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Trevally.
10-17-11, 03:29 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

Thanks oakdesign:salute:

You are the second person to report this:hmmm:
Sounds like an error in the flotilla file.
I will check it over:up:

Has anyone else seen this:06:

TheDarkWraith
10-17-11, 03:29 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

remove my UIs mod and see if you can accept the new boat without CTD. Might be CTD because of snorkel :hmmm:

oakdesign
10-17-11, 09:17 PM
remove my UIs mod and see if you can accept the new boat without CTD. Might be CTD because of snorkel :hmmm:

Hello TDW if I disable your NewUI and all related mods and then re-enable only OH II I can't get beyond the menu even loading to the dock (still with VIIA) gives me a CTD.
Will reset everything and see with dbgview

Update
Issue fixed, must have been a corropted installation on my side
I tested with
OHII base + patch -> no CTD with new VIIB on new patrol loading
OHII base + enviro + patch -> no CTD with new VIIB on new patrol loading
OHII base + new ships + patch -> no CTD with new VIIB on new patrol loading
in the end just to verify that it might really be related to OHII full I loaded my initial loadout again and voila
Can accept new VIIB submarine and start new patrol without CTD

Keep up your good work

Trevally.
10-18-11, 11:30 AM
Hello TDW if I disable your NewUI and all related mods and then re-enable only OH II I can't get beyond the menu even loading to the dock (still with VIIA) gives me a CTD.
Will reset everything and see with dbgview

Update
Issue fixed, must have been a corropted installation on my side
I tested with
OHII base + patch -> no CTD with new VIIB on new patrol loading
OHII base + enviro + patch -> no CTD with new VIIB on new patrol loading
OHII base + new ships + patch -> no CTD with new VIIB on new patrol loading
in the end just to verify that it might really be related to OHII full I loaded my initial loadout again and voila
Can accept new VIIB submarine and start new patrol without CTD

Keep up your good work

Thanks for posting your findings Oakdesign:salute:

There have been a number of reported issues fixed by re-install:yep:

Trevally.
10-18-11, 03:02 PM
Patch2 for OHII v1.4
see post 1 for download
Replace patch1 with patch2 when in the bunker - no restart required

Patch2 is for all configurations and includes the fixes from patch1.
Added to patch2 is Rongels great work at fixing the ships.
Thanks again Rongel:yeah:

kylania
10-18-11, 03:16 PM
Does that also fix all the frozen flags or just the one listed?

Also, in Happy Times there are some massively dumb coastal and fishing boats. There were three when I returned to Wilhelmshaven after the last patrol and in my current one I've killed 5 so far on the way to England. You'd think they'd stay away from German ports! :)

Trevally.
10-18-11, 04:03 PM
Does that also fix all the frozen flags or just the one listed?

Yes:yep:
For me it worked great for ages. Then it stopped working for a day and now it is working again and I have no frozen flags now for the last 5 convoys I have found.

Also, in Happy Times there are some massively dumb coastal and fishing boats. There were three when I returned to Wilhelmshaven after the last patrol and in my current one I've killed 5 so far on the way to England. You'd think they'd stay away from German ports! :)

Grrr sink em all :arrgh!:

http://img580.imageshack.us/img580/8106/fishingl.jpg

This is the fishing layer for Happy Times:up:

Halface
10-18-11, 10:32 PM
Magnum_Opus_0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith_Patch_1
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_8_0_New_radio_messages_German
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
EnahncedFunnelSmoke1.2_SH5
nVidia missing lights
Critical hits 1.1 Torpedos
Critical hits v 1.2
Equipment_Upgrades_Fix_1_2_byTheBeast
OPEN HORIZONS II_full v1.4
OHII v1.4 patch1
OHII v1.4 Patch2 Full
OHII - Cerberus ship patch
OH II Campaign Radio Messages v4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
More_crew_commands_dialog_v1.04
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Dynamic Environment SH5-V2.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (hurricane version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
SubFlags_0_0_8_byTheDarkWraith
stoianm pitch&roll for SH5 V1 (normal)


just wondering is there any point to add this mod

Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons

kylania
10-18-11, 11:56 PM
This is the fishing layer for Happy Times:up:

That's really odd, here's the ones I've sunk:

http://img217.imageshack.us/img217/8348/boatsu.jpg

Then there were three more sunk by destroyers or friendly planes within Wilhelmshaven's harbor area as well. So odd! :o

Magic1111
10-19-11, 03:28 AM
Patch2 for OHII v1.4
see post 1 for download
Replace patch1 with patch2 when in the bunker - no restart required

Patch2 is for all configurations and includes the fixes from patch1.
Added to patch2 is Rongels great work at fixing the ships.
Thanks again Rongel:yeah:

Thx Trevally & Rongel for Patch! :up:

Best regards,
Magic

Silent Steel
10-19-11, 10:55 AM
Patch2 for OHII v1.4

Thanks for the patch :up:

Trevally.
10-19-11, 12:16 PM
That's really odd, here's the ones I've sunk:

http://img217.imageshack.us/img217/8348/boatsu.jpg

Then there were three more sunk by destroyers or friendly planes within Wilhelmshaven's harbor area as well. So odd! :o

:hmmm: yes that is odd.

I have seen some strange node issues at times in ME.
During testing - we would email for example, fishing layers to eachother.
These layer would sometime be corrupt when installed.
Nodes could jump to places they should not be. (a node in the Bristol channel could jump to the port of Brest)

Can you open campaign HappyTimes in ME and have a look at the nodes in the fishing layer:06:

kylania
10-19-11, 01:41 PM
Looks the same as you posted above.

pelucho25
10-19-11, 02:13 PM
Hi, a simple question. Is it necessary to meet the objectives to advance the campaign? or is it kind silent hunter III? thanks

Trevally.
10-19-11, 02:56 PM
Hi, a simple question. Is it necessary to meet the objectives to advance the campaign? or is it kind silent hunter III? thanks

No it is not necessary to finish objectives to advance.

There are some blocks in place if you do not get a major victory.
You need all stars filled in your campaign achievement bar to get a major victory.

When you fail to achieve this - the tree to advanve to the next campaign could be blocked.

Here you can see red condition lines.
http://img824.imageshack.us/img824/6062/conditionline.jpg

These lines show where the tree advance will block if objectives are failed.

THE_MASK
10-19-11, 03:25 PM
Is this correct order .
OPEN HORIZONS II_base v1.4
OHII v1.4 Patch2 Base
OPEN HORIZONS II_New_Ships v1.4
OHII v1.4 Patch2 Base - New Ships

Trevally.
10-19-11, 03:52 PM
Is this correct order .
OPEN HORIZONS II_base v1.4
OPEN HORIZONS II_New_Ships v1.4
OHII v1.4 Patch2 Base - New Ships

Just one patch required:up:

9thinfSword
10-19-11, 04:33 PM
Thanks oakdesign:salute:

You are the second person to report this:hmmm:
Sounds like an error in the flotilla file.
I will check it over:up:

Has anyone else seen this:06:

Make that the third same problem down to every detail

Trevally.
10-19-11, 04:41 PM
Make that the third same problem down to every detail

Did you try this


Update
Issue fixed, must have been a corropted installation on my side
I tested with
OHII base + patch -> no CTD with new VIIB on new patrol loading
OHII base + enviro + patch -> no CTD with new VIIB on new patrol loading
OHII base + new ships + patch -> no CTD with new VIIB on new patrol loading
in the end just to verify that it might really be related to OHII full I loaded my initial loadout again and voila
Can accept new VIIB submarine and start new patrol without CTD

Goehlman
10-20-11, 07:31 AM
Very nice!

con20or
10-20-11, 08:08 AM
Trying to install the bare minimum to find my CTD cause - now im getting hundreds of periscope/submarine sighted reports. And i think its friendly ships reporting me....

ANy suggestions?

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

Rongel
10-20-11, 10:08 AM
Trying to install the bare minimum to find my CTD cause - now im getting hundreds of periscope/submarine sighted reports. And i think its friendly ships reporting me....

ANy suggestions?

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

That sounds like TDW's NewUi option where you can catch submarine sighted reports from other ships. But I think it should be set to false by default. If I remember right you can turn it off ingame from the radio options-button (small arrow in radio report panel).

con20or
10-20-11, 10:33 AM
think i got all my problems ironed out - except one. Im still getting hydrophone contacts on the map on the surface...

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
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 v1.4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
OHII v1.4 patch1


How to switch it off?

Halface
10-20-11, 10:40 AM
well if you use the bow mounted sonar thingy you will get hydro contacts .....but the rotating antena trhing thats on top you will not.....

just a thought

con20or
10-20-11, 10:56 AM
so its working correctly, and I should be getting sonar contacts with the default sonar gear? Once i update its gone?

Update: Just had my first run in with a dolphin pod - chased them all over thinking they were ships. Wasnt until i dived that I heard their noises. I thought the were nets at first, or mines, but eventually found them

Every time I get close to a dolphin they send a 'submarine'sighted' report. It shows up as red in the radio messages list - so IM assuming its me. Its certainly my coordinates. I like the submarine sighted reports - but I should be able to see the ships before they reoprt me!!

Trevally.
10-20-11, 11:51 AM
so its working correctly, and I should be getting sonar contacts with the default sonar gear? Once i update its gone?

Update: Just had my first run in with a dolphin pod - chased them all over thinking they were ships. Wasnt until i dived that I heard their noises. I thought the were nets at first, or mines, but eventually found them

Every time I get close to a dolphin they send a 'submarine'sighted' report. It shows up as red in the radio messages list - so IM assuming its me. Its certainly my coordinates. I like the submarine sighted reports - but I should be able to see the ships before they reoprt me!!

:D dam dolphins

Re: sub spotted
yes Rongel is correct and you can stop this by clicking the small options icon in the message window and untick sub sighted.

This is TDWs mod where it scans a distance around your boat and when a unit (including dolphins) get within that area - there is a random chance that a message "sub spotted / scope spotted" is sent.

You can edit the radius where this may happen or stop it. (options.py)

con20or
10-20-11, 12:03 PM
do enemy ships/planes come in answer to the message?

In that case I wouldnt like to turn it off. Its defaults to 8000, wonder what a compromise is. I should at least be able to see them first...

Trevally.
10-20-11, 12:08 PM
do enemy ships/planes come in answer to the message?

In that case I wouldnt like to turn it off. Its defaults to 8000, wonder what a compromise is. I should at least be able to see them first...

Sorry Con2oor - I dont know.
You should ask in TDWs Ui thread:up:

kylania
10-20-11, 12:19 PM
haha, I love that dolphins are sending radio messages of seeing you! :)

I don't think those radio messages you get actually alert anyone, since I've been getting them before I'm visible at all and no response was made by the units sending the messages. Like I'll get the red "you've been spotted" message but they won't change course at all.

con20or
10-20-11, 01:29 PM
yeh - had noticed that before - radio message says im spotted but ships steam into my path, not zigzagging....ill turn them off id thats the case.

Damn you flipper!

TheDarkWraith
10-20-11, 01:42 PM
haha, I love that dolphins are sending radio messages of seeing you! :)

I don't think those radio messages you get actually alert anyone, since I've been getting them before I'm visible at all and no response was made by the units sending the messages. Like I'll get the red "you've been spotted" message but they won't change course at all.

that's correct they currently do nothing :up:

kylania
10-20-11, 08:12 PM
Still getting frozen flags:


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

Accurate German Flags
AttackScopeWire1.0
Critical hits 1.1 Torpedos
Critical hits v 1.2
Dooms Decks for VIIABC 1.3
Enhanced FunelSmoke_by HanSolo78
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
SAS special abilities simplified V1 (MCCD) SH5
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
SUB - sumarines caustics NSS_Uboat7a NSS_Uboat7bNSS_Uboat7cNSS_Uboat7c41
NewUIs_TDC_6_8_0_ByTheDarkWraith
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_No_Snorkel_Exhaust_Smoke
OPEN HORIZONS II_full v1.4
OH II Campaign Radio Messages v4
NewUIs_TDC_6_8_0_New_radio_messages_German
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
EQuaTool 01.01 by AvM - Large Style
Church's Compass Dials Mod v2.2 - Option Two
BRF 1.3 full
SubFlags_0_0_8_byTheDarkWraith
Krauters Automated Scripts (v5_0_0 compatible)
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Nauticalwolf's Interior Mod V1.0
MyPinup_by_kylania
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
stoianm upgrade available mod stock file
OHII v1.4 Patch2 Full
Stormys DBSM SH5 v1.3 Basemod
NewUIs_TDC_6_8_0_Real_Navigation

Silent Steel
10-21-11, 12:54 AM
do enemy ships/planes come in answer to the message?

In that case I wouldnt like to turn it off. Its defaults to 8000, wonder what a compromise is. I should at least be able to see them first...


You shouldn't have to turn it off.
I'm not 100% sure but the following but it's a thought.



1. The following option sets if 'Sub Sighted' reports are on or off.

#[OPTION]
#CATEGORY=Radio
#TYPE=0
#DESCRIPTION=Show sub sighted radio messages
#VALUES=
#DEFAULT=False
#; do we show radio messages from sub sightings?
#; change below to either True or False
InformSubSightedMessages = True = OK, -> 'Sub Sighted' reports are shown.

2. You can decrease/increase this option to whatever distance you want.
As long as it's longer than the option in point 3. -> your deck watch should be able to spot the enemy (well enough to update it's course (in kms)?) before the enemy can spot you and send a report.
You could try to increase this to e.g. 10 and check if that does the trick.

#[OPTION]
#CATEGORY=Radio
#TYPE=3
#DESCRIPTION=The distance (in kms) from sub the watchstanders see the radio contact report contact well enough to update it's course
#VALUES=MIN|0
#DEFAULT=8
#; for radio contact reports, at what range from the sub can the watchstanders see the contact well enough to update it's course (in kms)?
#; below is in kilometers
RangeStartUpdatingContacts = 8

3. Or you could try to decrease this to e.g. 5 and check if this does the trick.

#[OPTION]
#CATEGORY=Radio
#TYPE=3
#DESCRIPTION=The range at which the possibility exists that a contact could spot the player's sub and send out a radio report
#VALUES=MIN|0
#DEFAULT=8000
#; when stalking or approaching a ship this is the range at which the possibility exists that the ship could spot the sub and send a radio report about it
#; below is in meters
RangeShipSendingSubSightedMessage = 6000

:hmmm:

petere10
10-21-11, 08:59 AM
:arrgh!:Great mod love the mines. In first mission just chugging along and just missed a mine with out even knowing it was there.

Trevally.
10-21-11, 11:52 AM
Still getting frozen flags:

All my flags are working again.

With Uekels flag fix5 (in OHII patch2) i have gone for hours without any issues - all flags working.
Then I got one frozen flag and every flag there after was also frozen.
Next day - flags working again and have been working ever since.:hmmm:

Trevally.
10-21-11, 11:53 AM
:arrgh!:Great mod love the mines. In first mission just chugging along and just missed a mine with out even knowing it was there.

Thanks Petere:salute:

uekel
10-21-11, 12:53 PM
Still getting frozen flags:Yes, I had also. Maybe one ship from 30. After reloaded savegame it works.
I know itīs not the perfect solution, but already an improvement.

Silent Steel
10-21-11, 12:58 PM
Yes, I had also. Maybe one ship from 30. After reloaded savegame it works.
I know itīs not the perfect solution, but already an improvement.

Vielen Dank Uekel
Du hast meine Nerven erspart.
Klasse :up:

uekel
10-21-11, 01:16 PM
Hey, Thanks Silent Steel! :salute:

Trevally.
10-21-11, 01:18 PM
Yes, I had also. Maybe one ship from 30. After reloaded savegame it works.
I know itīs not the perfect solution, but already an improvement.

Thanks Uekel - its a huge improvement:yep:

Grifty_mcgrift
10-21-11, 06:46 PM
Hello,

I've recently returned to (attempting to) play SH5. I installed the OH base mod, but when I go into the mission select screen, the FPS drops right off, so much in fact, I can't even choose a mission. It is a problem with OH, because when I took it off my mod list, everything was fine. Any suggestions as to why this is happening? Has anyone experienced this and known how to solve it? I could play without OH, but I wanted to give it a try. Thanks in advance.

KBourne
10-21-11, 07:25 PM
well i think i need to download this one tomorrow, for some reason i cant at this point im only allowed to download 3 files per day.

anyway, i try it tomorrow then :)

Trevally.
10-22-11, 04:38 AM
Hello,

I've recently returned to (attempting to) play SH5. I installed the OH base mod, but when I go into the mission select screen, the FPS drops right off, so much in fact, I can't even choose a mission. It is a problem with OH, because when I took it off my mod list, everything was fine. Any suggestions as to why this is happening? Has anyone experienced this and known how to solve it? I could play without OH, but I wanted to give it a try. Thanks in advance.

Try using this http://www.subsim.com/radioroom/downloads.php?do=file&id=2871
Many have found it helps a lot:up:

Grifty_mcgrift
10-22-11, 10:49 AM
I've been using Anti-lag all along, but I still get the problem. I only get frame rate drops on the map screen where the commander gives his speech and you select a mission. Without OH installed, it works fine. Any other suggestions? Or is there any other way to pick a mission without going to that screen?

Trevally.
10-22-11, 11:05 AM
I've been using Anti-lag all along, but I still get the problem. I only get frame rate drops on the map screen where the commander gives his speech and you select a mission. Without OH installed, it works fine. Any other suggestions? Or is there any other way to pick a mission without going to that screen?

:hmmm: I have not heard of this before.
If you use TDWs UI - you can click "Skip" straight away and then select your mission:up:

uekel
10-22-11, 11:45 AM
I've been using Anti-lag all along, but I still get the problem. I only get frame rate drops on the map screen where the commander gives his speech and you select a mission. Without OH installed, it works fine. Any other suggestions? Or is there any other way to pick a mission without going to that screen?Maybe it help when you disable the speech temporarly?

[ESC]----> Options ---->

http://img842.imageshack.us/img842/8076/sh5img20111022183147.jpg

Silent Steel
10-22-11, 11:51 AM
Maybe it help when you disable the speech temporarly?

[ESC]----> Options ---->

http://img842.imageshack.us/img842/8076/sh5img20111022183147.jpg

Where from is this picture?

uekel
10-22-11, 11:57 AM
Where from is this picture?
Itīs an Mod that changes the Main Menu Background to a film-clip from "Das Boot" called DBM Background Video. I very like this :up:!

TheBeast
10-22-11, 08:08 PM
Aye Mates!

Just started playing again and I am currently using OH II.
Started New Career this morning.

Currently, CSP MaGUI v2.0 Beta has flags defined as in Image below:
(data\Menu\Gui\Charts\Flaggen.tga)
This is a Pop-Down list on mouse over that is viewed from within the Perascope/Uzo Views in CSP MaGUI to help determine Friend/Foe.

http://img268.imageshack.us/img268/2913/cspmaguiflaggen.gif (http://imageshack.us/f/268/cspmaguiflaggen.gif)
Are these flags correct for use in OH II?
Are any flags missing and if so, what flags are missing?
Are the Dates entered War Correct for use in OH II?

Also OH II Mine Field Map Pull Down. IO_StrategicMap_4_2_Beta_for_CSPMagui Has Pull down MAP in upper left corner of Nav Chart View that currently displays shipping lanes and convoy air cover ranges.(data\Menu\Gui\IO_ShippingChart\IO_Shipping _Chart.dds)
Would really be nice if the Mine Field Map was there because most of us pretty much know where the dhipping lanes are located.
My seat cussion is getting a pucker factor crease on it from when I get close to where I think the Mine are located. That map would help my hemroids and most likely many others as well.:haha:

Regards!
TheBeast

Silent Steel
10-23-11, 12:08 AM
Itīs an Mod that changes the Main Menu Background to a film-clip from "Das Boot" called DBM Background Video. I very like this :up:!


Freilich!
Ich wusste Ich's gesehen hatte. :oops:

Gruss

Sartoris
10-23-11, 07:50 AM
Trevally, would you mind posting your PC's specs (CPU, video card, RAM...)? I keep having problems with CTDs, so I was wondering what kind of a rig you've got if the game seems to run smoothly for you with all the new ships imported.

Trevally.
10-23-11, 08:28 AM
Trevally, would you mind posting your PC's specs (CPU, video card, RAM...)? I keep having problems with CTDs, so I was wondering what kind of a rig you've got if the game seems to run smoothly for you with all the new ships imported.

W7 64 SP1
i7 CPU 950
6GB RAM
2x Nvidia GTX 460 (not running both as this will cause CTDs)

Using 4gig patch for exe and one to fix hydro

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
German U-Boat Crew Language Pack
SteelViking's Interior Mod V1.2
Dynamic Environment SH5 Basemod (light) V2.0
Equipment_Upgrades_Fix_1_2_byTheBeast
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_32_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_8_0_ByTheDarkWraith
EQuaTool 01.01 by AvM
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Scopes 8x5
SH5 sounds Stormy OH FX
Cerberus62 Additional Merchant Ships OHII
OPEN HORIZONS II_full v1.5
OH II and Light Campaign Radio Messages v4
OHII v1.4 Patch2 Full
stoianm key commands
Broken_mouse_bug_fix_test


SH5 tips to stop bugs during play


Do not save/load when ships are in view or when underwater
Do not alt tab out of game when under water (CO2 bug)
Do not alt tab out when escorts are in view (ship follows you)
No TC higher than 64 when close to land or ships
Do not let a damaged ship get more than 30km away or it will 100% fixed when you next see it. (this includes save/load)
Do not use TC more than your PC can handle (my max is x 1024)
......

Sartoris
10-23-11, 08:30 AM
Thank you very much!:salute:

One more question: I see you're not using Magnum Opus, is there a reason for that?

kylania
10-23-11, 12:28 PM
Too many English voices in the MO mod and I couldn't be bothered to try to root them all out.

Sartoris
10-23-11, 12:54 PM
Trevally, is the Trevally scopes 8X5 mod available somewhere? I can't find it by googling.

Also is the "Cerberus62 Additional Merchant Ships OHII" mod this one? -> http://174.123.69.202/~subsimc/radioroom/showthread.php?t=174342

Trevally.
10-23-11, 01:18 PM
Trevally, is the Trevally scopes 8X5 mod available somewhere? I can't find it by googling.

Also is the "Cerberus62 Additional Merchant Ships OHII" mod this one? -> http://174.123.69.202/~subsimc/radioroom/showthread.php?t=174342

Both these have just been renamed by me so that I know it has been set to the way I like them.

The scope mods in the MODS folder in TDWs UI or MO has some good choices:up:

The cerberus mod - yes thats it, just has the fixed roster merged into it.

stoianm key commands - this is just a few changes from stormyflys commands

SH5 sounds Stormy OH FX - this is stormfly's sound mod with merged .sdl
:up:

Sartoris
10-23-11, 01:27 PM
Thank you for your reply!:)

I hope it will be okay if I just activate Cerberus' mod and after that activate your OHII mod. There are two parts of the Cerberus mod, and the second one seems to have a conflict with NewUI_TDC, so I'm not sure if that's a good thing.

Trevally.
10-23-11, 01:32 PM
Thank you for your reply!:)

I hope it will be okay if I just activate Cerberus' mod and after that activate your OHII mod.

Yes - this is ok:up:

Sartoris
10-23-11, 01:36 PM
Many thanks! :yeah:

Trevally.
10-23-11, 02:08 PM
Aye Mates!

Just started playing again and I am currently using OH II.
Started New Career this morning.

Currently, CSP MaGUI v2.0 Beta has flags defined as in Image below:
(data\Menu\Gui\Charts\Flaggen.tga)
This is a Pop-Down list on mouse over that is viewed from within the Perascope/Uzo Views in CSP MaGUI to help determine Friend/Foe.

http://img268.imageshack.us/img268/2913/cspmaguiflaggen.gif (http://imageshack.us/f/268/cspmaguiflaggen.gif)
Are these flags correct for use in OH II?
Are any flags missing and if so, what flags are missing?

[Countries]
Albania=Albania
American=United States of America
Argentina=Argentina
Australian=Australia
Belgium=Belgium
Brazil=Brazil
British=United Kingdom
Bulgaria=Bulgaria
Canadian=Canada
China=China
Colombia=Colombia
Croatia=Croatia
Cuba=Cuba
Denmark=Denmark
Environmental=Environmental
Egypt=Egypt
Estonia=Estonia
Faroe Island=Faroe Island
Finland=Finland
France=France
FreeFrench=Free French
FreePoland=Free Poland
FreeBelgium=Free Belgium
FreeNorway=Free Norway
FreeFinland=Free Finland
FreeGreece=Free Greece
FreeNetherland=Free Netherland
FreeSweden=Free Sweden
FreeDenmark=Free Denmark
German=Germany
Greece=Greece
Iceland=Iceland
India=India
Ireland=Ireland
Italian=Italy
Japan=Japan
Latvia=Latvia
Lithuania=Lithuania
Mexico=Mexico
Netherlands=Netherlands
NewZealand=New Zealand
Nicaragua=Nicaragua
Norway=Norway
Panama=Panama
Poland=Poland
Portugal=Portugal
Romania=Romania
Russia=Soviet Union
RedCross=Red Cross
SouthAfrica=South Africa
Spain=Spain
Sweden=Sweden
Turkey=Turkey
Uruguay=Uruguay
Venezuela=Venezuela
World=World
Yugoslavia=Yugoslavia
[Countries_End]


Are the Dates entered War Correct for use in OH II?

You can see all dates for Allied, Neutral and Axis here
C:\Ubisoft\Silent Hunter 5\data\Roster\Defside.CFG


Also OH II Mine Field Map Pull Down. IO_StrategicMap_4_2_Beta_for_CSPMagui Has Pull down MAP in upper left corner of Nav Chart View that currently displays shipping lanes and convoy air cover ranges.(data\Menu\Gui\IO_ShippingChart\IO_Shipping _Chart.dds)
Would really be nice if the Mine Field Map was there because most of us pretty much know where the dhipping lanes are located.
My seat cussion is getting a pucker factor crease on it from when I get close to where I think the Mine are located. That map would help my hemroids and most likely many others as well.:haha:

Regards!
TheBeast


:haha:Sure - see here http://www.gamefront.com/files/20917935/MineField+Map+for+IO_StrategicMap_for_CSPMagui.7z
:up:

Vit
10-24-11, 04:44 PM
When I begin campaign Mare Nostrum, I am in the port of registry Lorient. But all this campaign operates in Mediterranean sea, and I need to swim each time from Lorient to Mediterranean sea. Same it is not correct!
:06:

baronfrost
10-24-11, 04:52 PM
Is there a English version of this mod? It changes all the text to German, It not is there a way to keep the mod but change the text back to English? :06:

Trevally.
10-24-11, 05:02 PM
When I begin campaign Mare Nostrum, I am in the port of registry Lorient. But all this campaign operates in Mediterranean sea, and I need to swim each time from Lorient to Mediterranean sea. Same it is not correct!
:06:

Hi Vit:salute:

Yes - when you start Mare Nostrum you are in the port Lorient.
So you will have to pass Gibraltar to get to your patrol area:arrgh!:

Your base will change on 31/03/41 so you can stay in the Med :yep:

Trevally.
10-24-11, 05:21 PM
Is there a English version of this mod? It changes all the text to German, It not is there a way to keep the mod but change the text back to English? :06:

No sorry - there is no English version.

Perhaps you could ask Ruby2000 if you could remove files etc

Vit
10-25-11, 02:36 AM
Hi Vit:salute:

Yes - when you start Mare Nostrum you are in the port Lorient.
So you will have to pass Gibraltar to get to your patrol area:arrgh!:

Your base will change on 31/03/41 so you can stay in the Med :yep:


And for what it is made? For more realism?
Why at once not to begin campaign from the Italian ports?:06:

Magic1111
10-25-11, 03:35 AM
Is there a English version of this mod? It changes all the text to German, It not is there a way to keep the mod but change the text back to English? :06:

Donīt understand the sense behind the question??? :06:

The default language of the OHII-MOD is english. And "Ruby2000" from our german-ubi-Forum translate all important things into german language for german native speaker like me for example.

The "Deutsch(german)-MOD" is only an UI 6.8.0/OHII-Add-On for german Player (or Player that would like to have the german language in game).

So if you donīt like to have the german language with OHII, simple donīt use (activate) the MOD!

Best regards,
Magic

TheBeast
10-25-11, 05:57 AM
Is there a English version of this mod? It changes all the text to German, It not is there a way to keep the mod but change the text back to English? :06:

If you do not want to wait, you can do it your self.

You can take your stock SH5 data\Menu\Menu.txt file and compare ID numbers.
Any ID numbers in German that does not exist in stock menu text can be added.
Then use Google Translate to change from German to English.

If you take your time, the entire process takes about a hour at most.

Regards!
TheBeast

Silent Steel
10-25-11, 06:57 AM
You can take your stock SH5 data\Menu\Menu.txt file and compare ID numbers.
Any ID numbers in German that does not exist in stock menu text can be added.
Then use Google Translate to change from German to English.


Perfect task for WinMerge; http://sourceforge.net/projects/winmerge/ (http://sourceforge.net/projects/winmerge/)

Trevally.
10-25-11, 12:09 PM
And for what it is made? For more realism?
Why at once not to begin campaign from the Italian ports?:06:

If you don't want this - you can dock at start of patrol (perhaps x2) and you will teleport to La Spezia:up:

Trevally.
10-25-11, 12:20 PM
Originally Posted by keil http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1774013#post1774013)
hi everybody: just a little problem: in OH II v1.4 mission on western coasts i went to scapa, sank the carrier, but i'm unable to find where to sink the 50000 tons of merchant. i went sinking on NW, SW, W of ireland, between ireland and england but it never gives a progress on the objective (sunk at least 200000 tons of merchant).
any hint?
thanks a lot,
cpt. Keil


http://www.subsim.com/radioroom/showpost.php?p=1751532&postcount=1290

Rongel
10-25-11, 01:04 PM
Small bit of info...

There is still one ghost ship on the loose without no textures. I thought I fixed it in the previous patch, but no... So don't be alarmed if you see a black ship, fix is on the way.

TheBeast
10-26-11, 05:21 AM
Small bit of info...

There is still one ghost ship on the loose without no textures. I thought I fixed it in the previous patch, but no... So don't be alarmed if you see a black ship, fix is on the way.

I just encountered a British NPL_Hap that had no texture.
I checked the data\Roster\British\Sea\NPL_Hap.cfg and it is correct
TextureName=data/Sea/NPL_Hap/NPL_Hap_T01.dds
I checked the the texture data\Sea\NPL_Hap\NPL_Hap_T01.dds texture and it was there.

My guess is that the error must be in the Material specified in DAT file.

Regards!
TheBeast

Rongel
10-26-11, 07:02 AM
I just encountered a British NPL_Hap that had no texture.
I checked the data\Roster\British\Sea\NPL_Hap.cfg and it is correct
TextureName=data/Sea/NPL_Hap/NPL_Hap_T01.dds
I checked the the texture data\Sea\NPL_Hap\NPL_Hap_T01.dds texture and it was there.

My guess is that the error must be in the Material specified in DAT file.

Regards!
TheBeast

Hi Beast!

This ship has been giving me grey hairs...

It's difficult when there is so many people involved and different kinds of techniques used and bla bla blaa. Anyway, I think I got it fixed, this is again random bug so it makes things a bit complicated. I have to double check the materials too! Needs a lot of testing :wah:

TheBeast
10-26-11, 07:50 AM
I did find 1 possible issue in the NPL_Hap.dat file.
The ships 3D Model has 3 MAP Channels but there are only 2 Materials specified in the Parent Node.
That leaves 1 MAP Channel without a specified texture. Since this is the last texture applied, it can result in Black Un-Textured ship.

You may be able to fix it by adding another cfg#TXR_NPL_Hap Material Node and adding that new Material to the 3D Model Parent Node Materials List.

I updated my NPL_Hap.dat and will check the Museum and let you know if that fixes it.

-=[Update]=-
After adding new Material node for cfg#TXR_NPL_Hap and adding new Material to the 3D Model Parent Node Materials list in 3 places the ship renders correctly in Museum.
Now I need to encounter one at sea again.

Rongel
10-26-11, 02:44 PM
I did find 1 possible issue in the NPL_Hap.dat file.
The ships 3D Model has 3 MAP Channels but there are only 2 Materials specified in the Parent Node.
That leaves 1 MAP Channel without a specified texture. Since this is the last texture applied, it can result in Black Un-Textured ship.

You may be able to fix it by adding another cfg#TXR_NPL_Hap Material Node and adding that new Material to the 3D Model Parent Node Materials List.

I updated my NPL_Hap.dat and will check the Museum and let you know if that fixes it.

-=[Update]=-
After adding new Material node for cfg#TXR_NPL_Hap and adding new Material to the 3D Model Parent Node Materials list in 3 places the ship renders correctly in Museum.
Now I need to encounter one at sea again.

I think that all the imported ships have 3 materials specified, the third is for the damage layer I believe. I got good results by giving the T01 texture mip maps, for some reason this ship is missing them in latest OH II patch ( I didn't click the generate mipmaps in Photoshop when I saved it).

One good way to test this behaviour is to make a single mission where the ship spawns lets say 100 km from you, that way the game handles it like in campaign when you meet it. No textures missing yet.

Yep, more testing to do.

TheBeast
10-26-11, 05:48 PM
I think that all the imported ships have 3 materials specified, the third is for the damage layer I believe. I got good results by giving the T01 texture mip maps, for some reason this ship is missing them in latest OH II patch ( I didn't click the generate mipmaps in Photoshop when I saved it).

One good way to test this behaviour is to make a single mission where the ship spawns lets say 100 km from you, that way the game handles it like in campaign when you meet it. No textures missing yet.

Yep, more testing to do.

Isn't there a DMG 3D Model specifically for the Damage Layer?

In SHIII/IV when, for example, the Conning 3D Model had a MAP Channel defined for Tower Emblems. If no material was specefied for that channel a black square would render on the side of the Tower where the Emblem was suppose to be.

Just a thought...

Anyway, this is wrong forum thread for this discussion.

-=[UPDATE]=-
My solution did not work. The ship is still rendering black in Campaign. Almost as if 3D Damage Model is overwriting Texture.
Going to try adding transparent image to DMG 3D Model MAP Channel 1, 2 and move damage texture to MAP Channel 3.

-=[UPDATE 2]=-
That fixed it. Added transparent texture for material and adding to 3D DMG Model Parent node Materials list MAP Channel 1 and 2 and boat renders correctly in campaign now.
Just create transparent 10x10 texture "data\Textures\TNormal\tex\blank.tga"
Download here http://www.mediafire.com/?w86iapklybbsw (http://www.mediafire.com/?w86iapklybbsw)
http://img705.imageshack.us/img705/8211/nplhap.jpg

vigo101
10-27-11, 06:42 AM
Thank You! :)

Trevally.
10-27-11, 04:37 PM
-=[UPDATE 2]=-
That fixed it. Added transparent texture for material and adding to 3D DMG Model Parent node Materials list MAP Channel 1 and 2 and boat renders correctly in campaign now.
Just create transparent 10x10 texture "data\Textures\TNormal\tex\blank.tga"
Download here http://www.mediafire.com/?w86iapklybbsw (http://www.mediafire.com/?w86iapklybbsw)


Thanks TheBeast:yeah:

0rpheus
10-27-11, 05:30 PM
That's awesome, nice work TheBeast!

How do we install this? I can't remember if this ship is in OHII Full or all of them.. :)

TheBeast
10-28-11, 01:20 AM
That's awesome, nice work TheBeast!

How do we install this? I can't remember if this ship is in OHII Full or all of them.. :)

The download I provided was intended for Rongel and Trevally so they can use as example to update the ship in OH II Mod.

Regards!
TheBeast

Rongel
10-28-11, 04:24 AM
The download I provided was intended for Rongel and Trevally so they can use as example to update the ship in OH II Mod.

Regards!
TheBeast

I use different method myself with the fix (just a new texture-file with mip-maps on) but as the problem is random it's hard to say if it works or not. I even had troubles of re-producing the bug without any fix, all textures were working.

Anyway, I suggest that you post a open fix so that people can try it out and report what they find. I'm basicly out of the modding business for a few days, so can't go ahead with my fix.

freeman2344
10-28-11, 11:53 AM
Thanks mate, great work!

Trevally.
10-28-11, 01:06 PM
Thanks mate, great work!

Welcome to subsim Freeman:salute:

Magic1111
10-28-11, 02:55 PM
Thanks mate, great work!

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

francho1961
10-28-11, 03:41 PM
Greetings gentlemen, my game works after installing OHII_full heavy, which can pass.
: Saludo:: Saludo:: Abajo:


http://i54.tinypic.com/o01jl1.jpg

almg
10-29-11, 10:20 AM
Good evening everybody!

I'm going to try this mod on my game and I will tell you what I think of it.

Alban

kylania
11-01-11, 02:09 AM
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!


Figured this one out when I replayed this campaign. When you get to the first location and it "moves" at the same time you get a generic Radio Message. It's not highlighted in RED as most "for you" messages are so I missed it the first time.

This time I read it and it tells you to use 'Request Resupply' to find U-459. Instead of sending me 2000km away, it sent me to a ship 100km away this time.

Trevally.
11-01-11, 01:19 PM
Figured this one out when I replayed this campaign. When you get to the first location and it "moves" at the same time you get a generic Radio Message. It's not highlighted in RED as most "for you" messages are so I missed it the first time.

This time I read it and it tells you to use 'Request Resupply' to find U-459. Instead of sending me 2000km away, it sent me to a ship 100km away this time.

Thanks for the info Kylania:up:

baronfrost
11-01-11, 01:39 PM
Hi, for some reason after I installed this mod my torpedoes don't hit anymore they shoot well behind the target. I don't use manual targeting just the default auto target mode. Do I need to use manual targeting now? I could usually pick the spot where I wanted the torpedo to hit.

Trevally.
11-01-11, 02:35 PM
Hi, for some reason after I installed this mod my torpedoes don't hit anymore they shoot well behind the target. I don't use manual targeting just the default auto target mode. Do I need to use manual targeting now? I could usually pick the spot where I wanted the torpedo to hit.

Not sure why this would happen. OHII changes nothing related to the torps:hmmm:

The ships travel faster with OHII, making them harder to hit.
Could it be that you are not opening your torp doors before you fire:06:
With slower targets - this may not have had much of an effect, but with faster ships:hmmm:

If you try a historical mission - does it work then?

THE_MASK
11-01-11, 11:15 PM
What file defines the class types for ships?

TheBeast
11-01-11, 11:38 PM
What file defines the class types for ships?

data\Sea\NOL_T3Cimmaron

[Unit]
ClassName=T3Cimmaron
3DModelFileName=data/Sea/NOL_T3Cimmaron/NOL_T03
UnitType=101
;Spec's from http://en.wikipedia.org/wiki/USS_Cimarron_(AO-22)
MaxSpeed=18
Length=169
Width=23
Mast=29.87
Draft=9.86
Displacement=16450
DisplacementVariation=9000
RenownAwarded=230
CrewComplement=30
SurvivalRate=80
SurvivalPercentage=60
RecManualCategory=Tanker
BowShape=Raked
MidSuperstructure=ForeBridge
Funnels=1
;************ THE END *************


data\Roster\British\Sea\OLT3Cimmaron.cfg

[UnitClass]
ClassName=T3Cimmaron
UnitType=101
AppearanceDate=19180815
DisappearanceDate=19990101
DisplayName=BR Large Tanker


And data\Roster\Names.cfg

[ClassNames]
Ship=Ship
Submarine=Submarine
Air=Aircraft
Land=Land
Warship=Warship
Merchant=Merchant Ship
Ordnance=Ordnance
;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser
Type14=Special OPS Boat
Type15=Landing Craft
Type16=Elite Patrol Craft
Type17=Elite Destroyer escort
Type18=Elite Escort Carrier
Type19=Super Fleet carrier
Type20=Super Battleship
;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Life Raft
Type106=Survivor
Type107=Z ships
Type108=Rare Cargo ship
Type109=Rare Troop Transport
Type110=Environmental
;Submarine
Type200=Submarine
Type201=Replenishment Submarine
Type202=Missile Submarine
Type203=Environmental
;Air
Type300=Fighter
Type301=Bomber
Type302=Dive Bomber
Type303=Torpedo Bomber
Type304=Patrol
Type305=Helicopter
Type306=Environmental
Type307=Elite Patrol Aircraft
Type308=Elite Naval Aircraft
;Land
Type400=Vehicle
Type401=Tank
Type402=Armored Personnel Carrier
Type403=Artillery
Type404=Anti-aircraft
Type405=Missile
Type406=Airbase
Type407=Naval Base
Type408=Environmental
;Ordnance
Type500=Minefield
Type501=AntiSub Net
[Air]
FSAR196=AR-196 Shipborne Search Plane
FSF1M=F1M Pete Shipborne Search Plane
LBSH6K=H6K Search Plane
DBD3A1=D3A1 Val Dive Bomber
A6M2Zero=A6M2 Zero Fighter
B5N2Kate=B5N2 Kate Torpedo Bomber
USDiveBomber=Dive Bomber
KyushuQ1W1=Kyushu Q1W1
G4MBetty=G4M Betty
H8K=H8K Search Plane
USFighter=Fighter
FHurricaneMkI=Hurricane Mk.I Fighter
FBHurricaneMkIIc=Hurricane Mk.IIc Fighter Bomber
USTorpedoBomber=Torpedo Plane
USHeavyBomber=Long Range Bomber
LBSUSSearchPlane=Search Plane
SSunderland=Sunderland Patrol Plane
FBBeaufighter=Beaufighter Fighter Bomber
LBSAnson=Anson Patrol Bomber
SBV138=Long Range Reconnaissance BV 138
TBBeaufort=Beaufort Torpedo Bomber
FFulmar=Fulmar Fighter Bomber
FBf109=Bf 109 Fighter
LBSFW200=Fw 200 Condor Long Range Patrol Plane
DBJu87Stuka=Ju 87 Stuka Dive Bomber
LBJu88=Ju 88 Bomber
LTBSM79Sparviero=SM 79 Sparviero Medium Bomber
FC200=Macchi C.200 Fighter
LBJu290=Junkers Ju 290 Bomber
LBWellington=Wellington Medium Bomber
LBSUSEarlyWar=Light Bomber
LBSUSMedWar=Light Bomber
LBSUSLateWar=Light Bomber
SUSFloatEarlyWar=Patrol Flying Boat
SUSHeavyBomberMedWar=Heavy Bomber
SUSHeavyBomberVLR=Heavy Bomber (VLR)
SZ501=Z.501 Patrol Plane
TBSwordfish=Swordfish Torpedo Bomber
TBUSCVLateWar=Torpedo Bomber
FBMosquitoMkXVIII=Mosquitto FB Mk.XVIII Tsetse Fighter Bomber
FBMosquitoMkVI=Mosquitto FB Mk.VI Fighter Bomber
[Land]
CDBunkerLarge=Large Coastal Bunker
CDBunkerMedium=Medium Coastal Bunker
CDBunkerSmall=Small Coastal Bunker
CDSearchLight=Coastal Search Light
CDLargeTurret=Large Coastal Turret
CDMediumTurret=Medium Coastal Turret
CDSmallGunJP=Small Coastal Defense Gun
CDAAPlatform=AA Defense
NavalBase=Naval Base
LargeAirBaseGB=Large British Air Base
LargeAirBaseGe=Large German Air Base
LargeAirBaseUS=Large US Air Base
LargeAirBaseCa=Large Canadian Air Base
LargeAirBaseIt=Large Italian Air Base
NormalAirBaseGB=Normal British Air Base
NormalAirBaseGe=Normal German Air Base
NormalAirBaseUS=Normal US Air Base
NormalAirBaseCa=Normal Canadian Air Base
NormalAirBaseIt=Normal Italian Air Base
SmallAirBaseGB=Small British Air Base
SmallAirBaseGe=Small German Air Base
SmallAirBaseUS=Small US Air Base
SmallAirBaseCa=Small Canadian Air Base
SmallAirBaseIt=Small Italian Air Base
[Sea]
Iceberg=Large Iceberg
IcebergM1=Medium Iceberg
IcebergM2=Medium Iceberg
IcebergM3=Medium Iceberg
IcebergS1=Small Iceberg
IcebergS2=Small Iceberg
IcebergS3=Small Iceberg
BBQueenElizabeth=Queen Elizabeth Battleship
BBRoyalSovereign=Royal Sovereign Battleship
BBKingGeorgeV=King George V Battleship
BBHMSDukeOfYork=HMS Duke Of York
BBNelson=Nelson Battleship
BCHood=Hood Battlecruiser
BCRenown=Renown Battlecruiser
BBNewMexico=New Mexico Battleship
BBNewYork=New York Battleship
BBTennessee=Tennessee Battleship
BBTennesseeEarly=Tennessee Battleship
BBNevada=Nevada Battleship
BBColorado=Colorado Battleship
BBPennsylvania=Pennsylvania Battleship
BBWestVirginia=West Virginia Battleship
BBNorthCarolina=North Carolina Battleship
BBIowa=Iowa Battleship
BBKongo=Kongo Battleship
BBFuso=Fuso Battleship
BBIse=Ise Battleship
BBIseConv=Ise Battleship (Late War)
BBYamato=Yamato Battleship
BBLittorio=Littorio Battleship
BBDuilio=Duilio Battleship
BBBismark=Bismarck Battleship
BBSchleswigHolstein=Schleswig-Holstein Pre-Dreadnought
BCScharnhorst=Scharnhorst Battleship
BCDeutschland=Deutschland Pocket Battleship
CATakao=Takao Heavy Cruiser
CAFurutaka=Furutaka Heavy Cruiser
CAMaya=Maya Heavy Cruiser
CAMogami=Mogami Heavy Cruiser
CANorthampton=Northampton Heavy Cruiser
CABaltimore=Baltimore Heavy Cruiser
CAKent=Kent Heavy Cruiser
CAHMSSuffolk=HMS Suffolk
CATrento=Trento Heavy Cruiser
CAHipper=Admiral Hipper Heavy Cruiser

CLDido=Dido Light Cruiser
CLFiji=Fiji Light Cruiser
CLBrooklyn=Brooklyn Light Cruiser
CLCleveland=Cleveland Light Cruiser
CLOmaha=Omaha Light Cruiser
CLKuma=Kuma Light Cruiser
CLAgano=Agano Light Cruiser
CLNaka=Naka Light Cruiser
CLMontecuccoli=Montecuccoli Light Cruiser
CLBartolomeo=Di Giussano Light Cruiser
CLEmden=Emden Light Cruiser
CLKonigsberg=K Class Light Cruiser
AMCKomet=Auxiliary Cruiser Komet
AMCPenguin=Auxiliary Cruiser Penguin
AMCKormoran=Auxiliary Cruiser Kormoran
AMCAtlantis=Auxiliary Cruiser Atlantis
AMCPatroclus=Patroclus Armed Merchant Cruiser
AMCRawalpindi=Rawalpindi Armed Merchant Cruiser
AODithmarschen=Dithmarschen Supply Ship
AGPCarlPeters=Carl Peters Fleet Tender
CVArkRoyal=Ark Royal Fleet Carrier
CVIllustrious=Illustrious Fleet Carrier
CVGlorious=Glorious Fleet Carrier
CVFurious=Furious Fleet Carrier
CVHermes=Hermes Fleet Carrier
CVEagle=Eagle Fleet Carrier
CVUSEarlyWar=Fleet Carrier
CVShokaku=Shokaku Fleet Carrier
CVHiryu=Hiryu Fleet Carrier
CVTaiho=Taiho Fleet Carrier
CVCourageous=Courageous Fleet Carrier
CVEAkitsu=Akitsu Escort Carrier
CVETaiyo=Taiyo Escort Carrier
CVECasablanca=Casablanca Escort Carrier
CVEBogue=Bogue Escort Carrier
CVESangamon=Sangamon Escort Carrier
CVEAttacker=Attacker Escort Carrier
CVELongIsland=Long Island Escort Carrier
CVEArcher=Archer Escort Carrier
CVECharger=Charger Escort Carrier
CVEAvenger=Avenger Escort Carrier
CVEAudacity=Audacity Escort Carrier
CVSChitose=Chitose Seaplane Tender
DDSoldati=Soldati Destroyer
DDAkizuki=Akizuki Destroyer
DDShiratsuyu=Shiratsuyu Destroyer
DDFubuki=Fubuki Destroyer
DDMutsuki=Mutsuki Destroyer
DDMinekaze=Minekaze Destroyer
DDAsashio=Asashio Destroyer
MLOkinoshima=Large Minelayer
MSNO13=Minesweeper
SCSubchaser=Subchaser
COFlower=Flower Corvette
DDType34=Type 1934 Destroyer

ASSubTender=Submarine Tender
DDFletcher=Fletcher Destroyer
DDAB=A Class Destroyer
DDKeith=B Class Destroyer
DDV&W=V&W Class Destroyer
DDHMSWalker=HMS Walker
DDTribal=Tribal Destroyer
DDJClass=J Class Destroyer
DDRocket=R Class Destroyer
DDClemson=Clemson Destroyer
DDTown=Town Lend-Lease Destroyer
DDSomers=Somers Destroyer
DEEvarts=Evarts Destroyer Escort
DEBuckley=Buckley Destroyer Escort
DEJCButler=JC Butler Destroyer Escort
DERiver=River Class Frigate
FFBlackSwan=Black Swan Sloop
FFHMSStork=HMS Stork
FFBlackSwanElite=Elite Black Swan Sloop
PTElco=TDW Torpedo Patrol Boat
PCTrawler=Armed Trawler
LST=Landing Ship Tank
FishingBoat=SV Fishing Boat
FishingBoat2=Fishing Trawler
CoastalBoat=Coastal Boat
TugBoat=SV Tug Boat
JPGunBoat01=Small Gun Boat
JPGunBoat02=Medium Gun Boat
PCThetis=165-foot "B" Cutter
SC497=SC-497 Sub Chaser
KSQ=Coastal Composite Freighter
KSS=Small Split Freighter
KMSSBiyo=Medium Old Split Freighter
KMSSKinposan=Medium Modern Split Freighter
KMCSHeito=Medium Modern Composite Freighter
KMCSAkita=Uekel Medium Composite Freighter
KLSSHakusika=Large Old Split Freighter
KLSSDoxford=Doxford Standard Motorship
KLCSNagara=Large Modern Composite Freighter
KMCSZinbu=Medium European Composite Freighter
KSCSTaihosan=SV Small Modern Composite Merchant Ship
KSSSKasagisan=Rongel Small Old Split Freighter
PLC3Middleton=Middeleton Attack Transport
HOSP=Hospital Ship
PHMauretania=Large Liner
PLConteVerde=Large Italian Liner
PLKiturin=Modern Passenger Liner
PLHorai=Large Old Passenger Carrier
PSTyohei=Uekel Small Passenger Type
GeAuxCruiser=SV Medium Freighter
PPQueenMary=Huge European Liner
PLSarpedon=Large Transport
NSampan01=Sampan
NSampan02=Junk
NSampan03=Large Sampan
JPFish01=Fishing boat
JPFish02=Fishing boat
LL=Liberty Cargo
LLWarSupplies=Liberty Ship (War Supplies)
VV=Victory Cargo
KSCSN3SA1=N3SA1 Small Merchant
KMCSC1B=C1-B Type Medium Merchant
KLCSC2SB1=C2-S-B1 Hull Large Merchant
CLSavannah=Brooklyn Light Cruiser (Mod.)
DDType36A=Type 1936A Destroyer
NKLEhrenfels=Ehrenfels Type Large Freighter
NKSEms=Ems Type Small Freighter
NKLNorthSands=North Sands Type Large Freighter
OLDale=Dale Class Fleet Oiler
TROronsay=Medium Troopship
KL=Large Steamer
KLWarSupplies=Large Steamer (War Supplies)
KMSSHogIsland=Hog Island Type A Freighter
KMKHogIslandWarSupplies=Hog Island Medium Freighter (War supplies)
KMSSWarMelody=Old Raked Bow Split Merchant
KPMCSExpress=Medium Modern Passenger/Freighter
OTMS=T3 Tanker
T3Cimmaron=Cimmaron Class Tanker
OSHaruna=SteelViking Tanker
OMBuzyun=Medium Old Tanker
OMPaula=British Medium Old Tanker
OMRanger=Ranger Medium Tanker
OLNippon=Large Modern Tanker
OLSchliemann=Large German Tanker
OLBritishAviator=Old British Tanker
TR=Troop Transport
AGCC2Appalachian=Amphibious Group Command Ship
NPL_Hap=AOTDMadMax/Stormfly/SteelViking Big modern Passangership
LifeboatLarge=Lifeboat
LifeboatSmall=Liferaft
Frigate=What is this?!
T08B=Ross-McKnight Tanker
[Submarine]
SSS18=S-18 Class Submarine
SSS42=S-42 Class Submarine
SSPorpoise=Porpoise Class Fleet Boat
SSSalmon=Salmon Class Fleet Boat
SSSargo=Sargo Class Fleet Boat
SSTambor=Tambor Class Fleet Boat
SSGar=Gar Class Fleet Boat
SSGato=Gato Class Fleet Boat
SSBalao=Balao Class Fleet Boat
SSUndine=U Class Submarine
SKoMidget=Midget Submarine
SSSenToku=Sen-Toku Class Submarine
SSTypeIIA=Type IIA U-Boat
SSTypeIIA_AI=Type IIA U-Boat
SSTypeIIB=Type IIB U-Boat
SSTypeIIC=Type IIC U-Boat
SSTypeIID=Type IID U-Boat
SSTypeVIIA=Type VIIA U-Boat
SSTypeVIIA_AI=Type VIIA U-Boat
SSTypeVIIA_U30=U30 (Type VIIA U-boat)
SSTypeVIIB=Type VIIB U-Boat
SSTypeVIIB_AI=Type VIIB U-Boat
SSTypeVIIB_U99=U99 (Type VIIB U-boat)
SSTypeVIIC=Type VIIC U-Boat
SSTypeVIIC_U552=U552 (Type VIIC U-boat)
SSTypeVIIC_AI=Type VIIC U-Boat
SSTypeVIIC41=Type VIIC/41 U-Boat
SSTypeVIIC41_AI=Type VIIC/41 U-Boat
SSTypeVIID=Type VII-D Mine Layer U-Boat
SSTypeIXD2=Type IX-D2 U-Boat
SSTypeXVIII=Type XVIII Walther U-Boat
SSTypeXXI=Type XXI U-Boat
SSTypeXXIII=Type XXIII U-Boat

[Ordnance]
Minefield=Minefield
AntiSubNet=AntiSubNet

[Countries]
Albania=Albania
American=United States of America
Argentina=Argentina
Australian=Australia
Belgium=Belgium
Brazil=Brazil
British=United Kingdom
Bulgaria=Bulgaria
Canadian=Canada
China=China
Colombia=Colombia
Croatia=Croatia
Cuba=Cuba
Denmark=Denmark
Environmental=Environmental
Egypt=Egypt
Estonia=Estonia
Faroe Island=Faroe Island
Finland=Finland
France=France
FreeFrench=Free French
FreePoland=Free Poland
FreeBelgium=Free Belgium
FreeNorway=Free Norway
FreeFinland=Free Finland
FreeGreece=Free Greece
FreeNetherland=Free Netherland
FreeSweden=Free Sweden
FreeDenmark=Free Denmark
German=Germany
Greece=Greece
Iceland=Iceland
India=India
Ireland=Ireland
Italian=Italy
Japan=Japan
Latvia=Latvia
Lithuania=Lithuania
Mexico=Mexico
Netherlands=Netherlands
NewZealand=New Zealand
Nicaragua=Nicaragua
Norway=Norway
Panama=Panama
Poland=Poland
Portugal=Portugal
Romania=Romania
Russia=Soviet Union
RedCross=Red Cross
SouthAfrica=South Africa
Spain=Spain
Sweden=Sweden
Turkey=Turkey
Uruguay=Uruguay
Venezuela=Venezuela
World=World
Yugoslavia=Yugoslavia
[Countries_End]
[SOANCategories]
Freighter=Freighters
LargeWarship=Warships
TroopTransport=Troop Transports
Tanker=Tankers
EscortShip=Escorts
AircraftCarrier=Aircraft Carriers
[SOANCategories_End]
;************* THE END ***************

Sartoris
11-02-11, 05:29 AM
The ships travel faster with OHII, making them harder to hit.


Is the speed of the ships realistic?

Elmar
11-02-11, 11:16 AM
Hello together!

I want to download the Open Horizons Mod, but i get a massage, that i 've had 3 downloads today, which isn't true, yesterday i downloaded 3 things, bu not today. Is there a mistake?

Best regards,
Elmar

Silent Steel
11-02-11, 11:34 AM
Hello together!

I want to download the Open Horizons Mod, but i get a massage, that i 've had 3 downloads today, which isn't true, yesterday i downloaded 3 things, bu not today. Is there a mistake?

Best regards,
Elmar

Hier hast Du den MO und Patch;

MO - https://rapidshare.com/files/3071021023/Magnum_Opus_v0_0_1.7z (https://rapidshare.com/files/3071021023/Magnum_Opus_v0_0_1.7z)

MO patch - https://rapidshare.com/files/1755465175/Magnum_Opus_v0_0_1_Patch_2.7z (https://rapidshare.com/files/1755465175/Magnum_Opus_v0_0_1_Patch_2.7z)
:up:

baronfrost
11-02-11, 11:34 AM
Not sure why this would happen. OHII changes nothing related to the torps:hmmm:

The ships travel faster with OHII, making them harder to hit.
Could it be that you are not opening your torp doors before you fire:06:
With slower targets - this may not have had much of an effect, but with faster ships:hmmm:

If you try a historical mission - does it work then?

Hi, I think that may be it, the ships travel faster. I do open my tubes and select a fast run, but still miss sometimes. Should I start leading them now instead of shooting for the middle? and should ships be going this fast? I don't think they spot me because I submerge well before they would.:06:

Trevally.
11-02-11, 02:38 PM
Is the speed of the ships realistic?

and should ships be going this fast? I don't think they spot me because I submerge well before they would.:06:

I do not know guys.

If convoy speeds were up to me - I would go as fast as the slowest ship could go.

Im sure someone who does know may answer.



Hi, I think that may be it, the ships travel faster. I do open my tubes and select a fast run, but still miss sometimes. Should I start leading them now instead of shooting for the middle?


you should test your auto target in historical missions first to ensure it is not something else - but yes - I guess giving some lead will help.

dippysea
11-03-11, 06:09 AM
Is Magnum Opus required before installing this MOD?

TheBeast
11-03-11, 07:15 AM
Is Magnum Opus required before installing this MOD?

No, You can use your own MOD configuration.

From what I can tell, OH II v1.4 does not depend on Mafnum Opus...

Zs4zet
11-03-11, 09:03 AM
Wrong my post.
I got answer from Trevally...

Trevally.
11-03-11, 09:13 AM
No ships were harmed in the making of this mod:O:

Your camera file within your scope mod is wrong for the graticules:up:

Rongel
11-04-11, 06:25 AM
@ Trevally

I read somewhere that you plan to update the mod, so please let me know when you are going to do so, I could add some of my ship fixes to the new patch/version.

No rush! Work is keeping me occupied again... Anyway, it's a good time to report any imported ship troubles.

Also it would be great to add the radio messages to the mod, it would simplify the mod soup a bit. I can't see any reason why somebody wouldn't like the new campaign messages :DL

Trevally.
11-04-11, 02:56 PM
@ Trevally

I read somewhere that you plan to update the mod, so please let me know when you are going to do so, I could add some of my ship fixes to the new patch/version.

No rush! Work is keeping me occupied again... Anyway, it's a good time to report any imported ship troubles.

Also it would be great to add the radio messages to the mod, it would simplify the mod soup a bit. I can't see any reason why somebody wouldn't like the new campaign messages :DL

Yes so far v1.5 will have the fixes from patch2 and:-

Changed scapa mission start date and fixed BB game entry date
Added map marker to HappyTimes SS mission
Fixed errors in base where TDWs validator would show errors for PTElco and Mine_Chain
Fixed Rommel supplies and OP in campiagn Battle of Med

Still looking for any campaign issues for the later campains as more player will be getting that far by now:yep:

I will also wait for your ship fixes:up:

Herman Ziklher
11-04-11, 03:57 PM
Hi all,

I'm very interested in installing OHII in full version, but I have a doubt that could be generate a some conflicts with others enviromental MODs (or something else) that I installed.
Here below my MOD Soup, could you gently suggest if it's gonna be ok or if it' s better installing OH II base + new ships??
thanks a lot in advance
HZ
----------------
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Anti-Lag
Original map colors
Remove Steelvikings shadow mod
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_5_1_ByTheDarkWraith
Manos Scopes-patch for 8x5
NewUIs_TDC_6_5_1_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_5_1_Real_Navigation
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
AirTorpedoes
Church's Compass Dials Mod v2.2 - Option Two
Church's SHV 1.01 Keyboard Commands v1.1
IO_StrategicMap_4_3_for_TDWv651&MO
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Trevally Tutorials - All v0.2 (for TDW UI)
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
stoianm crew abilities available mod compatible MO
Realistic ammo amount for AA and deck guns
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast
SD_MapLocationNameFix_v1_2
SteelViking's Interior Mod V1.2.1 Patch
sobers chimney smoke V2
Nauticalwolf's_Torpedo_Textures_v1.2
Icebergs v2.4

TheBeast
11-04-11, 04:04 PM
Are there any Special Op's missions to Pick up/Drop off supplies or spy's?:06:

I know stock campaign had some Special Op's missions but getting those missions was very rare.

Regards!
TheBeast

Trevally.
11-04-11, 04:19 PM
Hi all,

I'm very interested in installing OHII in full version, but I have a doubt that could be generate a some conflicts with others enviromental MODs (or something else) that I installed.
Here below my MOD Soup, could you gently suggest if it's gonna be ok or if it' s better installing OH II base + new ships??
thanks a lot in advance
HZ
----------------


Herman Ziklher:salute:
You could remove this one first
Icebergs v2.4

If you have a good system try full -
you should also use the patch (http://www.gamefront.com/files/20898270/OHII___Cerberus_ship_patch_7z) for the cerberus mod as it is in MO:up:

Trevally.
11-04-11, 04:24 PM
Are there any Special Op's missions to Pick up/Drop off supplies or spy's?:06:

I know stock campaign had some Special Op's missions but getting those missions was very rare.

Regards!
TheBeast

Yes - intercept, spy, recon, commando and supply were all added and set so you will get them more often.

When going for an objective ie "air gap" - the new missions will mostly be within 3 returns to bunker.

See here for a spy mission run through http://www.subsim.com/radioroom/showthread.php?t=188171

Herman Ziklher
11-04-11, 06:00 PM
Herman Ziklher:salute:
You could remove this one first
Icebergs v2.4

If you have a good system try full -
you should also use the patch (http://www.gamefront.com/files/20898270/OHII___Cerberus_ship_patch_7z) for the cerberus mod as it is in MO:up:


Thanks a lot Trevally....my system is kinda good, let's say like this...:) I'm gonna try to install full version.

Anyway if I got right, I have to install in this order:
OH II Full 1.4
OHII v1.4 patch2
OHII - Cerberus ship patch

That's right?
thanks again
HZ

Trevally.
11-04-11, 06:12 PM
Anyway if I got right, I have to install in this order:
OH II Full 1.4
OHII v1.4 patch2
OHII - Cerberus ship patch


:up:

Adriatico
11-04-11, 06:43 PM
I acomplishedd first two missions - Eastern British Coastal waters and Scapa Flow ( breaking the fortress ).

As I accept new (3rd) mision I am again assigned to Eastern British Coastal waters... again ???

Only one "cross" at Eastern UK coastal waters - displaying full bar: that means mision acomplished...?

Hey Trevally, is it some bug... or should I return (in my 3rd mission) to the same task as in the first one (Eastern British Coastal waters) ? ...that seems to be already accomplihed (full bar) ?!?
:06:

THE_MASK
11-04-11, 06:48 PM
How to start a mission .
http://www.subsim.com/radioroom/showthread.php?t=179959

Adriatico
11-04-11, 07:29 PM
Hey Sober, thanks for suggestion BUT :

I do not have any "small crosses" to chose the mission... except two (bolded) crosses of 2 accomplished missions ?!?

It only lets me " re-select " ( re-play) first two missions (already accomplished)

> so I can't get new options to start a new patrol ? ( 3. patrol )

How do I choose south c. waters or west c. waters ?

Silent Steel
11-05-11, 02:26 AM
Hi all,

I'm very interested in installing OHII in full version, but I have a doubt that could be generate a some conflicts with others enviromental MODs (or something else) that I installed.

Ciao Herman,
I'd say you should try this;

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Anti-Lag => make sure this one is installed in C:\Ubisoft\Silent Hunter 5. Not in the C:\Ubisoft\Silent Hunter 5\MODS folder (enabled with JSGME)
Original map colors
Remove Steelvikings shadow mod
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix => I'm not sure about where to enable these two FX Update mods, I hope someone can help with this
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_5_1_ByTheDarkWraith => Update to NewUIs TDC 6.8.0 (http://www.subsim.com/radioroom/showthread.php?t=166093)
Manos Scopes-patch for 8x5
NewUIs_TDC_6_5_1_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_5_1_Real_Navigation
AirTorpedoes
Church's Compass Dials Mod v2.2 - Option Two
Church's SHV 1.01 Keyboard Commands v1.1
IO_StrategicMap_4_3_for_TDWv651&MO
Trevally Automated Scripts v0.5
Trevally Tutorials - All v0.2 (for TDW UI)
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
stoianm crew abilities available mod compatible MO
Realistic ammo amount for AA and deck guns
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast
SD_MapLocationNameFix_v1_2
SteelViking's Interior Mod V1.2.1 Patch
sobers chimney smoke V2
Nauticalwolf's_Torpedo_Textures_v1.2
OHII Full version
EQuaTool 01.01 by AvM - double set - Large plus Flat Style => to make sure you keep the effect of this one enable after NewUIs TDC
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 => to make sure you keep the effect of this one enable after OHII
Icebergs v2.4 => to make sure you keep the effect of this one enable after OHII

Trevally.
11-05-11, 06:17 AM
Hey Sober, thanks for suggestion BUT :

I do not have any "small crosses" to chose the mission... except two (bolded) crosses of 2 accomplished missions ?!?

It only lets me " re-select " ( re-play) first two missions (already accomplished)

> so I can't get new options to start a new patrol ? ( 3. patrol )

How do I choose south c. waters or west c. waters ?

Hi Adriatico:salute:

Sounds like the next missions are not ready yet. They will be at the correct date - so you can either wait (dock/patrol dock/patrol) until the correct date or go sinking ships anywhere you want.

Or

Can you see the missions in the breifing map and cant select from there:06:
Can you post a pic for me?

Thanks:up:

Silent Steel
11-06-11, 04:52 AM
Hey Sober, thanks for suggestion BUT :

I do not have any "small crosses" to chose the mission... except two (bolded) crosses of 2 accomplished missions ?!?

It only lets me " re-select " ( re-play) first two missions (already accomplished)

> so I can't get new options to start a new patrol ? ( 3. patrol )

How do I choose south c. waters or west c. waters ?

Try this one; OHII v1.4 patch2 (http://www.gamefront.com/files/20901325/OHII+v1.4+patch2.7z) maybe this could do the trick?
At least I haven't seen what you're describing :hmmm:

Trevally.
11-06-11, 10:10 AM
I am thinking about adding an extra option with v1.5

A lot of players are finishing the objectives far sooner than we thought they would. This is resulting in a lot of time spent with no objectives untill the date for the next one.

So perhaps I should add an "higher tonnage" option for those who are not using real nav and thus finding and sinking the requirements too easily.

It would be installed after v1.5

mikaelanderlund
11-06-11, 10:54 AM
Sounds great:up:. Keep up the good jobb:rock:

Mikael

Silent Steel
11-06-11, 11:07 AM
I am thinking about adding an extra option with v1.5
So perhaps I should add an "higher tonnage" option for those who are not using real nav and thus finding and sinking the requirements too easily.


:yeah:

Magic1111
11-07-11, 07:42 AM
I am thinking about adding an extra option with v1.5


Hi Trevally!

When do you plan to release v1.5? Maybe in the next days...? :hmmm:

Best regards,
Magic

Trevally.
11-07-11, 08:09 AM
Hi Trevally!

When do you plan to release v1.5? Maybe in the next days...? :hmmm:

Best regards,
Magic

Should be soon Magic, I have just finished the add on "Higher Tonnage Objectives" for elite skippers:up:

Also found and fixed some errors in a few campaigns.
Cerberus has also said I can use his ship mod in OHII - so no more patches for that one:DL - Thanks cerberus:yeah:

Silent Steel
11-07-11, 09:15 AM
Should be soon Magic, I have just finished the add on "Higher Tonnage Objectives" for elite skippers
Cerberus has also said I can use his ship mod in OHII - so no more patches for that one:DL

This really is good news :salute:

0rpheus
11-07-11, 09:57 AM
I am thinking about adding an extra option with v1.5

A lot of players are finishing the objectives far sooner than we thought they would. This is resulting in a lot of time spent with no objectives untill the date for the next one.

So perhaps I should add an "higher tonnage" option for those who are not using real nav and thus finding and sinking the requirements too easily.

It would be installed after v1.5

That would be a really cool addition :up:

Magic1111
11-07-11, 11:35 AM
Should be soon Magic, I have just finished the add on "Higher Tonnage Objectives" for elite skippers:up:

Also found and fixed some errors in a few campaigns.
Cerberus has also said I can use his ship mod in OHII - so no more patches for that one:DL - Thanks cerberus:yeah:

Thx Trevally for this very good news! :up::ping::up:

Best regards,
Magic:salute:

Dermeister
11-07-11, 05:49 PM
So recently i renstalled SH5 from scratch then applied the ubi patch 1.2 i enabled Open horizon II light V2 BOOM ctd when i click start new campaign and i doupt any other mods are interfeering since i did trouble shooting and enabled only OH II light...... any 1 els have that issue if not how do i fix this?

Windows 7 64 on a quadcore 6 gb of ram with a Nvidia GTX260

Trevally.
11-07-11, 06:00 PM
So recently i renstalled SH5 from scratch then applied the ubi patch 1.2 i enabled Open horizon II light V2 BOOM ctd when i click start new campaign and i doupt any other mods are interfeering since i did trouble shooting and enabled only OH II light...... any 1 els have that issue if not how do i fix this?

Windows 7 64 on a quadcore 6 gb of ram with a Nvidia GTX260

:hmmm:

Thanks Dermeister - I need to test this.

Could you run TDWs SH5 Validator and send me the report:06:

Dermeister
11-07-11, 06:06 PM
I certanly can just give me a link to download that program ill install and run it :) and post the results :)

TheDarkWraith
11-07-11, 06:30 PM
I certanly can just give me a link to download that program ill install and run it :) and post the results :)

Look in \data\Applications (all those apps come with my UIs mod)

Dermeister
11-07-11, 06:34 PM
Sadly i dont use your UI mods i use UI boat 4. somthing but whne i launched the mod i dint even enable any other mods. so is there no link to download just that app to test my install?

Correction I have your RAI mod though RAI comes with this test app?

TheDarkWraith
11-07-11, 06:38 PM
Sadly i dont use your UI mods i use UI boat 4. somthing but whne i launched the mod i dint even enable any other mods. so is there no link to download just that app to test my install?

Correction I have your RAI mod though RAI comes with this test app?

do a forum search for SHValidator. You'll find the thread for it :up:

Dermeister
11-07-11, 06:38 PM
Will do i was workign on that b4 you posted :P! ran multiple searches not finding it in this forum i foudn a few threads that refer to it but no links for it. google came up short aswell. i even browsed the files you uploaded on your account all i see is that UI mod and a few mods could it have ben mooved? or somthing? or i just dont know how to search O_O

Found 1 for SHValidator SH4 though...but non for SH5


NM FOUND IT but under JSGMEModValidator_v1_0_11_ByTheDarkWraith and not SHValidator! .... no wonder i had no results exept threads where people mentioned SHmodvalidator >_> so any how Here are my results!!!



JSGME Mod Validator v1.0.11.0 by TheDarkWraith
C:\Users\User\Desktop\JSGMEModValidator_v1_0_11_By TheDarkWraith\jsgmemodvalidator.cfg exists=True
Reading in items to look for in mods...
not looking for any items
using Silent Hunter 5
SH5 version is 1.2.0.0
MODS installed:
OPEN HORIZONS II_Light v2
Validating mods...
Validating C:\Ubisoft\Silent Hunter 5\MODS\OPEN HORIZONS II_Light v2
C:\Ubisoft\Silent Hunter 5\MODS\OPEN HORIZONS II_Light v2 installed correctly
Checking for items to look for...
no items to look for defined
Mod conflicts:
+D = creation dates equal, -D = creation dates not equal
+A = last accessed dates equal, -A = last accessed dates not equal
+W = last accessed write dates equal, -M = last accessed write dates not equal
+S = sizes equal, -S = sizes not equal
no conflicts



The game CTD's right in the lloading screen whne i select new campaign Also Prior i dissabled ALL MODS and launched the game and started a new campaign it loaded fine..... so i doupt my game is broken.

ALso it shoudl be noted i triedto start from 1939 with out skipping the tutorial and then 1939 and skipped the tutorial both have the same result.

Trevally.
11-08-11, 03:31 AM
@ Dermeister

here is the link for the validator. http://www.subsim.com/radioroom/showthread.php?t=186975
download and run the app - it may take a wee while to finish.
say yes to the report and paste here or send to me:up:

Trevally.
11-08-11, 04:22 AM
@ Dermeister

I have found 2 errors in the light version that may cause the problems you are seeing (if so - I am surprised nobody else has reported this:hmmm:)

I have fixed them now and am uploading v3
:up:

Trevally.
11-08-11, 04:35 AM
OHII Light v3 ready - see post 1 for download
:up:

@Dermeister

Please let me know if this fixes your issue.
Remember and start new career

Dermeister
11-08-11, 05:18 AM
thank your for fixing it i shall try v3 :) and prolly cause most people get the bigest mod i did too at first.... till i realized near ports my frame went low and so i decided to sqitch to the light.... but just a few days ago i was running the full version im really happy u made the light version :)


Update .. ok so it works no ctd but..... whne i download the full version i get extra missions ect and scapaflow in 1939 ... now all im getting is british coast is that normal?

xristoskaiti
11-08-11, 11:11 AM
I have noticed that some planes Swordfish - Walrus - SUSFloatEarlyWar-
Martlet there are not the British Bases.
future this will be repaired? :D

Trevally.
11-08-11, 11:53 AM
Update .. ok so it works no ctd

Thats good - thanks for letting me know:up:

but..... whne i download the full version i get extra missions ect and scapaflow in 1939 ... now all im getting is british coast is that normal?

Ah you are getting the fixed version that is in v1.5
Scapa mission should be after a week or two:yep:

Trevally.
11-08-11, 12:25 PM
I have noticed that some planes Swordfish - Walrus - SUSFloatEarlyWar-
Martlet there are not the British Bases.
future this will be repaired? :D

This could be added - but i have no idea what planes were available or when.

Here is a nor sized UK airbase:-
[AirGroup 1]
StartDate=19380101
EndDate=19410601
Squadron1Class=FHurricaneMkI
Squadron1No=18
Squadron2Class=TBBeaufort
Squadron2No=12
Squadron3Class=FBBeaufighter
Squadron3No=12
Squadron4Class=LBSAnson
Squadron4No=6
Squadron5Class=SSunderland
Squadron5No=2

[AirGroup 2]
StartDate=19410602
EndDate=19430601
Squadron1Class=FHurricaneMkI
Squadron1No=18
Squadron2Class=TBBeaufort
Squadron2No=12
Squadron3Class=FBMosquitoMkVI
Squadron3No=12
Squadron4Class=LBSUSMedWar
Squadron4No=6
Squadron5Class=SSunderland
Squadron5No=4

[AirGroup 3]
StartDate=19430602
EndDate=19451231
Squadron1Class=FHurricaneMkI
Squadron1No=18
Squadron2Class=TBBeaufort
Squadron2No=12
Squadron3Class=FBBeaufighter
Squadron3No=12
Squadron4Class=LBSUSLateWar
Squadron4No=6
Squadron5Class=SSunderland
Squadron5No=6


As you can see there are new air groups by date and the planes they have.
There are also small and large bases with other load outs.

If you can tell me when and what size of base would be required - I could see about adding them.

Here is where you can see the roster for UK planes:-
C:\Ubisoft\Silent Hunter 5\data\Roster\British\Air

Dermeister
11-08-11, 04:34 PM
Its all good i was jsut checking if the light version had al lthe same missions asthe full version if it just shows up a week later its all good

xristoskaiti
11-09-11, 09:20 AM
Thank
Now we will add some aircraft to bases :D

xristoskaiti
11-09-11, 10:30 AM
Note that in English there are 18 in roster/air aircraft
museum to display only 5 for england.. knows why this happens??:o:o:o

Trevally.
11-09-11, 01:03 PM
Note that in English there are 18 in roster/air aircraft
museum to display only 5 for england.. knows why this happens??:o:o:o

:hmmm:

Not sure - could the rest just be clones:06:
If so the models will be shared but the equip may change

TheBeast
11-09-11, 03:14 PM
Note that in English there are 18 in roster/air aircraft
museum to display only 5 for england.. knows why this happens??:o:o:o

:hmmm:

Not sure - could the rest just be clones:06:
If so the models will be shared but the equip may change

There is a setting somewhere that can prevent models such as Icebergs from displaying in Museum.

I forget the filename and location.

Regards!
TheBeast

Echolot
11-09-11, 03:59 PM
data/Museum/Museum.cfg.

:salute:

Regards.

Echol:ping:t.

Magic1111
11-13-11, 02:25 PM
Hi Trevally!

Forgive my question, but any news about v1.5 from OHII? :hmmm:

Best regards,
Magic:salute:

Trevally.
11-13-11, 04:18 PM
Hi Trevally!

Forgive my question, but any news about v1.5 from OHII? :hmmm:

Best regards,
Magic:salute:

Hi Magic,

I have it ready but am still looking at these spawn nodes (http://www.subsim.com/radioroom/showpost.php?p=1787231&postcount=394). I am thinking about removing them from scapa (it this may help with the ctd (http://www.subsim.com/radioroom/showpost.php?p=1786613&postcount=218)that is an issue in scapa) and adding some date direct spawn units instead. This would only be for campaign TG.
Hoping for some feed back from anyone who knows about these.

Also Rongel is just finishing up his patch for the dat ships and I should get these soon:yep:

Perhaps tomorrow night:up:

Here is the fix list so far:-
OHII v1.5
Fixed errors in mission CFG (click click)
Added Uekel fix to frozen flags
Changed scapa mission start date and fixed BB game entry date
Added map marker to HappyTimes SS mission
Fixed errors in base where TDWs validator would show errors for PTElco and Mine_Chain
Added Rongel fix - graphical update that fixes graphical bugs, All ships now use 1024 x 1024 textures, black textured ghost ship, a crash in museum with one Z-ship and few other small tweaks.
Fixed Rommel supplies and OP in campiagn Battle of Med
Added cerberus ship mod - Thanks cerberus
Added the OHII campaign radio messages
Fixed Arctic convoy campaign victory conditions
Fixed Op Drumbeat Blitz mission
Fixed The Final Year objectives
Fixed airbase layer in the Med campaigns
Fixed campaign Battle of Med where there was a chance that convoys/traffic would get stuck and backlog - resulting in new ships spawning but none leaving (causes ctd after time (100+ ships))

Silent Steel
11-13-11, 10:29 PM
I have it ready... removing them from scapa (may help with the ctd (http://www.subsim.com/radioroom/showpost.php?p=1786613&postcount=218)in scapa)
Perhaps tomorrow night:up:

Looks great, can't wait :up:

xristoskaiti
11-14-11, 10:55 AM
Thank you very much all those who try to community SUBSIM :salute:

chun
11-14-11, 11:31 AM
good job:yeah:http://www.24flotilla.com/foro/images/smilies/patron.gif (http://www.24flotilla.com/foro/posting.php?mode=smilies&f=58#)is cooking a big campaignhttp://www.24flotilla.com/foro/images/smilies/cocina.gif (http://www.24flotilla.com/foro/posting.php?mode=smilies&f=58#)


http://img12.imageshack.us/img12/5203/bravura1.jpg




courage and wisdom

Trevally.
11-14-11, 06:32 PM
update

I now have the next set for ship fixes from Rongel - thanks, they look great:up:

I have also been testing scapa flow in the first campaign with the spawn nodes removed.
I have replaced them with direct spawn ships - so when sunk, they will stay sunk.
During test - 8 ships sunk (1 with deck gun:D), used uzo, scopes, fast TC every thing that happened in the lets play and no ctds.:hmmm: Even had a taskforce spawn and leave and many cargo (supply) ships.

Anyway - it looks a lot better now so I will leave this in for the release tomorrow night:sunny:

Silent Steel
11-15-11, 02:01 AM
...release tomorrow night:sunny:
:yeah:

Magic1111
11-15-11, 05:18 AM
Anyway - it looks a lot better now so I will leave this in for the release tomorrow night:sunny:

Sounds very good Trevally, looking forward! :up:

Best regards,
Magic:salute:

usam
11-15-11, 11:13 AM
The best mod i ever see. I reinstall SH5 again.:yeah:

Trevally.
11-15-11, 04:09 PM
Version 1.5 is uploaded:up:
See post 1 for link and notes:sunny:

Thanks again to all who helped with this update (support and feedback in this thread:DL) and to those great guys who give me their work - Rongel, Uekel, TDW and Cerberus:yeah:


As always - please start new career
But - if your career is advanced - install in bunker and updates/fixes will take effect when you progress to the next campaign

Magic1111
11-15-11, 04:31 PM
Version 1.5 is uploaded:up:
See post 1 for link and notes:sunny:


Wonderful, many, many thanks Trevally! :yeah:

Now Iīm going to download...! :ping:

Best regards,
Magic:salute:

chun
11-15-11, 04:33 PM
Trevally the Radio Campaign Messages OHII v4 comes with this update? no need to install?

Trevally.
11-15-11, 04:40 PM
Wonderful, many, many thanks Trevally! :yeah:

Now Iīm going to download...! :ping:

Best regards,
Magic:salute:

Thanks Magic:up:

Trevally the Radio Campaign Messages OHII v4 comes with this update? no need to install?

Yes - it is now inside OHII v1.5 so is no longer needed:salute:

Trevally.
11-15-11, 04:42 PM
The best mod i ever see. I reinstall SH5 again.:yeah:

Thanks and welcome to subsim usam:salute:

Paajtor
11-15-11, 04:48 PM
Seems your new version is very popular right now...downloading at a whopping 47KB/s :har:

thank you for your hard work, fortunately I just started a new career, so restarting is no problem :)

tonschk
11-15-11, 07:44 PM
Version 1.5 is uploaded:up:
See post 1 for link and notes:sunny:


:yeah: Thank you very Much :salute: Trevally :sunny: :rock:

Silent Steel
11-16-11, 05:18 AM
:yeah: Thank you very Much :salute: Trevally :sunny: :rock:


Wow. thanks again for your hard work. This is a must have for all of us.

Now I'm off to include this one in a new JSGME profile.

:woot: :yeah:

vlad29
11-16-11, 03:52 PM
Thanks for the update, Trevally! :yeah:work
As far as I understood from the comments in 1 post, Cerberus shipmod is already included in OHII-1.5. Does it contains both parts of Cerberus mod (it is divided) and 'Cerberus historical ship equipment v.1.3' also?

Echolot
11-16-11, 03:58 PM
Thank you Trevally, Rongel, uekel and all involved captains.

:sunny:

Regards.

Echol:up:t.

Trevally.
11-16-11, 04:19 PM
Thanks for the update, Trevally! :yeah:work
As far as I understood from the comments in 1 post, Cerberus shipmod is already included in OHII-1.5. Does it contains both parts of Cerberus mod (it is divided) and 'Cerberus historical ship equipment v.1.3' also?

Hi Vlad:salute:
Only the ship mod part 1 and 2. Not the equip fix.

Thank you Trevally, Rongel, uekel and all involved captains.

:sunny:

Regards.

Echol:up:t.

Thanks Echolot:salute:

Angelis
11-16-11, 05:49 PM
Pure awesomeness is all I can say. :salute:
Thank you very much! Unbelievable that you can improve this masterpiece even more.:up:

papanebo
11-16-11, 08:13 PM
Thanks to all for the hard work!

Silent Steel
11-17-11, 02:43 AM
I've now run both Full and Base versions and haven't found anything but incredible improvements, runs like a charm.
It's just amazing and stable.

Thanks again to all of you involved in the development of OHII :salute:

binzy62
11-17-11, 03:03 AM
I can only echo what everyone else has been saying about OH II , stunning peace of work , well done all

Trevally.
11-17-11, 12:57 PM
Thanks for the great comments guys:salute:


Would really like to hear from anyone who started a new career and has finished the Scapa mission.

How did it go, how was fps, any ctds etc:up:

Silent Steel
11-17-11, 01:14 PM
Thanks for the great comments guys:salute:


Would really like to hear from anyone who started a new career and has finished the Scapa mission.

How did it go, how was fps, any ctds etc:up:

Leaving port for Scapa now.
Wish me good luck :D

vlad29
11-17-11, 02:56 PM
Leaving port for Scapa now.
Wish me good luck :D

Good luck, SilentSteel:salute:
Try to finish the mission before v.1.6 should be released by Trevally, otherwise leaving port for Scapa (each time the new campaign-start is needed) should be our destiny:Kaleun_Salute:

Trevally.
11-17-11, 03:20 PM
Good luck, SilentSteel:salute:
Try to finish the mission before v.1.6 should be released by Trevally, otherwise leaving port for Scapa (each time the new campaign-start is needed) should be our destiny:Kaleun_Salute:

:har: :up:

Paajtor
11-17-11, 04:32 PM
Thanks for the great comments guys:salute:


Would really like to hear from anyone who started a new career and has finished the Scapa mission.

How did it go, how was fps, any ctds etc:up:
ah to bad, started the tonnage-mission. :O:

But so far, things are looking great, no ctd, fps constant 60 (as always, but I have a high-end pc).
I did see 2 ships with frozen flags (Swedisch merchants), though...not sure if that has anything to do with your mod.

SgtPotato
11-17-11, 08:34 PM
Travelly, did you add something like graphic-wise to this mod? I'm getting the fps lag when I'm in the bunker and out of the bunker.

Forensicman101
11-18-11, 06:05 AM
Does this mod include reduced tonnage requirements in the campaign? The original tonnage targets were daftly unrealistic. Is this mod compatibile with the Reduced Tonnage mod?

bidou1958
11-18-11, 09:25 AM
screens are very realistic ! I enjoy to put this mod on my SH5 !

Trevally.
11-18-11, 12:40 PM
Travelly, did you add something like graphic-wise to this mod? I'm getting the fps lag when I'm in the bunker and out of the bunker.

Hi SgtPotato:salute:
Only the ship upgrades and new shader for better caustics.
Have you tried antilag:06:

Does this mod include reduced tonnage requirements in the campaign? The original tonnage targets were daftly unrealistic. Is this mod compatibile with the Reduced Tonnage mod?

Hi Forensicman:salute:
No - it does have an addon to increase tonnage requirements.:D
It is not like the stock campaign - try it and see

screens are very realistic ! I enjoy to put this mod on my SH5 !

Thanks Bidou and welcome to subsim:salute:

Sartoris
11-18-11, 12:49 PM
I think the tonnage requirement missions should be completely removed. Just a patrol order or some other mission types (spy insertion etc.) should be left in, to make it more realistic.

I'd also like to know how you're supposed to hunt in a wolfpack. I have no map contacts so I don't know when there is a wolfpack nearby. Shouldn't there be some kind of a message that tells me to be somewhere at a certain time in order to link up with a pack?

Trevally.
11-18-11, 01:05 PM
I think the tonnage requirement missions should be completely removed. Just a patrol order or some other mission types (spy insertion etc.) should be left in, to make it more realistic.

Yes that would be good - but hard to do
It would require the removal of the star/cross achived syatem and be replaced by date only.

I will have a think if this could be done

I'd also like to know how you're supposed to hunt in a wolfpack. I have no map contacts so I don't know when there is a wolfpack nearby. Shouldn't there be some kind of a message that tells me to be somewhere at a certain time in order to link up with a pack?

try looking in my profile - I have made a thread with pics how this is done.
With no map contacts - do you not still get radio contacts:06:

I am testing a new layer where when you enter a map zone a trigger is created.
This will cause a few events to occur.
Radio message
Spawn wolfpack
Spawn convoy
Spawn convoy shadow (u-boat following the convoy)

Progress is slow:nope:

Sartoris
11-18-11, 01:28 PM
Yes that would be good - but hard to do
It would require the removal of the star/cross achived syatem and be replaced by date only.

I will have a think if this could be done



try looking in my profile - I have made a thread with pics how this is done.
With no map contacts - do you not still get radio contacts:06:

I do, I forgot about that, sorry.

Progress is slow:nope:

But the work is more than appreciated!:up:

SgtPotato
11-18-11, 06:11 PM
the antilag fix doesn't seem much help. However, here's my mod list:

http://i103.photobucket.com/albums/m136/Solo_Wing_Pixy/Errors/sgtpotatomodlist.png

Silent Steel
11-19-11, 04:28 AM
the antilag fix doesn't seem much help. However, here's my mod list:



Hi Sgt,

1. Make sure you have patched the SH5 to 1.2. You see the version in the upper right corner of the Main Menu in the game. It should say 1.2.0
If not run the C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe

2. Make sure you have put the Antilag d3d in; C:\Ubisoft\Silent Hunter 5

3. Set the antilag.cfg to RenderAheadLimit=3/FPSlimit=36 and let's see what effect it has on your FPS.

4. Replace the ' Open Horizons Full v1.5' with ' OPEN HORIZONS II_base v1.5'. The 'Full' version can be very demanding and is heavy on your CPU and RAM.

I've made a few changes to the load order - added recommended other mods or taken some of them away just because the features are included in other mods eg. the OPCF (Filters can be set ingame in NewUIs TDC).

__________________________________________________ ___________________________________

No Damn Bubbles, No Damn Halo Mod
DBM_Alarm_BackGrnd_Video_Widescreen
A fistfull of emblems v1.51
A fistfull of emblems v1.51 (Weathered)
FX Update
IRAI 0.0.30
IRAI 0.0.30 No Aircraft Spotting At Depth
New Uis TDC 6.8.0
New Uis TDC 6.8.0 ERM Reaper7 NightVision
Trevally Automated Scripts v0.6
Trevally Harbour & Canal Pilot v2.8
Stoianm pitch&roll - Here (http://www.subsim.com/radioroom/showthread.php?t=183306) (IMO better wave mechanics than the ImprovedWaves Improved Pitch&Roll)
Mighty Fine Crew Mod 1.2.1
MCCD 1.04
MCCD 1.04 MCFM 1.2.1 compatible
Dynamic Environment - Here (http://www.subsim.com/radioroom/showthread.php?t=182377&highlight=Dynamic+environment)
Open Horizons II base v1.5
Crirical Hits v1.1
Critical Hits v1.2
SteelViking's Interior Mod v1.2
SteelViking's Interior Mod v1.2 Patch
R.E.M.
Sobers green crew crew training v3 SH5
Equipment Upgrades Fix 1.2 by the Beast (with this one you can choose your skin when in the bunker so Nozauriu's Skin Mod isn't necessary)


Regards

dandryer
11-19-11, 05:22 AM
looks very good thx :D

Trevally.
11-20-11, 09:00 AM
Error found in OHII dates

Campaign AC has wrong end date. (2 months):oops:
Campaign TP has wrong start date. (15 days)

I will fix this and release a patch asap:up:

Trevally.
11-20-11, 10:52 AM
DOWNLOAD
Patch1 for OHII v1.5 (http://www.gamefront.com/files/21007393/OHII+v1.5+Patch1.7z)

This fixes a date error as above post
New dates are:-

http://img204.imageshack.us/img204/5835/campaigndates.png

Add patch (when in bunker) after OHII v1.5 using JSGME and allow overwrite.


I am having an issue with updating post 1 - I will add patch there when sorted:up:

col_Kurtz
11-20-11, 11:14 AM
Hi Trevally...:)

After a some break I`m going back on board. Now I`m trying to collect all mods required to play new SHV with TDWs UI and OHII and others too:)
You wrote Patch, but I`m not sure wich link...

DOWNLOAD HERE
Open Horizons II Full v1.5
Open Horizons II Base + parts v1.5

PATCH for Open Horizons II Full v1.5 - none
PATCH for Open Horizons II Base v1.5 - none
PATCH for Open Horizons II Base + enviro v1.5 - none
PATCH for Open Horizons II Base + new ships v1.5 - none

These below? Minefield...?
Minefield Map - for TDWs UI
Minefield Map for IO_StrategicMap_for_CSPMagui:hmmm:

Original link to this post.
http://www.subsim.com/radioroom/showpost.php?p=1790850&postcount=1684
Best regards,
Kurtz:salute:

Trevally.
11-20-11, 11:26 AM
Welcome back on board Col Kurtz:salute:

I am having a problems editing post 1 of the thread - so the patch is in the post - it is the green link:DL

col_Kurtz
11-20-11, 11:45 AM
Welcome back on board Col Kurtz:salute:

I am having a problems editing post 1 of the thread - so the patch is in the post - it is the green link:DL

Aye Kaleun:salute:
This is just a suggestion. Maybe it should looks like that:

Main_Mod_0.1
Main_Mod_0.1_Patch_0.1.1?

Other_Mod_0.1
Other_Mod_0.1_Patch_0.1

:)

Sorry Trevally,

Below the green
Open Horizons II Full v1.5
Open Horizons II Base + parts v1.5 - is this the Patch? "parts = patch"?

I think I`m just feed up today:( and I don`t understand sound and clear:/

Trevally.
11-20-11, 11:57 AM
@ Col Kurtz

here is the patch:D

DOWNLOAD Patch1 here (http://www.gamefront.com/files/21007393/OHII+v1.5+Patch1.7z)

:up:

Silent Steel
11-20-11, 12:24 PM
DOWNLOAD
Patch1 for OHII v1.5 (http://www.gamefront.com/files/21007393/OHII+v1.5+Patch1.7z)
This fixes a date error as above post

That I call quick! :up:

col_Kurtz
11-20-11, 12:26 PM
@ Col Kurtz

here is the patch:D

DOWNLOAD Patch1 here (http://www.gamefront.com/files/21007393/OHII+v1.5+Patch1.7z)

:up:
Thank you very much :) I really appreciet that :)

:salute:

tonschk
11-20-11, 12:51 PM
That I call quick! :up:

:salute: :DL Me too :yeah: :D

col_Kurtz
11-20-11, 01:12 PM
[QUOTE=Silent Steel;1790236]Hi Sgt,

1. Make sure you have patched the SH5 to 1.2. You see the version in the upper right corner of the Main Menu in the game. It should say 1.2.0
If not run the C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe

2. Make sure you have put the Antilag d3d in; C:\Ubisoft\Silent Hunter 5

3. Set the antilag.cfg to RenderAheadLimit=3/FPSlimit=36 and let's see what effect it has on your FPS.

4. Replace the ' Open Horizons Full v1.5' with ' OPEN HORIZONS II_base v1.5'. The 'Full' version can be very demanding and is heavy on your CPU and RAM.

I've made a few changes to the load order - added recommended other mods or taken some of them away just because the features are included in other mods eg. the OPCF (Filters can be set ingame in NewUIs TDC).

__________________________________________________ ___________________________________

No Damn Bubbles, No Damn Halo Mod
DBM_Alarm_BackGrnd_Video_Widescreen
A fistfull of emblems v1.51
A fistfull of emblems v1.51 (Weathered)
FX Update
IRAI 0.0.30
IRAI 0.0.30 No Aircraft Spotting At Depth
New Uis TDC 6.8.0
New Uis TDC 6.8.0 ERM Reaper7 NightVision
Trevally Automated Scripts v0.6
Trevally Harbour & Canal Pilot v2.8
Stoianm pitch&roll - Here (http://www.subsim.com/radioroom/showthread.php?t=183306) (IMO better wave mechanics than the ImprovedWaves Improved Pitch&Roll)
Mighty Fine Crew Mod 1.2.1
MCCD 1.04
MCCD 1.04 MCFM 1.2.1 compatible
Dynamic Environment - Here (http://www.subsim.com/radioroom/showthread.php?t=182377&highlight=Dynamic+environment)
Open Horizons II base v1.5<=== I`m trying full + last patch :) I hope, no matter for my gaming and PC :)
Crirical Hits v1.1
Critical Hits v1.2
SteelViking's Interior Mod v1.2
SteelViking's Interior Mod v1.2 Patch
R.E.M. <=====Pardon me. Could you be so kind and tell me what is this? I`m trying to find out by typing R.E.M. ...no results. I`m trying this mods menu to start old new SHV version:)

Best regards,
Kurtz:salute:

vlad29
11-20-11, 02:24 PM
Thanks for the quick fix Trevally:up: As I see work on OHII v.1.6 has already began:03:

p.s. Sorry but didn't catch the idea of 'Elite Skipers' optional mod. It only increases the mission tonnage-goals as it was in vanilla?

Silent Steel
11-20-11, 02:32 PM
[QUOTE=Silent Steel;1790236]
R.E.M. <=====Pardon me. Could you be so kind and tell me what is this?

Hi again,

This is the 'Repaired Equipment Mod'
Here's an excerpt from the mod's 'Readme.txt' file;

' R.E.M_Xrundel_TheBeast"- is modification that will take care of antennas,
periscopes, sonar and radar stations on your U-Boat that previously was not function properly. This MOD was created with idea of taking the game to the new, more realistic and enjoyable level.'

:up:

Trevally.
11-20-11, 02:48 PM
p.s. Sorry but didn't catch the idea of 'Elite Skipers' optional mod. It only increases the mission tonnage-goals as it was in vanilla?


Yes - it increases the requirements for many of the campaign objectives.

This is aimed for users who do not use real nav, map contacts on etc. Resulting in finding and sinking more ships and therefore finishing the missions to early. This would then give the player a looonngg gap before the next objective appeared.

The increase in tonnage or ships sunk is not high - it is similar to the light campaign mod that was released about a year ago

vlad29
11-20-11, 03:06 PM
Yes - it increases the requirements for many of the campaign objectives.

This is aimed for users who do not use real nav, map contacts on etc. Resulting in finding and sinking more ships and therefore finishing the missions to early.

Ah, thank you for explanation:salute: In this case the name 'Shooter-lovers mod' suites better, isn't it:D

SgtPotato
11-20-11, 06:09 PM
Hi Sgt,

1. Make sure you have patched the SH5 to 1.2. You see the version in the upper right corner of the Main Menu in the game. It should say 1.2.0
If not run the C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe

2. Make sure you have put the Antilag d3d in; C:\Ubisoft\Silent Hunter 5

3. Set the antilag.cfg to RenderAheadLimit=3/FPSlimit=36 and let's see what effect it has on your FPS.

4. Replace the ' Open Horizons Full v1.5' with ' OPEN HORIZONS II_base v1.5'. The 'Full' version can be very demanding and is heavy on your CPU and RAM.

I've made a few changes to the load order - added recommended other mods or taken some of them away just because the features are included in other mods eg. the OPCF (Filters can be set ingame in NewUIs TDC).

__________________________________________________ ___________________________________

No Damn Bubbles, No Damn Halo Mod
DBM_Alarm_BackGrnd_Video_Widescreen
A fistfull of emblems v1.51
A fistfull of emblems v1.51 (Weathered)
FX Update
IRAI 0.0.30
IRAI 0.0.30 No Aircraft Spotting At Depth
New Uis TDC 6.8.0
New Uis TDC 6.8.0 ERM Reaper7 NightVision
Trevally Automated Scripts v0.6
Trevally Harbour & Canal Pilot v2.8
Stoianm pitch&roll - Here (http://www.subsim.com/radioroom/showthread.php?t=183306) (IMO better wave mechanics than the ImprovedWaves Improved Pitch&Roll)
Mighty Fine Crew Mod 1.2.1
MCCD 1.04
MCCD 1.04 MCFM 1.2.1 compatible
Dynamic Environment - Here (http://www.subsim.com/radioroom/showthread.php?t=182377&highlight=Dynamic+environment)
Open Horizons II base v1.5
Crirical Hits v1.1
Critical Hits v1.2
SteelViking's Interior Mod v1.2
SteelViking's Interior Mod v1.2 Patch
R.E.M.
Sobers green crew crew training v3 SH5
Equipment Upgrades Fix 1.2 by the Beast (with this one you can choose your skin when in the bunker so Nozauriu's Skin Mod isn't necessary)


Regards




After switching from the full version to the base, I have to start a new campigan again?

Rocko
11-20-11, 10:17 PM
Hi All,

First of all, I want to thank the OH II development team for their effort and constant support.:yeah:

I switched to OHII and after installing and testing OH II v1.5 parts 1 and 3(Total Germany campaign) I'm getting the following challenges, please advise.

1) Low FPS and frequent crashes (in both Full version and Parts 1&3):

The dps has dropped significantly especially around harbors. Also, getting very frequent crashes at low TC's (even 32) either at end of Kiel Canal, in the middle of the North Sea or at the East British coast (far away from the mines). I have to save and load many times to keep going.

1a) Do you recommend adding the patch for removing mines-dolphin-ice? If so, where can I find it?
1b) What are the recommended antilag settings (I have 3/36)

2) The Kiel and Canal Harbour Pilots v2.8 eject at Bunker (in both Full version and Parts 1&3):

The pilot ejects immediately after starting the script for the Kiel Harbour Pilot at the bunker. However, if I remove version v2.8, the script included in MO works OK but then the script for the Toulon mission is missing ...

I have already removed the entire game and documents/SH5 folder, reinstalled, upgraded to SH5 1.2, reloaded MODS and the problem still persists.

2a) Should I use a different version other than 2.8 to get the Toulon script?

3) Black transport ships

Some convoys contain transport ships with no skin, all the ship is black with no details.

3a) Is there an additional patch for fixing the black ships?

I'm running SH5 v1.2 with MO and OH II v1.5 on a Win7 64 bit Professional SP1, 8GB RAM, ATI Radeon HD 5400 video card and this is the updated MOD list after reinstalling the game:

Generic Mod Enabler - v2.6.0.157
[f:\Program Files\Ubisoft\Silent Hunter 5\MODS]
A Fistful of Emblems v1.51
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1_Patch_2
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith_Patch_1
NewUIs_TDC_6_3_0_U-Jagd_Chrono
NewUIs_TDC_6_8_0_jimimadrids_map_tools
Critical hits 1.1 Torpedos
Critical hits v 1.2
Torpedo Splash
FX_Update_0_0_19_ByTheDarkWraith
Manos Scopes-Core Files
Manos Scopes-patch for 85x48
GramophoneShuffler
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
Trevally Automated Scripts v0.6
Trevally Tutorials RAOBF
Trevally Harbour & Kiel Canal Pilot v2.8
stoianm BrighterNights modv1 (high)
A Fistful of Emblems v1.51 (Weathered)
OPEN HORIZONS II_base v1.5
OPEN HORIZONS II_New_Ships v1.5
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
OH II Minefield map
Equipment_Upgrades_Fix_v1_4_byTheBeast

Thanks for your feedback !

THE_MASK
11-21-11, 03:47 AM
Drop a spy of at londonderry hey :nope: The place is crawling with DDs :yeah: and with the IRAI V31 test it is awesome so far .

Trevally.
11-21-11, 04:14 AM
Hi Rocko:salute:


1) Low FPS and frequent crashes (in both Full version and Parts 1&3):


Your PC specs look good so you should get ok FPS.
I get about 30-40 when within 30km of a busy harbour.

Shadow setting can effect this. In MO there is an addon mod to reduce the quality of the shodows and han help fps - alos in your games graphics settings, try and reduce shadows to under half.

CTD - can you confirm that you do not use 2 graphic cards in crossfire - this will cause ctds.
If all else fails - you could try OHII light v3

2) The Kiel and Canal Harbour Pilots v2.8 eject at Bunker (in both Full version and Parts 1&3):

I think this may be due to an error reading anyone of the automation scripts. Can you confirm that other scrotps work ok or do they drop out too?

If you go into TDWs options.py (C:\Ubisoft\Silent Hunter 5\data\Applications\OptionsFileEditorViewer) there is an option under the automation tab to enable "Automation Debugging".
Turn this on and run the autopilot - when it fails you should get an error report (you may need to Alt+Tab out to see it.
Let me know what is reports.

3) Black transport ships

Not sure about this one - it could be related to you low fps issue:hmmm:

Cheers
trevally:salute:

Trevally.
11-21-11, 04:15 AM
Drop a spy of at londonderry hey :nope: The place is crawling with DDs :yeah: and with the IRAI V31 test it is awesome so far .

:yeah: you like that one - it works best with "Sobers best ever fog":D

Magic1111
11-21-11, 05:24 AM
DOWNLOAD
Patch1 for OHII v1.5 (http://www.gamefront.com/files/21007393/OHII+v1.5+Patch1.7z)

This fixes a date error as above post
New dates are:-

http://img204.imageshack.us/img204/5835/campaigndates.png

Add patch (when in bunker) after OHII v1.5 using JSGME and allow overwrite.


I am having an issue with updating post 1 - I will add patch there when sorted:up:

Hi Trevally!

First many thx for the patch! :up:

And second a question, must I start a new campaign after enable the patch? Iīm on Mid-Patrol on "Coastal Water" campaign!

Best regards,
Magic

Trevally.
11-21-11, 05:34 AM
Hi Trevally!

First many thx for the patch! :up:

And second a question, must I start a new campaign after enable the patch? Iīm on Mid-Patrol on "Coastal Water" campaign!

Best regards,
Magic

Hi Magic:salute:

No you do not need to re-start.
the changes are in 2 campaigns only "AC" and "DW" so the updates will take effect before you reach those:up:

Magic1111
11-21-11, 06:02 AM
Hi Magic:salute:

No you do not need to re-start.
the changes are in 2 campaigns only "AC" and "DW" so the updates will take effect before you reach those:up:

Aaah, okay! :up:

It means, I complete my current patrol and sail to my homeport, and when Iīm beeing in the port (bunker) I enable the patch and then I can continue the Campaign "Coastal Waters", right?

Best regards,
Magic

Trevally.
11-21-11, 06:08 AM
Aaah, okay! :up:

It means, I complete my current patrol and sail to my homeport, and when Iīm beeing in the port (bunker) I enable the patch and then I can continue the Campaign "Coastal Waters", right?

Best regards,
Magic

Yes - that is correct:up:

Magic1111
11-21-11, 06:11 AM
Yes - that is correct:up:

Wonderful, thx again Trevally! :yeah:

1a Support as ever mate! :up:

Best regards,
Magic

THE_MASK
11-21-11, 06:14 AM
:yeah: you like that one - it works best with "Sobers best ever fog":D

It was all going to plan until this :cry:
he just came flying around that island , i didnt know he was there until i heard the gun rounds .

http://img267.imageshack.us/img267/9255/99223853.jpg (http://imageshack.us/photo/my-images/267/99223853.jpg/)

Trevally.
11-21-11, 06:30 AM
It was all going to plan until this :cry:
he just came flying around that island , i didnt know he was there until i heard the gun rounds .


Oooo that looks nasty:O:

Rongel
11-21-11, 06:42 AM
Hi All,

First of all, I want to thank the OH II development team for their effort and constant support.:yeah:


3) Black transport ships

Some convoys contain transport ships with no skin, all the ship is black with no details.

3a) Is there an additional patch for fixing the black ships?



Nooo, black ship again?! What was the name of the black ship? Was it a new imported ship with a really long name? There were problems with one particular ship, but it should be fixed by now. Just yesterday I spotted the same ship in campaign, all was good. I'm not yet using 1.5, but I have all the same ship fixes applied. I have to check that 1.5 really uses the right fixes. Anyway, I'll look into this when I have time.

THE_MASK
11-21-11, 06:43 AM
Oooo that looks nasty:O:I was gone , my campaign was over .
That was until he hit something and exploded :haha:
http://img32.imageshack.us/img32/2598/7433g.jpg (http://imageshack.us/photo/my-images/32/7433g.jpg/)

0rpheus
11-21-11, 09:07 AM
CTD - can you confirm that you do not use 2 graphic cards in crossfire - this will cause ctds.
If all else fails - you could try OHII light v3


This is completely new to me, I've never heard anyone mention issues with crossfire? I use two 5770s (have to since pushing the particle sliders up), and I get the same amount of CTDs as I do when I used to run it on a single card.

Is there a link to confirmation of this? :salute:

Trevally.
11-21-11, 11:17 AM
This is completely new to me, I've never heard anyone mention issues with crossfire? I use two 5770s (have to since pushing the particle sliders up), and I get the same amount of CTDs as I do when I used to run it on a single card.

Is there a link to confirmation of this? :salute:

I cant say fro sure other than i have been trying for ages to get SLI working = ctd in harbours:nope:

Check these posts
http://www.subsim.com/radioroom/showpost.php?p=1656700&postcount=4
http://www.subsim.com/radioroom/showthread.php?t=183116&highlight=crossfire+sli
http://www.subsim.com/radioroom/showthread.php?t=181680&highlight=crossfire+sli

redsocialist
11-21-11, 11:31 AM
I think the OHII 1.5 has new additions and everything which is great, but I can't even uyse tim compression returning to port now. Idk maybe its my CPU, my system is very old and I'm bottle necking with a vid card 9800 gt by nvidia. My CPU is a P-D 2.00ghz so maybe thats why it crashes. Im thinking of getting rid of OHII and just doing stock campaign or some other campaign that doesn't cause so many CTD's and allows me to use high time compression. Btw I'm using the 1.5 base, and only mods I installed at sea were the IRAI upgrade .31 and a couple sound mods.

0rpheus
11-21-11, 02:18 PM
I cant say fro sure other than i have been trying for ages to get SLI working = ctd in harbours:nope:

Check these posts
http://www.subsim.com/radioroom/showpost.php?p=1656700&postcount=4
http://www.subsim.com/radioroom/showthread.php?t=183116&highlight=crossfire+sli
http://www.subsim.com/radioroom/showthread.php?t=181680&highlight=crossfire+sli

Hmm indeed, ok. Initially thought maybe just an Nvidiea issue but seems to affect crossfire users too.

Odd that, I have no more CTDs with both ATI cards enabled than I do with one, sometimes less. I started using two cards to max out the particle slider and maintain my fps only a month or so back. Maybe a new ATI driver has eased the problem and Nvidia haven't caught up yet..:O:

Trevally.
11-21-11, 02:30 PM
I think the OHII 1.5 has new additions and everything which is great, but I can't even uyse tim compression returning to port now. Idk maybe its my CPU, my system is very old and I'm bottle necking with a vid card 9800 gt by nvidia. My CPU is a P-D 2.00ghz so maybe thats why it crashes. Im thinking of getting rid of OHII and just doing stock campaign or some other campaign that doesn't cause so many CTD's and allows me to use high time compression. Btw I'm using the 1.5 base, and only mods I installed at sea were the IRAI upgrade .31 and a couple sound mods.

You could try OHII light - it is the stock game with new objectives. Nothing added that will lift game requirments above stock

Hmm indeed, ok. Initially thought maybe just an Nvidiea issue but seems to affect crossfire users too.

Odd that, I have no more CTDs with both ATI cards enabled than I do with one, sometimes less. I started using two cards to max out the particle slider and maintain my fps only a month or so back. Maybe a new ATI driver has eased the problem and Nvidia haven't caught up yet..:O:

When I finally got SLI working - I tested in historic missions and everything was great - cards running a lot cooler - shared use:yep:

Then when i returned to my campaign - I got ctd when planes attacked me just outside one of the med harbours.
At first I thought I had messed something up in the campaign files as i had been editing them.
I stripped out the changes and still did not work. I was pulling my hair out when I thought "SLI".
I removed it and no more ctds

0rpheus
11-21-11, 02:36 PM
When I finally got SLI working - I tested in historic missions and everything was great - cards running a lot cooler - shared use:yep:

Then when i returned to my campaign - I got ctd when planes attacked me just outside one of the med harbours.
At first I thought I had messed something up in the campaign files as i had been editing them.
I stripped out the changes and still did not work. I was pulling my hair out when I thought "SLI".
I removed it and no more ctds

Very strange, especially as I'm fairly sure it's been aircraft causing CTDs for me, too - when it happens. Most noticeable in later campaigns (which I'm only now reaching) where air attacks on German freighters around the Lorient/etc area occur.

But, it's happened with & without xfire. Can't imagine why planes would cause it, of all things though. Another SH5 mystery!

THE_MASK
11-21-11, 04:32 PM
Very strange, especially as I'm fairly sure it's been aircraft causing CTDs for me, too - when it happens. Most noticeable in later campaigns (which I'm only now reaching) where air attacks on German freighters around the Lorient/etc area occur.

But, it's happened with & without xfire. Can't imagine why planes would cause it, of all things though. Another SH5 mystery!
I have OH2 1.5 installed .
Validator gives me these errrors .
Just started playing happy times . Dropped the spy off and no ctds so far .

Classes errors:
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Arado\Lowres_Arado.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_S wordfish.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NDD_Type36A\NDD_Type36A.cfg missing!

redsocialist
11-21-11, 04:37 PM
You could try OHII light - it is the stock game with new objectives. Nothing added that will lift game requirments above stock



When I finally got SLI working - I tested in historic missions and everything was great - cards running a lot cooler - shared use:yep:

Then when i returned to my campaign - I got ctd when planes attacked me just outside one of the med harbours.
At first I thought I had messed something up in the campaign files as i had been editing them.
I stripped out the changes and still did not work. I was pulling my hair out when I thought "SLI".
I removed it and no more ctds

Ok, but I have a new problem. I completed the objectives and my progress bar is full but appearntly there were others I needed to complete that come with the mod? When i end patrol it said I had 5 other objectives I never saw or could chose when I requested mission on the briefing. Is there a way to see the other objectives because I only have costal waters, with the patrol 70k tons, then sink Capital which I completed both and returning to port puts me at same mission :shifty::shifty:

Trevally.
11-21-11, 04:38 PM
Hi Sober,

Those are unfinished files from the stock game and will not cause any issues. You can add to your ignor list.

I think the last one is from MO:hmmm: It is also ok as will will have the soan info only (from TDWs UI)



@All

I am going to open a new thread for OHII as I am now unable to add new links to the first post.

TheDarkWraith
11-21-11, 04:56 PM
@All

I am going to open a new thread for OHII as I am now unable to add new links to the first post.

I had the same problem with my UIs thread once it crossed a certain number of pages or posts. PM Neal and he will take care of it :up:

CCIP
11-21-11, 04:58 PM
Thread closed for technical reasons! Discussion of OHII has now moved here:

http://www.subsim.com/radioroom/showthread.php?t=189818