times before the spy mission is offered and your requested mission is registered.
I think I can fix this by re-setting the order (in the mission files) to put the spy missions first.:doh:
Anyway - what this does show is that for an objective - say Scapa - you DO NOT need to be in the briefing screen. You can just go to the objective area and complete the objective and it will count.
The briefing screen is ONLY for the game to apply side mission:yep:
I will fix this problem of having to click click click your mission selection and release a patch for v1.4:up:
Magic1111
10-07-11, 09:11 AM
When OHII v1.4 was released - I added this note:-
I have been looking to see why this is happening.
When I changed the mission files to ensure that more spy etc missions were offered - I did this by restricking the dates for the normal "patrol here" missions.
So what is happening now is that when this forced mission is offered there may be 10 patrol missions first that I have restricked. So where this happens you have to request mission in brief screen 10 times before the spy mission is offered and your requested mission is registered.
I think I can fix this by re-setting the order (in the mission files) to put the spy missions first.:doh:
Anyway - what this does show is that for an objective - say Scapa - you DO NOT need to be in the briefing screen. You can just go to the objective area and complete the objective and it will count.
The briefing screen is ONLY for the game to apply side mission:yep:
I will fix this problem of having to click click click your mission selection and release a patch for v1.4:up:
Hi Trevally!
Yesterday evening I wanted to start a new campaign and I couldn´t request the scapa Mission, see here:
http://img846.imageshack.us/img846/174/sh5img20111006223743.jpg (http://imageshack.us/photo/my-images/846/sh5img20111006223743.jpg/)
I have no button to accept/request the mission, screenshot is with german translate (german-MOD) from "Ruby2000".
But the other mission "British eastcoast" was available (there was the button for request the mission)!
Is this the problem you´ll release a patch for it?
And when yes, is after enable the patch a campaign restart necessary?
Best regards,
Magic:salute:
Trevally.
10-07-11, 11:32 AM
Hi Magic,
This is caused by an error made by me in v1.4:oops:
I will add a fix to the patch I am making:up:
For now - you can still do the mission and it will count.
There will be no side mission as this is where I made the error.
or
Wait untill 15/09/39
On the 15th sept 1939 - you will get a "request mission" button and a side mission will be given.:up:
Magic1111
10-07-11, 03:00 PM
Hi Magic,
This is caused by an error made by me in v1.4:oops:
I will add a fix to the patch I am making:up:
For now - you can still do the mission and it will count.
There will be no side mission as this is where I made the error.
or
Wait untill 15/09/39
On the 15th sept 1939 - you will get a "request mission" button and a side mission will be given.:up:
Hi Trevally!
Thx for reply mate! :up:
At the moment I´m in bunker in kiel before to the start a new campaign.
What do you think, when do plan to release the fix? I would then wait for the fix before I start a new campaign! I hope that it will not take so long...:DL!
Best regards,
Magic
Trevally.
10-07-11, 03:12 PM
Hi Trevally!
Thx for reply mate! :up:
At the moment I´m in bunker in kiel before to the start a new campaign.
What do you think, when do plan to release the fix? I would then wait for the fix before I start a new campaign! I hope that it will not take so long...:DL!
Best regards,
Magic
Hi Magic
I am fixing the click click errors also and they are taking more work than I thought - so could be sometime later this weekend.
If you start your campaign (do the save/load trick so you can speak to the upgrade officer) the date will be 03/09/39.
Jump in your boat and then dock again. 14 days will pass making it 17-09-39 and the mission for scapa will be there:up:
Magic1111
10-07-11, 03:18 PM
...
Jump in your boat and then dock again. 14 days will pass making it 17-09-39 and the mission for scapa will be there:up:
Aaah, okay, good solution! :up:
But when I´ve done this, I don´t need anymore the fix, or?
Best regards,
Magic
Trevally.
10-07-11, 03:45 PM
That should fix it - but you will come get to some missions where you have to click request more than once for it to work.
The fix I upload at the weekend will fix that:up:
Magic1111
10-07-11, 04:00 PM
That should fix it - but you will come get to some missions where you have to click request more than once for it to work.
The fix I upload at the weekend will fix that:up:
Okay, then the best way is, I wait for the fix and then I start a new campaign! :yep:
Looking forward to the Fix mate....:woot:
Thx in advance!
Best regards,
Magic
Hi Trevally & Vlad
Hmm..., sorry my mistake :oops:, I´ve used a wrong Harbors.mis for "Kiel-campaign".
Haven't seen it before. Now I have fixed it in a new Version. :up:
Regards, :salute:
uekel
Thanks a lot, Uekel! Now everything is OK:up:
:ping: Alert! :ping:
Concerning the imported ships/frozen flags:
I have somewhat radical suggestion that would get rid off the nasty flag bug, but it has a high cost. The fool proof solution would be that we take out the flg-node completely and build the flag system to ships dat-file. If the flag and all it's materials are inside the .dat, there won't be any freezing. The bad thing obviously is that every ship must be assigned to specific nation. We could make the ships to have inbuild British flag and assign them to only Brits. No flag freezes, I have tested this earlier.
Ofcourse we could make another copy of the ship with different nations flag, but as every ship takes about 10-15 megs, it's not possible to make ten copies of every ship. Maybe few ships could both german and british but that's all. Basically we would divide the current ships to different nations, and make few duplicates so that two countries have the same ship. Maybe we could take out the flags completely out from zombie ships and fishing boats, so that every country can still use them.
This kind of system could be optional ship add-on for the people who are getting annoyed with frozen flags (I'm one of them!) and are hesitant to use the otherwise working ships because of this. We would get the new ships and forget the whole flag issue. I made one test ship that uses different rendering system and doesn't freeze the flag, but I think it's not a good solution, as it has nasty restrictions (no caustics, no torpedo holes, no bump map).
I'm starting my game soon from the scratch and I was thinking to do this even if nobody else is intrested. The only problem I see is that how the add-on must be build. Now there is full OH II, base, and enviroment add-ons. Where this optional ship package would go?
So any opinions? I understand that people don't wan't to start their careers again, but this would be a radical change so that new generations of little sh 5 gamers could enjoy all the game's benefits without the cons. :O:
Trevally.
10-08-11, 10:52 AM
I attacked a convoy the other day that was made up from many countries. It was fantastic:up: some were even showing as neutral.
About half had frozen flags.
I think your suggestion Rongel is a good one (sounds a lot of work) and the more options the better.
So this would need to be an extra addon for base mod.
New Ships option 2 (no frozen flags for Imy:damn::damn::damn::damn: :D)
These ships are in the base mod and would need to be overwritten
GrafZeppelin
NF_boat
NHOSP
:up:
TheDarkWraith
10-08-11, 11:09 AM
I wouldn't go crazy with this changing ships yet. Patience is key......;)
Sartoris
10-08-11, 11:26 AM
How is that patch for the missions coming along? Will be it possible to activate it while in port or will it require a career restart?
Looking forward to it!:up:
Trevally.
10-08-11, 11:26 AM
I wouldn't go crazy with this changing ships yet. Patience is key......;)
:rock::rock::rock:
This sounds like something big around the corner:D
:yeah:
I attacked a convoy the other day that was made up from many countries. It was fantastic:up: some were even showing as neutral.
About half had frozen flags.
I think your suggestion Rongel is a good one (sounds a lot of work) and the more options the better.
So this would need to be an extra addon for base mod.
New Ships option 2 (no frozen flags for Imy:damn::damn::damn::damn: :D)
These ships are in the base mod and would need to be overwritten
GrafZeppelin
NF_boat
NHOSP
:up:
Looks like I have to take some of my big words back, like foolproof... I made a quick test and... ta-da! the flags seem to freeze even when they are built inside the ship's dat-file, my earlier tests were probably lucky exceptions.
Only good thing with this method would be that the freezing infection wouldn't spread to other ships, but I'm not sure if it's worth the effort. Maybe I just need to start loving the quiet beuty of the frozen flag.
:damn: :88):nope::wah:
Trevally.
10-08-11, 11:32 AM
How is that patch for the missions coming along? Will be it possible to activate it while in port or will it require a career restart?
Looking forward to it!:up:
I am halfway through the changes
I cant believe I didnt do this first time around.
I used cfg dates to force the missions and all I had to do was change the order:damn:
So I have to undo the changes I made and redo them correctly.
The v1.4 is ok and does work - all this patch will do is ensure you only need to click request mission once.
Will it work without restart:hmmm: I hope so - have not tested yet.
If it does not - it is not worth a restart as it will take effect when you progress in your campaign:yep:
I wouldn't go crazy with this changing ships yet. Patience is key......;)
It's like waiting for Christmas... yes must be patient. Fingers crossed :D
Trevally.
10-08-11, 12:06 PM
Patch1 for OHII v1.4 Full and Base (http://www.gamefront.com/files/20867828/OHII+v1.4+patch1.7z)
This will fix the click click issue
Install when in bunker and fix should work straight away.
francho1961
10-08-11, 12:29 PM
Greetings commanders, it is necessary to begin a new campaign to OH ?.... Thank you and have a good weekend, good hunting.
:salute::up:
Magic1111
10-08-11, 12:39 PM
Patch1 for OHII v1.4 Full and Base (http://www.gamefront.com/files/20867828/OHII+v1.4+patch1.7z)
This will fix the click click issue
Install when in bunker and fix should work straight away.
Hi Trevally!
Many thanks for the patch mate! :up:
Does the patch fix the problem from my post #1377 too?:hmmm:
Best regards,
Magic
Trevally.
10-08-11, 02:25 PM
Greetings commanders, it is necessary to begin a new campaign to OH ?.... Thank you and have a good weekend, good hunting.
:salute::up:
No - No need to start new campaign.
You also have a good weekend:up:
Hi Trevally!
Many thanks for the patch mate! :up:
Does the patch fix the problem from my post #1377 too?:hmmm:
Best regards,
Magic
Yes:up:
It will not affect MTNS
Sartoris
10-08-11, 05:13 PM
http://i1196.photobucket.com/albums/aa419/sartoris36/sh52011-10-0821-13-14-17.jpg
I'm not sure if this has anything to do with your mod, but one of the ships I destroyed in Scapa Flow learned how to fly.
My mod list:
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
OPEN HORIZONS II_full
OH II Campaign Radio Messages v4
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Grossdeutscher Rundfunk With MilRad
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Speech recognition MiTons NewUI
francho1961
10-08-11, 05:16 PM
No - No need to start new campaign.
You also have a good weekend:up:
Yes:up:
It will not affect MTNS
Thanks for the clarification, good weekend.:salute:
papanebo
10-09-11, 03:39 AM
http://i1196.photobucket.com/albums/aa419/sartoris36/sh52011-10-0821-13-14-17.jpg
I'm not sure if this has anything to do with your mod, but one of the ships I destroyed in Scapa Flow learned how to fly.
My mod list:
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
OPEN HORIZONS II_full
OH II Campaign Radio Messages v4
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Grossdeutscher Rundfunk With MilRad
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Speech recognition MiTons NewUI
That's not a bug, it's a new feature. The Flying Dutchman in WWII. :D
Halface
10-09-11, 05:41 AM
in the OH full 1.4 do i still need the Cerberus ship patch enabeld ?
Trevally.
10-09-11, 06:10 AM
in the OH full 1.4 do i still need the Cerberus ship patch enabeld ?
Yes - put it after OHII:up:
Halface
10-09-11, 06:19 AM
Thank you :-)
cikcak56
10-09-11, 08:09 AM
Good Work!
@cikcak56! Welcome to SubSim, :sunny:
Hi Trevally and Rongel!
If you like, you can test this: http://www.mediafire.com/?lnto7qqy8dfw8is
I have reworked your flag.dat that all flags share a common model and overdraw with its individual texture. Works first, whether this the "frozen flag - issue" solve, we will see.
Now I have performed it only with the main Nations, if it is the solution, I complete it.
Regards,
uekel
Hi Trevally and Rongel!
If you like, you can test this: http://www.mediafire.com/?lnto7qqy8dfw8is
I have reworked your flag.dat that all flags share a common model and overdraw with its individual texture. Works first, whether this the "frozen flag - issue" solve, we will see.
Now I have performed it only with the main Nations, if it is the solution, I complete it.
Regards,
uekel
Sounds really interesting, thanks uekel! :yeah:
I will try it soon and report back.
Trevally.
10-09-11, 02:51 PM
Hi Trevally and Rongel!
If you like, you can test this: http://www.mediafire.com/?lnto7qqy8dfw8is
I have reworked your flag.dat that all flags share a common model and overdraw with its individual texture. Works first, whether this the "frozen flag - issue" solve, we will see.
Now I have performed it only with the main Nations, if it is the solution, I complete it.
Regards,
uekel
Many thanks Uekel:salute:
Hi Trevally and Rongel!
If you like, you can test this: http://www.mediafire.com/?lnto7qqy8dfw8is
I have reworked your flag.dat that all flags share a common model and overdraw with its individual texture. Works first, whether this the "frozen flag - issue" solve, we will see.
Now I have performed it only with the main Nations, if it is the solution, I complete it.
Regards,
uekel
Thank You for this, Uekel:yeah: Should we start the new campaign:06:
Magic1111
10-09-11, 03:28 PM
Yes:up:
It will not affect MTNS
Thx for clearify Trevally! :up:
Best regards,
Magic:salute:
Magic1111
10-09-11, 03:31 PM
Should we start the new campaign:06:
No, has nothing to do with campaign files! ;)
Best regards,
Magic
Hi vlad!
Should we start the new campaign:06:
NO
You can activate and deactivate it at any time and also don´t must be in the bunker. Please keep in mind it is only a test, but I think, that you know it.
The first issue I have found now - maybe I must embed the textures again. Too much changes for one test.
But it would not be a problem.
greetings :salute:
uekel
EDIT: OK, I see Magic was faster!
Thanks, Uekel an Magic, I'll try it:yeah::salute:
The first issue I have found now - maybe I must embed the textures again. Too much changes for one test.
But it would not be a problem.
greetings :salute:
uekel
I made few quick tests (convoy of imported ships heading towards from 100km or so) and no frozen flags. Seems pretty good this far :DL.
Okay, must go now. If this works, I really need to know what you did with the flags :D
Great work Uekel :yeah:
Hey thanks, Rongel. :salute:
And:
If this works, I really need to know what you did with the flags :DOf course, but how you say, we wait if it works.
Time for the first correction, german textures was tga not dds. Now fixed: http://www.mediafire.com/?l0o4kn98sc6iqo1
:salute: Hi guys,
Having been away a while, I loaded the newest mod versions (UI 6.8.0, OH II v1.4 full + patch) and started a new Western Approaches campaign out of St. Nazaire. Like earlier, there are still a lot of half-flooded merchants around in the port area, some with frozen flags.:-? I guess they are those 'imported' ships.
Should this deck-awash issue be avoidable with the current full OH II version (installed at end of mod soup), or could other preceding mod soup elements be the cause?
With the basic OH II version without 'New Ships' this issue naturally doesn't exist.
I'd like to use the 'New Ships', but not half sunk. What is the current situation? :06:
Hey thanks, Rongel. :salute:
And:
Of course, but how you say, we wait if it works.
Time for the first correction, german textures was tga not dds. Now fixed: http://www.mediafire.com/?l0o4kn98sc6iqo1
Uekel, that's very good!:salute: Just activated this fixed version in my a.m. mentioned campaign start out of St.Nazaire, and the previously frozen flags (French merchants) are now unfrozen, like all others. :yeah:
Sadly, many of those imported ships are still half sunk, but then again, that surely has nothing to do with flag.dat.
Anyway, you seem to have solved this flag bug. Congrats & thanks!:woot:
Hi Uffe,
many thanks!!! :salute:
But please note, maybe from a savegame where the ships already close, is something else.
Sadly, many of those imported ships are still half sunk, but then again, that surely has nothing to do with flag.dat.Hmm... there not my ships, but Rongel can do it:
http://img692.imageshack.us/img692/471/tiefgang.jpg
and another for Rongel: I´ve done this with the flags
http://img823.imageshack.us/img823/7872/flagz.jpg
now I have it for all Nations:
http://www.mediafire.com/?3njtg294i86mrmr
remains to hope that it works!
Cheers :salute:
uekel
Sadly, many of those imported ships are still half sunk, but then again, that surely has nothing to do with flag.dat.Hi uffe, yes I can look into it, I was planning a new ship update anyway (all the ships use low-res textures, argh!, must... fix...) The zombie ships seem to have different draughts every time, sometimes they are half sunk, sometimes okay. But can you please post a screenshot for claritys sake and I'll try to correct them.
and another for Rongel: I´ve done this with the flags
Okay, nice to know, thanks! :DL
I'm not sure but when I was testing something, one time I got frozen flags in museum. I noticed that now every nations flag was still. I was messing with the ships so I can't be sure if it was me or the flags. Needs more tests, but still this looks very good improvement, because the freezing was much more common before. Earlier the flag used to freeze just for one new ship, now I have ten in convoy and everything works all the time (except this one time in museum).
Hi Rongel!
I'm not sure but when I was testing something, one time I got frozen flags in museum. I noticed that now every nations flag was still.Sounds not good, now we know that is not the solution. :damn:
Maybe there are to much frames for the mesh (100) compare to 25 in SHIII? :hmmm:
But on the other side we can statisfied if it´s an improvement.
Hi Rongel!
Sounds not good, now we know that is not the solution. :damn:
Maybe there are to much frames for the mesh (100) compare to 25 in SHIII? :hmmm:
But on the other side we can statisfied if it´s an improvement.
Improvement is a good thing too! And I think it's too early to say anything, yet, what kind of results others have gotten?
Trevally.
10-11-11, 09:48 AM
Hi Uffe, its good to see you back:salute:
@Uekel
I have been attacking a lot of convoys with your flag fix4 installed.
So far every one is working:yeah:
Still testing...
:DL
Hi Trevally!
I have been attacking a lot of convoys with your flag fix4 installed.
So far every one is working:yeah:
Still testing...
:DLReally good to hear! :up:
I had frozen flags in two cases, but when I consider that almost all ships there I see in this time, were imported, I can live with it.
Currently, I test a different version with 25 frames instead of 100, maybe that's the solution..... :hmmm:
Regards :salute:
uekel
EDIT:
I had frozen flags in two casesForget the two "frozen flags". By mistake I've never really tested a new version. An old version I had renamed (but not the extension as I otherwise do) and leave in the library. The program had access to it and use probably this flags. OK, my own stupidity :woot::o, but on the other side, good news! It seems to work!!!!:rock:
Spitfire1970
10-12-11, 12:25 PM
Just want to say Thank You for this great mod!
Hey!
I got excited with Uekels flag fix, and started to work with OH II imported ship fixes again. Now would be a great time to report any weirdness that you encounter with the ships. Things like:
-floating
-damage modelling
-sounds
-effects
I have witnessed already some issues myself, texture bugs and one critical mess-up that can crash the game in museum. There are many restrictions (no shadows, no water transparency) but there is also room for improvement. Screenshots will help even further! :DL
Trevally.
10-12-11, 02:12 PM
Just want to say Thank You for this great mod!
Thanks and welcome to subsim Spitfire:up:
Good afternoon Trevally!:salute:
Have some issues re. SOAN in the configuration 'Harbour addition'+OHII+mtns+mtns fix'.
Formelly when we used SOAN-new ships mod (when OHII was only in the process of development) there was an 'additional info' for some ships.
By now there is no any additional info at all (even for those units that have it before). Could it be improved somehow?:salute:
Trevally.
10-12-11, 04:55 PM
Good afternoon Trevally!:salute:
Have some issues re. SOAN in the configuration 'Harbour addition'+OHII+mtns+mtns fix'.
Formelly when we used SOAN-new ships mod (when OHII was only in the process of development) there was an 'additional info' for some ships.
By now there is no any additional info at all (even for those units that have it before). Could it be improved somehow?:salute:
The Soan files are within TDW UI - but yes, more can be added.
There is a thread here about how that is done http://www.subsim.com/radioroom/showthread.php?t=181007
You should still be seeing the soan info for the ships that were done.:hmmm:
The Soan files are within TDW UI - but yes, more can be added.
There is a thread here about how that is done http://www.subsim.com/radioroom/showthread.php?t=181007
You should still be seeing the soan info for the ships that were done.:hmmm:
Thanks, Trevally. I'll check this up one more time:salute: May be the problem appears only for the mentioned configuretion, and for OHII without Uekels mods it works great:hmmm:
Trevally.
10-14-11, 03:58 PM
@ Uekel
I had my first frozen flag tonight using your flag fix4.
It was an Iceland flag.
I noticed that there are no new texture for Iceland flag - could this be the cause:06:
Philipp_Thomsen
10-14-11, 04:07 PM
Hey!
I got excited with Uekels flag fix, and started to work with OH II imported ship fixes again. Now would be a great time to report any weirdness that you encounter with the ships. Things like:
-floating
-damage modelling
-sounds
-effects
I have witnessed already some issues myself, texture bugs and one critical mess-up that can crash the game in museum. There are many restrictions (no shadows, no water transparency) but there is also room for improvement. Screenshots will help even further! :DL
Ghost ships.
If they weren't reported yet,
In my thread "help" in the first page of SH5 Mods Workshop, third page of the thread, a report on the ghost ship problem, my modlist and my system.
Hi Trevally!
I had my first frozen flag tonight using your flag fix4.
It was an Iceland flag.
I noticed that there are no new texture for Iceland flag - could this be the cause:06:Have now a last version: http://www.mediafire.com/?zt37lr3mty9zm9w
There, all flags are based on one model, instead of two. Have previously civilian and military flags kept separate, but now I know, they differ only in the texture.
The folder "Textures" existed since the first attempt, because I wanted to make sure that all textures are available in the game. Actually it is not required for the function. No texture of these is new, unfortunately so not it not might be the reason. :cry:
Btw: Would you give me the permission to use this flag.dat also in my mod?
Regards :salute:
uekel
Trevally.
10-14-11, 05:18 PM
Hi Trevally!
Have now a last version: http://www.mediafire.com/?zt37lr3mty9zm9w
There, all flags are based on one model, instead of two. Have previously civilian and military flags kept separate, but now I know, they differ only in the texture.
Thanks Uekel:salute:
Actually it is not required for the function. No texture of these is new, unfortunately so not it not might be the reason. :cry:
Ah -ok
I have had no flozen flags prior to this and had seen many nations flags without problems.
Btw: Would you give me the permission to use this flag.dat also in my mod?
Regards :salute:
uekel
Yes - that is ok Uekel:up:
Yes - that is ok Uekel:up:
Hey, BIG Thanks!! This is much better than that I used before. :salute:
THE_MASK
10-14-11, 05:42 PM
I have both eastern british coastal and breaking the fortress available at the beginning of the campaign . Is this correct that breaking the fortress is available at the start of the campaign ?
Trevally.
10-15-11, 04:36 AM
Hey, BIG Thanks!! This is much better than that I used before. :salute:
Im not sure who made the flag.dat:hmmm:
TDW was the last one to edit it before you
I have both eastern british coastal and breaking the fortress available at the beginning of the campaign . Is this correct that breaking the fortress is available at the start of the campaign ?
Yes - I changed this as some players where getting back to base late and then by the time they select it in the brief and the 14 days pass to enter the boat - the deadline could have passed.
For the next update - I am going to put it back a week so that the first mission is eastern uk and then a week later Scapa will appear.
72 years ago yesterday http://www.orcadian.co.uk/2011/10/royal-oak-remembrance-ceremony/ (http://www.orcadian.co.uk/2011/10/royal-oak-remembrance-ceremony/)
Im not sure who made the flag.dat:hmmm:
TDW was the last one to edit it before you
Good question.... Believe she came initially from thfeu58, is also noted in the file. Then I remember, that Rongel built in again additional nations. I think the textures, came also from him.
Hmm... who will get the credits? :06:
72 years ago yesterday http://www.orcadian.co.uk/2011/10/royal-oak-remembrance-ceremony/ (http://www.orcadian.co.uk/2011/10/royal-oak-remembrance-ceremony/)
Thanks for the link, Trevally, and also for the previous one U sent me by PM:salute: The history of lands we live has common thread, and traditions to honour the memory of the brave:yep:
kylania
10-15-11, 04:50 PM
I think I made a huge mistake. I've started Operation Drumbeat and started my way across the ocean. Problem is I've locked my max TC to 256 because some scripts I use stop working at higher TC.
So it was gonna take almost two hours to cross the Atlantic to reach the refuel milkcow, U-459. I went an hour and a half before getting impatient, pushing my motor officer and setting flank speed.
So I get to the spot where I'm supposed to refuel and it MOVES! Now the location is 2.2km west of me along the coast. No problem, I check with the navigator and I have enough fuel to flank it over to there. So off I go!
Now I'm at the new location, 14% fuel left and there's not a u-boat to me seen for kilometers in any direction. Nothing on hydrophone, no response to a radio report, closest radio contact is 224km SW.
What do I do? Is there a milk cow here or am I just destined to float helplessly till airplanes find me?
Trevally.
10-15-11, 05:24 PM
http://img703.imageshack.us/img703/1747/milkg.jpg
In red is the refuel area for the first side mission U-boat blitz
for mission complete - you must meet the milkcow
when you are a distance away (cant remember how far) the mission is complete
To refuel you must get close (50m):hmmm: and then you get the option to resupply.
Once you are within the mission pass area - the milkcow may head away so catch it before it does.
The yellow areas are where the main campaign milk cows are.
Use radio man to call resupply.
If ok you will get a new side mission to meet milkcow in one of those areas
0rpheus
10-15-11, 05:35 PM
The yellow areas are where the main campaign milk cows are.
Use radio man to call resupply.
If ok you will get a new side mission to meet milkcow in one of those areas
Can confirm this works as I've done it twice now. I'd love to know the criteria for resupply Trevally, any ideas? Certain amount of fuel/torps or it gets refused?
kylania
10-15-11, 05:47 PM
Yeah, I got to that red area and the mission updated and moved the patrol mission refuel area 2200m west towards the coast. I never saw nor detected any actual uboat there. :(
I finally remembered that you could ask for refuel and am currently underway to the southern most location there, dodging airplane attacks. :( Upgraded to two twin barrel flak guns and didn't hit a thing! heh
Trevally.
10-15-11, 05:58 PM
Can confirm this works as I've done it twice now. I'd love to know the criteria for resupply Trevally, any ideas? Certain amount of fuel/torps or it gets refused?
No sorry - I domt know
You can add then using mapzones in ME2
The only control is the radius area for the milkcow
I would guess if you dont have to be in the map area - that it is a % chance:hmmm:
kylania
10-15-11, 06:39 PM
Saved! 7 percent fuel left and I found the resupply ship!
http://img607.imageshack.us/img607/5668/saved.jpg
On the way to the AO I'd received a radio message about a friendly u-boot, and then when I got near the area I ran into 4 destroyers. Maybe the milkcow was killed in transit? Dunno, but I'm back in business!
Bonus! During the four day trip down to the refuel tanker I'd been hounded by airplanes almost the entire way. I had to crash dive several times a day basically. In order to conserve fuel I hadn't recharged my batteries and by the time I reached the end they were at 60% or so. However the refit seems to have magically recharged them. :)
0rpheus
10-15-11, 07:30 PM
No sorry - I domt know
You can add then using mapzones in ME2
The only control is the radius area for the milkcow
I would guess if you dont have to be in the map area - that it is a % chance:hmmm:
Think it must be as I was well out of the area in your screenshot, SW of the R in the yellow 'Refuel'. Might have a test around that area and see what happens. :salute:
Good question.... Believe she came initially from thfeu58, is also noted in the file. Then I remember, that Rongel built in again additional nations. I think the textures, came also from him.
Hmm... who will get the credits? :06:
If I remember right, the flag.dat came from thfeu56's mod, he gave permission to use it in OH II. I added more nations and did more textures to them. Gap was also involved, there was talk that he would do another version with different shaped flags, but haven't seen him here for some time now...
kylania
10-16-11, 02:38 AM
BdU is a big meanie! I sink three ships in the Strait of Dover on my second day at sea and he asks for an update. I send the patrol report in and he says "Be more aggressive!" :hmmm:
Really loving all the radio messages and different ships in this mod.
Trevally.
10-16-11, 03:38 AM
Saved! 7 percent fuel left and I found the resupply ship!
On the way to the AO I'd received a radio message about a friendly u-boot, and then when I got near the area I ran into 4 destroyers. Maybe the milkcow was killed in transit? Dunno, but I'm back in business!
Bonus! During the four day trip down to the refuel tanker I'd been hounded by airplanes almost the entire way. I had to crash dive several times a day basically. In order to conserve fuel I hadn't recharged my batteries and by the time I reached the end they were at 60% or so. However the refit seems to have magically recharged them. :)
:Kaleun_Binocular:
:Kaleun_Thumbs_Up:
Think it must be as I was well out of the area in your screenshot, SW of the R in the yellow 'Refuel'. Might have a test around that area and see what happens. :salute:
Thanks Orpheus:up:
Trevally.
10-16-11, 03:46 AM
If I remember right, the flag.dat came from thfeu56's mod, he gave permission to use it in OH II. I added more nations and did more textures to them. Gap was also involved, there was talk that he would do another version with different shaped flags, but haven't seen him here for some time now...
Thanks Rongel:up:
@Uekel and Rongel - re:frozen flags
When I first added flag fix4 I was at the end of campaign Happy Times.
I then started my next campaign and every ship I met had a good working flag.
This went on for days and I met many convoys with lots of different flags - all working well.:up:
I then adjusted my mods in JSGME and the next ship I met (Iceland) had a frozen flag. Now every ship I meet has a frozen flag:hmmm:
Trevally.
10-16-11, 03:50 AM
BdU is a big meanie! I sink three ships in the Strait of Dover on my second day at sea and he asks for an update. I send the patrol report in and he says "Be more aggressive!" :hmmm:
Really loving all the radio messages and different ships in this mod.
Thanks Kylania:up:
If you have any suggestions for new campaign related radio messages - let us know:DL
TheDarkWraith
10-16-11, 04:58 AM
If you have any suggestions for new campaign related radio messages - let us know:DL
or any suggestions/ideas for the radio messages in general let us know also :up:
con20or
10-16-11, 07:44 AM
Not sure where to post this - Im not sure which MOD is causing the problem. posted in the general section but no replies.
Back after a long hiatus - I was reccomended these mods in this order
Order i installed them
MO
MO Patch
TDW FX
IRAI
OH
OH subnets
OH patch..
Game crashes ALOT.
Any idea what I should try?
Trevally.
10-16-11, 08:17 AM
Not sure where to post this - Im not sure which MOD is causing the problem. posted in the general section but no replies.
Back after a long hiatus - I was reccomended these mods in this order
Order i installed them
MO
MO Patch
TDW FX
IRAI
OH
OH subnets
OH patch..
Game crashes ALOT.
Any idea what I should try?
1st step is to confirm that you have finished the tutorial and started a campaign:06:
Goto JSGME and click "tasks" then "export mod list" to clipboard.
Paste that info here so we can see versions etc.
Also add your comp specs:up:
con20or
10-16-11, 08:27 AM
Hi Trevally,
sure - will do that when i get home and post it ASAP.
i changed 'finished tutorial' from no to yes, or 0 to 1 whichever it was- so i didnt have to do it.
i have started a campaign - im on my second patrol - i sank a BB in scapa flow.
My specs are
Intel E6600 Dual Core 2.4Ghz
Nvidia 560GTX 1Gb Ram
4Gb Ram
Windows 7 6 Bit.
The game plays fine - although a bit stuttery in port etc - 20 fps or so but usually 60 unless lots going on.
Edit - all versions should be current - I only downloaded them all last weekend.
Trevally.
10-16-11, 08:46 AM
Also confirm that you are using SH5 v1.2 - you can check this by looking at the top left of your main menu after loading the game.
You should also download and install TDWs UI v0.8.6
Put it after IRAI and before OHII in your list.
This will update the very old version that is in MO
After that test your game again
If you are still having issues we can try running some of TDWs apps to find any issues.
As you use 64bit - you could checkout the 4 gig patch here (http://www.ntcore.com/4gb_patch.php)
I have just started using it and no ctds so far
con20or
10-16-11, 09:09 AM
definitely have 1.2 - there hasnt been a new patch out in years! it automatically patches anyway doesnt it?
couldnt find the UI mod when i looked for it - it was recommended to me.
64bit patch sounds interesting - ill give it a look!
Trevally.
10-16-11, 09:53 AM
it automatically patches anyway doesnt it?
not always - worth checking
couldnt find the UI mod when i looked for it - it was recommended to me.
see here (http://www.subsim.com/radioroom/showthread.php?t=166093):up:
con20or
10-16-11, 10:43 AM
Ok - here's my mod list
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
FX_Update_0_0_19_TheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
OPEN HORIZONS II_full v1.4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
OHII v1.4 patch1
Edit - Game patched to version 1.2.0
Trevally.
10-16-11, 10:58 AM
Ok - here's my mod list
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
FX_Update_0_0_19_TheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
OPEN HORIZONS II_full v1.4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
OHII v1.4 patch1
Edit - Game patched to version 1.2.0
Did you prepare MOpatch 2 before you installed it:06:
To check - use jsgme and move all your mods to the left side (uninstall)
then right click and explore MOpatch2
the first folder you should see is a data folder
con20or
10-16-11, 10:58 AM
two other things - want to make sure they arent intentional..
periscope always defaults to bearing 180
periscope depth is 10m? so basically its no use, cos your bridge or at least the metal ring is always over water. i have to manually go deeper..
con20or
10-16-11, 11:02 AM
Did you prepare MOpatch 2 before you installed it:06:
To check - use jsgme and move all your mods to the left side (uninstall)
then right click and explore MOpatch2
the first folder you should see is a data folder
I have six folders - AntiLag , Maps, Mods, nvidia missing lights, shadows and text. Look si took them out of the data folder - but I should only be installing the files in mods?
Trevally.
10-16-11, 11:09 AM
I have six folders - AntiLag , Maps, Mods, nvidia missing lights, shadows and text. Look si took them out of the data folder - but I should only be installing the files in mods?
Ok - this could be the problem - to fix
Open the folder MODS that was inside the MOpatch
inside there are 2 folders
rename folder "Magnum_Opus_v0_0_1" to "MO_Patch2"
then copy and paste it to your MODS folder in the SH5
reinstall your mods like this:-
Magnum_Opus_v0_0_1
MO_Patch2<<<
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_19_TheDarkWraith
TDW UI v6.8.0<<<
OPEN HORIZONS II_full v1.4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
OHII v1.4 patch1
Run game:up:
con20or
10-16-11, 11:24 AM
ok thanks - will give it a go.
so what are the other folders in MO patch 2? they never get used?
Trevally.
10-16-11, 11:24 AM
Ok - this could be the problem - to fix
Open the folder MODS that was inside the MOpatch
inside there are 2 folders
rename folder "Magnum_Opus_v0_0_1" to "MO_Patch2"
then copy and paste it to your MODS folder in the SH5
reinstall your mods like this:-
Magnum_Opus_v0_0_1
MO_Patch2<<<
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_19_TheDarkWraith
TDW UI v6.8.0<<<
OPEN HORIZONS II_full v1.4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
OHII v1.4 patch1
Run game:up:
Its worth checking each of these mods in turn to make sure that a data folder is always the first folder inside a mod when you explore.
Magnum_Opus_v0_0_1
MO_Patch2<<<
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_19_TheDarkWraith
TDW UI v6.8.0<<<
Trevally.
10-16-11, 11:29 AM
I have six folders - AntiLag , Maps, Mods, nvidia missing lights, shadows and text. Look si took them out of the data folder - but I should only be installing the files in mods?
ok thanks - will give it a go.
so what are the other folders in MO patch 2? they never get used?
Antilag - this is a app that goes in you main SH5 folder and helps with low fps
Maps - this is add on mods that change you map colours
Nvidia - missing lights fix addon
shadows - has add on to reduce shadows to help will low fps
The thing to remember when installing any mod is the it MUST always have a data folder at the first level inside:yep:
con20or
10-16-11, 11:31 AM
ok thanks for the help
this is my new order
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Magnum_OpusPatch2
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_19_TheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith_Patch_1
OPEN HORIZONS II_full v1.4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
OHII v1.4 patch1
Trevally.
10-16-11, 11:34 AM
ok thanks for the help
this is my new order
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Magnum_OpusPatch2
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_19_TheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith_Patch_1
OPEN HORIZONS II_full v1.4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
OHII v1.4 patch1
:up:
con20or
10-16-11, 11:42 AM
can i continue with my savedgame - in mission? underwater is unbearably bright - what happened do you tihnk? I know you can download patches to make the water darker and murkier, but neve thought one would make it brighter!
also -
as i asked above
periscope always defaults to bearing 180
periscope depth is 10m? so basically its no use, cos your bridge or at least the metal ring is always over water. i have to manually go deeper..
Trevally.
10-16-11, 12:25 PM
can i continue with my savedgame - in mission? underwater is unbearably bright - what happened do you tihnk? I know you can download patches to make the water darker and murkier, but neve thought one would make it brighter!
also -
as i asked above
periscope always defaults to bearing 180
periscope depth is 10m? so basically its no use, cos your bridge or at least the metal ring is always over water. i have to manually go deeper..
For water colour etc try Stoianms and Gaps mods (http://www.subsim.com/radioroom/showthread.php?t=182377) (light for underwater clear)
not sure about the save game - try and see.
Use the icons on lower left of hud
Spoce depth is 13/14m the one above is 10m
Default at 180 - yes - happens to us all
what I do is not fully lower my scope - then switch from scope to map using the icons top right hud. this way you never leave scope station and it stops messing you solution mapwork
con20or
10-16-11, 12:34 PM
Scnorkel depth is set at 8m, periscope depth is at 10 - so both are useless.
ill try this other water mod - install it after the oters?
Is your OHII MO water very bright?
Trevally.
10-16-11, 12:45 PM
its MO that changes the water
If you decide to take it and its patch out - you will need to start a new career
con20or
10-16-11, 01:08 PM
just had another crash.....hadn't been playing for more than 10 minutes.
0rpheus
10-16-11, 01:30 PM
two other things - want to make sure they arent intentional..
periscope always defaults to bearing 180
Default at 180 - yes - happens to us all
what I do is not fully lower my scope - then switch from scope to map using the icons top right hud. this way you never leave scope station and it stops messing you solution mapwork
Do you mean the attack scope suddenly pointing towards the back of the boat after using it and Esc'ing out? If so, it's because the scope points in the direction you're facing when you activate it... (and you're activating it from the centre of the conning tower, facing the rear)... the seat moves with the scope round to your position and you sit down facing the back of the boat.
If you want it to 'default' to zero degrees, you need to move around the periscope to the seat at the back (so you're facing the other direction), and then activate it.
Apologies if this isn't what you meant after all! :O:
Trevally.
10-16-11, 02:11 PM
Do you mean the attack scope suddenly pointing towards the back of the boat after using it and Esc'ing out? If so, it's because the scope points in the direction you're facing when you activate it... (and you're activating it from the centre of the conning tower, facing the rear)... the seat moves with the scope round to your position and you sit down facing the back of the boat.
If you want it to 'default' to zero degrees, you need to move around the periscope to the seat at the back (so you're facing the other direction), and then activate it.
Apologies if this isn't what you meant after all! :O:
Ahh - did not know that - thanks orpheus:up:
con20or
10-16-11, 02:55 PM
Thanks Orpheus - prob not worth the trouble. Easier to just rotate the scope.
The periscope depth problem and the crashes are worrying me though- something is wrong.
barspin
10-16-11, 03:25 PM
Great :D
kylania
10-16-11, 03:40 PM
Welcome to the forums Barspin! :)
@Barspin! Welcome to SubSim, :up:
Hello boys!
How many events you have found Wolfpacks the campaign?
I ask becouse iI have not said very much.
Thanks.
0rpheus
10-16-11, 08:14 PM
Was going to muck about with some of those refuel tests and ran the campaign validator to make sure everything was ok... turns out it might not be as the report has generated errors..
Output is too long to post, any chance I could get you to take a look at it Trevally?
http://www.mediafire.com/?4kmk2cogewonj7u
kylania
10-16-11, 08:40 PM
I ran the validator on my campaign and only came up with a few errors, none of which seem to point to the two problems I was having: U-459 missing and not getting credit in TDW for some custom ship types. Here are my errors:
Classes errors:
data\Sea\NDD_Type36A\NDD_Type36A.cfg missing!
data\Sea\NOL_Dale\NOL_Dale.cfg missing!
data\Sea\NTR_Oronsay\NTR_Oronsay.cfg missing!
joedoc973
10-17-11, 08:27 AM
Is this mod working or is it still a WIP ? Im looking for Surface ship Mods and to see if there is a possibility of having a Spruance Class Destroyer (USS John Young DD 973) as a Playable ? Please get back to me if possible Thanx in Advance Joedoc973 :D:D:D:D:D
Trevally.
10-17-11, 11:50 AM
Was going to muck about with some of those refuel tests and ran the campaign validator to make sure everything was ok... turns out it might not be as the report has generated errors..
Output is too long to post, any chance I could get you to take a look at it Trevally?
http://www.mediafire.com/?4kmk2cogewonj7u
Sure Orpheus - I will have a look:up:
I ran the validator on my campaign and only came up with a few errors, none of which seem to point to the two problems I was having: U-459 missing and not getting credit in TDW for some custom ship types. Here are my errors:
You must be using either MO or Cerberus ships.
Install the Cerbusus patch for OHII :up:
http://www.gamefront.com/files/20898270/OHII+-+Cerberus+ship+patch.7z
con20or
10-17-11, 12:25 PM
can i run the validator to track down what making my game crash??
Trevally.
10-17-11, 01:11 PM
can i run the validator to track down what making my game crash??
The validator is good for tracking down errors with the campaign.
Your errors are not here as you have installed from fresh.
The errors that orpheus is getting is caused by mod soup. he has bits and pieces from other campaign mods and early versions of OHII. So this wont help you.
You need to go back and start with the basics.
Install only
IRAI
FX
TDW UI
Start new campaign and test to see if you get ctds
If you dont - add OHII and restart campaign
Test again...
:up:
Trevally.
10-17-11, 01:30 PM
Was going to muck about with some of those refuel tests and ran the campaign validator to make sure everything was ok... turns out it might not be as the report has generated errors..
Output is too long to post, any chance I could get you to take a look at it Trevally?
http://www.mediafire.com/?4kmk2cogewonj7u
Delete these folder from - C:\Ubisoft\Silent Hunter 5\data\Roster
Croatia
Czechia
Hungary
Slovakia
Uruquay
Add these to your classes ignor list:-
Lowres_Bucaneer
Lowres_Buffalo
Lowres_Fairey_Swordfish
Lowres_Floatplane
Lowres_Wallrus
You can either ignor the save campaign errors or delete them.
To delete goto - C:\Users\Owner\Documents\SH5\data\Users
delet the folders for the old users names used and/or go into the folder and delete campagn date folders.
I will get back to you about the PTelco errors soon:up:
Sure Orpheus - I will have a look:up:
You must be using either MO or Cerberus ships.
Install the Cerbusus patch for OHII :up:
http://www.gamefront.com/files/20775958/OHII___Cerberus_ship_patch_7z
Hi, just a small notice, I'm not sure exactly what the patch does, but I saw that it didn't have the coastal boat included in the names.cfg. Doesn't this cause problems with OH II? Infact it would be nice if the Cerberus ship mod would be included in OH II, more variations to ships, good quality SH 5 ships that is! Just a thought. :DL
My ship patch will be ready this week I hope. "Real" work is taking all the energy...
0rpheus
10-17-11, 01:45 PM
Delete these folder from - C:\Ubisoft\Silent Hunter 5\data\Roster
Croatia
Czechia
Hungary
Slovakia
Uruquay
Add these to your classes ignor list:-
Lowres_Bucaneer
Lowres_Buffalo
Lowres_Fairey_Swordfish
Lowres_Floatplane
Lowres_Wallrus
You can either ignor the save campaign errors or delete them.
To delete goto - C:\Users\Owner\Documents\SH5\data\Users
delet the folders for the old users names used and/or go into the folder and delete campagn date folders.
I will get back to you about the PTelco errors soon:up:
Really appreciate that, thanks T :D So these are relics from old OHII installs, or something else? Only other thing I can think of that would alter stuff like that is MO, and tbh it's so hard to tell what mods are in MO now that it'd be a nightmare figuring it out! :O:
Is it worth a full SH5 reinstall do you think, or will I get away with just editing the campaign files? Guess I'll have to modify the folders in the mods, rather than the main SH5 folder, as if I reinstall whatever's causing it they'll all just reappear again?
Thanks again Trevally :salute: :yeah:
EDIT: Oh, and where do I find the classes ignore list?
TheDarkWraith
10-17-11, 01:57 PM
EDIT: Oh, and where do I find the classes ignore list?
in the path where the the SHValidator app resides there is a file called SHValidatorSH5.cfg. Open it up with notepad and you'll see something like this:
[IGNORES]
data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp
data\Land\LCD_LargeTurret\LCD_LargeTurret.sns
data\Land\LCD_MediumTurret\LCD_MediumTurret.eqp
data\Land\LCD_MediumTurret\LCD_MediumTurret.sns
data\Land\LCD_SmallTurret\LCD_SmallTurret.eqp
data\Land\LCD_SmallTurret\LCD_SmallTurret.sns
data\Sea\Buoy_D2_FL\Buoy_D2_FL.eqp
data\Sea\Buoy_D2_FL\Buoy_D2_FL.sns
data\Sea\Buoy_G1_FL\Buoy_G1_FL.sns
data\Sea\Buoy_G2_FL\Buoy_G2_FL.eqp
data\Sea\Buoy_G2_FL\Buoy_G2_FL.sns
data\Sea\Buoy_O1_FL\Buoy_O1_FL.sns
data\Sea\Buoy_R1_FL\Buoy_R1_FL.sns
data\Sea\Buoy_R2_FL\Buoy_R2_FL.eqp
data\Sea\Buoy_R2_FL\Buoy_R2_FL.sns
data\Sea\Floating_Mine\Floating_Mine.sns
data\Sea\Floating_Mine_Chain\Floating_Mine_Chain.s ns
data\Sea\Floating_Mine_Chain_16\Floating_Mine_Chai n_16.sns
data\Sea\Subnet\Subnet.sns
[IGNORES_END]
add new items to the list as wanted. The app will also ask you if you want to ignore items as it finds errors. If you say yes to this it will automatically add the ignore to the list for you :up:
0rpheus
10-17-11, 01:58 PM
in the path where the the SHValidator app resides there is a file called SHValidatorSH5.cfg. Open it up with notepad and you'll see something like this:
...
add new items to the list as wanted. The app will also ask you if you want to ignore items as it finds errors. If you say yes to this it will automatically add the ignore to the list for you :up:
Oh, I see - cheers TDW! :salute:
Trevally.
10-17-11, 02:08 PM
Really appreciate that, thanks T :D So these are relics from old OHII installs, or something else? Only other thing I can think of that would alter stuff like that is MO, and tbh it's so hard to tell what mods are in MO now that it'd be a nightmare figuring it out! :O:
The Uraquay is from an early OHII - note the spelling:oops:
The others I am not sure about - did you evey install "U-boat war ace" campaign:06:
Is it worth a full SH5 reinstall do you think, or will I get away with just editing the campaign files? Guess I'll have to modify the folders in the mods, rather than the main SH5 folder, as if I reinstall whatever's causing it they'll all just reappear again?
A fresh install without deleting your save games and docs will put the campaign save error back. These errors are not important as your current campaign saves are error free (other than the pt boat errors).
These folders (your old user name campaigns) are made each time you start a new career. Old ones can be deleted - but they dont need to be. just ignor any errors in the saves if they are from these old careers.
Thanks again Trevally :salute: :yeah:
EDIT: Oh, and where do I find the classes ignore list?
They are in the cfg file in the same folder as the validator
0rpheus
10-17-11, 02:14 PM
The Uraquay is from an early OHII - note the spelling:oops:
:har: :D
The others I am not sure about - did you evey install "U-boat war ace" campaign:06:
Nope, nor anything like it. My mod list has had the same base since I started playing SH5, I've just added to it - so what you see in the modlist now is pretty much it, bar obsolete versions etc. I can't think that it would be any of the individual mods, but I know MO does have ships in it - what type of ships or their application I'm not so sure. I'll have a look through the files and see what's there.
Thanks again! :salute:
Trevally.
10-17-11, 02:15 PM
Hi, just a small notice, I'm not sure exactly what the patch does, but I saw that it didn't have the coastal boat included in the names.cfg. Doesn't this cause problems with OH II? Infact it would be nice if the Cerberus ship mod would be included in OH II, more variations to ships, good quality SH 5 ships that is! Just a thought. :DL
My ship patch will be ready this week I hope. "Real" work is taking all the energy...
Thaks for this Rongel - you are correct:up:
Sorry everyone - there is an error with the cerberus patch for OH
You need to unistall it and delete the following file from within it
data\Roster\Names.CFG
then install it again.
Yes Rongel - I should get in touch with Cerberus and ask him.
Looking forward to your update:DL
0rpheus
10-17-11, 02:17 PM
Add these to your classes ignor list:-
Lowres_Bucaneer
Lowres_Buffalo
Lowres_Fairey_Swordfish
Lowres_Floatplane
Lowres_Wallrus
Oh, one last question - do these need a file path, like
data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp
? :salute:
EDIT: Don't worry, they must need data\air\name :up:
Trevally.
10-17-11, 02:23 PM
Oh, one last question - do these need a file path, like
data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp
? :salute:
Yes - paste this in
data\Air\Lowres_Arado\Lowres_Arado.cfg
data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg
data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg
data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_Swo rdfish.cfg
data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg
data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg
0rpheus
10-17-11, 03:17 PM
Yes - paste this in
data\Air\Lowres_Arado\Lowres_Arado.cfg
data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg
data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg
data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_Swo rdfish.cfg
data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg
data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg
Legend, thanks again :D:up:
Trevally.
10-17-11, 03:19 PM
@Ortheus
I found the cause of this error
PTElco not defined in \data\Roster\British
You are using OHII base and enviro
With this setup you are getting a file (from base) called Portdefence.mis
This file uses units that you dont have (PTElco) so the validator is picking this up.
This is not a problem for you as this file is not loaded into the campaign by th .py
So you do not need to do anything more:up:
I will fix this in the next version so that the validator wont pick it up
0rpheus
10-17-11, 03:22 PM
@Ortheus
I found the cause of this error
PTElco not defined in \data\Roster\British
You are using OHII base and enviro
With this setup you are getting a file (from base) called Portdefence.mis
This file uses units that you dont have (PTElco) so the validator is picking this up.
This is not a problem for you as this file is not loaded into the campaign by th .py
So you do not need to do anything more:up:
I will fix this in the next version so that the validator wont pick it up
Ah, nothing to worry about then. Glad to have solved a mystery! :salute:
oakdesign
10-17-11, 03:23 PM
Hello just wanted to appreciate your excellent work, but I have the following issue
just finished my 3rd patrol. As I sunk over 70.000t on that patrol accomplished the british costal mission, Scapa mission accomblished on 2nd patrol.
When I end the partol and dok in Wilhemshaven I get the message that I get the command over a new U-Boat. If I accept I get to the dock but then can't start a new patrol anymore as I get always a CTD while new patrol is loading.
If I neglect the command and stay with the Type VIIA then everything is fine and I can load a new patrol
Below is my current mod load
Magnum_Opus_0_0_1 <- patch included
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
Critical hits 1.1 Torpedos
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Tutorials - All v0.2 (for TDW UI)
NewUIs_TDC_6_8_0_ByTheDarkWraith <- patch v1 included
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_No_contact_shapes_or_colors_1_1_0
Manos Scopes-patch for 8x5
NewUIs_TDC_6_8_0_New_radio_messages_German
NewUIs_TDC_6_8_0_Real_Navigation
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
OPEN HORIZONS II_full v1.4
OHII v1.4 patch1
OH II Minefield map
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
DEUTSCHMOD_0.9.9
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.