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View Full Version : Scapa Raid OHIIv1.3


Trevally.
09-04-11, 10:34 AM
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
Equipment_Upgrades_Fix_1_2_byTheBeast
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
No Logo Intro Menu_Animation v. 01.00 by AvM
stoianm EnvSH5 comp Real Environment - Revision_2 (for movie)
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_32_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
SteelViking's Interior Mod V1.2
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Scopes 8x5
SH5 sounds Stormy OH FX
stoianm key commands
OH II and Light Campaign Radio Messages v4
OPEN HORIZONS II_full v1.3
NewUIs_TDC_6_7_0_Real_Navigation


Mission Orders
Breaking the Fortress
http://img8.imageshack.us/img8/7761/18301674.jpg

Leaving Kiel
Weather is great
http://img580.imageshack.us/img580/1780/98574777.jpg

Real Nav
http://img15.imageshack.us/img15/7453/38513343.jpg

Trevally.
09-04-11, 10:44 AM
Approaching Orkney
Night closing in
http://img402.imageshack.us/img402/2294/50260552.jpg

Going to go through Kirk Sound
http://img823.imageshack.us/img823/2667/u47raid.png

http://img148.imageshack.us/img148/5593/28610168.jpg

Time for the navigator to earn his pay
http://img853.imageshack.us/img853/193/60533185.jpg

mia389
09-04-11, 11:02 AM
Nice Trevally. What does the real nav battle stations do script do? If I tried that mission I would of beached my sub lol

Trevally.
09-04-11, 11:24 AM
PT boats appear out of nowhere:o
Its so dark I can hardly see the bow of our u-boat.

Pics have been brightened
Flag was frozen:cry:
http://img3.imageshack.us/img3/4218/11131060.jpg

PT boat did not see me it was so dark
Moving into the Sound - only the moon against the shore can be seen.
It least this gives me something to navigate by.
http://img850.imageshack.us/img850/6035/81621289.jpg


Just managed to sneak past two subnets
9:17PM - Locals, perhaps heading to the pub have illuminated me with their truck headlights. :o
http://img847.imageshack.us/img847/1407/92505650.jpg

http://img577.imageshack.us/img577/214/87516791.jpg

Still hugging the shore as we emerge into the Flow
http://img684.imageshack.us/img684/6656/53514603.jpg

Trevally.
09-04-11, 11:27 AM
Nice Trevally. What does the real nav battle stations do script do? If I tried that mission I would of beached my sub lol

Thanks Mia,

It will take a Dead R fix every 5 mins:up:

Trevally.
09-04-11, 11:44 AM
Time to move away from the coast and find our prize.
http://img707.imageshack.us/img707/2827/20192123.jpg

It is so dark - cant find any ships
http://img710.imageshack.us/img710/2965/69592423.jpg


DD - moving direct astern - Fire tube 5
Hit:up:

Now everyone knows Im here:88)
http://img32.imageshack.us/img32/8933/15279216.jpg

Trevally.
09-04-11, 12:01 PM
At last - there she is:arrgh!:
Tube 1 2 3 - FIRE!

http://img268.imageshack.us/img268/4075/50593723.jpg

Hit 1:woot:
http://img834.imageshack.us/img834/2691/64336565.jpg

Hit 2:woot:
http://img717.imageshack.us/img717/7523/31957876.jpg

Hit 3:woot:
http://img11.imageshack.us/img11/1204/95720319.jpg


http://img97.imageshack.us/img97/1555/50600297.jpg


Down she goes
http://img708.imageshack.us/img708/5617/59324806.jpg

home in time for tea and medals
http://img685.imageshack.us/img685/2411/51794548.jpg

S.Jaszczak
09-05-11, 01:49 PM
Nice mission did it earlier today, now I am wondering, get scarpa flow done, and got my 70000 tons, around what date will the other missions be available?

Trevally.
09-05-11, 02:00 PM
North Western Approaches - 01/11/39 :up:

S.Jaszczak
09-05-11, 04:29 PM
Thanks , so I can just sail around for two days and have fun, and a new mission is gonna be ready :) :yeah:

Thanks for the quick answer

Laffertytig
09-05-11, 05:22 PM
i assume your running real navigation, are all those marks on the map your navigator plotting where you are?

mia389
09-05-11, 07:02 PM
If you don't use real nav you should really give it a try guys. Its so much fun. Have a calculator handy though :D. Yes them marks are from his navigator calculating his position.

If you have Trevallys scripts installed he has a script where the navigator will automatically plot your position every so often.

Coming into port using real navigation in the fog is a challenge :DL. Check this entry from my online diary Thursday, April 10, 1941 (http://www.subsim.com/radioroom/showpost.php?p=1737098&postcount=18)

Laffertytig
09-05-11, 07:16 PM
but doesnt having the navigator plotting your position defeat the whole purpose?

im probably missing somethins with how these scripts work as ive never tried them before.

THE_MASK
09-05-11, 08:08 PM
but doesnt having the navigator plotting your position defeat the whole purpose?

im probably missing somethins with how these scripts work as ive never tried them before.Yeah but the navigator takes ages to do a celestial plot which is pretty accurate . So if you have to know where you are in a hurry he does a dead reckoning and its not accurate . The more dead reckoning your navigator does the worse he gets until he does a celestial plot again . he wont do a celestial plot in bad weather . I swear the further away from the equator you are the worse he is at it . Try navigating in fog . Not sure exactly where you are . Its awesome . Forgot to mention , seagulls are your new best friend . PS , nice story Trevally .

mia389
09-05-11, 08:12 PM
but doesnt having the navigator plotting your position defeat the whole purpose?

im probably missing somethins with how these scripts work as ive never tried them before.


Not really. You will find its much differnt than being able to look at your map and see your boat moving. I myself don't use the scripts much until getting close to port. Its kind of fun trying to do the math and figure how far you travel on your own. The speed charts come in handy then.

Heres the way I do it.

Figure out your distance to travel. We will say 530 km until we turn.

Then using the chart figure out how many kms an hour we will travel.

I have 14.82 on my scratch pad. I think thats 12knots. Not sure because I am not in game. For this example we will say the chart is telling us 14.82km for one hour of travel.

So we take 530 divided by 14.82 gives us 35.7. That is in time now. so 35.7 hours to get 530km. That is over 24hours so we will divide that number by 24 which gives us 1.49. That is 1.49 days now. So now we can take .49 multiply that by 24 to give us hours again. That will be 11.76 hours. So from current time it will be 1 day and 11.76 hours. To get minutes you multiply .76 x 60 = 42 minutes. Adds more to the game imho. After one patrol you get very good with it.

Might be easier ways but this is the method we use for dead reckoning in aviation and works just as well here.:yeah:

Once you get inside an hour, you an use the meters/minute chart.


Edit: Sober beat me to it!

Trevally.
09-06-11, 10:52 AM
but doesnt having the navigator plotting your position defeat the whole purpose?

im probably missing somethins with how these scripts work as ive never tried them before.

Yes as people have said there is still some risk when using real nav they way I use it.
When close to land it can be real tricky:D

I am looking at the map around our bases for landmarks (light house - shape of coast etc) and working out possition from that.

Perhaps one day a kind modder could add the landmarks to the main map:hmmm:

You can however use it another way (TDW likes to give us options).
In options.py you can set the navigator to give you coords only.
You would then have to mark the plots your self.

Laffertytig
09-06-11, 04:44 PM
well ive got SH5 on order so im finally gonna be diving into it over the next few weeks.

lookin forward to tryin that supermod your working on.:yeah:

sidslotm
09-09-11, 12:19 PM
http://img148.imageshack.us/img148/5593/28610168.jpg

Good article this, thanks. I did this only this morning using OH. I managed to get in through the front door, Brits drinking tea again. I managed a suface attack at night, I would not have tried this normally but I was running out of time and decided to risk all, made it with only three hours to spare. I had to dive a couple of times to get out of the way of destroyers, exciting stuff, last time I enjoyed this was SH3 I believe.

I spent a bit of time later, reading up on Prien and his lads, dam those guys had some guts. I cannot help thinking where I would have been on this boat if I had been there, engin room I recon. How would I have dealt with the tension over the hours this raid must have taken. I am surprised no one has made a movie of this event.

My hearty thanks go to the men who put open horizons together for this mission.

Thaine
01-22-12, 05:24 PM
I just returned from "The Fortress". I was expecting some hard nut to crack and was a bit disappointed in the end. I sank my battleship and escaped without being noticed. Was sneaking in dived and looked out for mines, nets and escorts with the attack-periscope.
Not a single destroyer was taking action, even after the fireworks went of in the harbor. The only ship driving around was a large passenger carrier. Maybe it was a save/load bug? After I loaded the game again in the beginning of my attack at the eastern entry to Scapa Flow, a destroyer was close by and started firing his guns at me but did not make any intentions to chase me. So far the whole campaign was cherry picking. Made the 70000 tons easily with one patrol by the help of the deck gun and did not have one serious attack on me except from one plane that was able to give my boat some scratches.
I guess it will come sooner as I wish. But I have to say, I miss some serious battles with nerve thrilling escapes.

Trevally.
01-22-12, 06:16 PM
I just returned from "The Fortress". I was expecting some hard nut to crack and was a bit disappointed in the end. I sank my battleship and escaped without being noticed. Was sneaking in dived and looked out for mines, nets and escorts with the attack-periscope.
Not a single destroyer was taking action, even after the fireworks went of in the harbor. The only ship driving around was a large passenger carrier. Maybe it was a save/load bug? After I loaded the game again in the beginning of my attack at the eastern entry to Scapa Flow, a destroyer was close by and started firing his guns at me but did not make any intentions to chase me. So far the whole campaign was cherry picking. Made the 70000 tons easily with one patrol by the help of the deck gun and did not have one serious attack on me except from one plane that was able to give my boat some scratches.
I guess it will come sooner as I wish. But I have to say, I miss some serious battles with nerve thrilling escapes.


What is your game settings:06:
are you using real nav
do you have irai set at 100%

These things will change just how easy it is to get in and out

Thaine
01-23-12, 03:52 AM
What is your game settings:06:
are you using real nav
do you have irai set at 100%

These things will change just how easy it is to get in and out

Yep, RealNav is on. This is my Mod list; don't have access to it now, so I had to write it as I remember it. So order might be a bit different and maybe I'm missing one or two small mods.

MightyFine Crew Mod 1.2.1
More Crew Commands Dialog v1.04
SteelViking's Interior Mod v1.2.1
SteelViking's Interior Mod v1.2.1 Patch
FX Update 0.0.19
NewUIs TDC 6.9.0
NewUIs TDC 6.9.0 RealNavigation
Depth Keeping Problem HB 2.0.0
Depth Keeping Problem UHS patch HB 2.0.0
IRAI 0.0.30
IRAI upgrade to V0.0.31
TDW DC Water Distrubance v2.0
Dynamic Environment SH5 V2.1
Open Horizons II full v1.6.7
DeutschMod 1.0.2
Trevally Harbour & Kiel Canal Pilot Scripts v2.8
Sobers best ever fog

Realism is to almost 100%. Everything checked except "no Outside view".

First it looked quite promising. I was cruising along the coast to find the eastern entrance. I did not have Sobers fog installed then and had medium fog. So it was a bit searching before I spotted the buoys. I spotted a shadow right ahead but thought it would just be another tree on the coast. Seconds later an escort popped out of the fog. I hammered on the "C"-key and as soon as I was below surface stopped all engines and played dead, waiting for the worst. The destroyer was passing me some 50 meters on my starboard side. That was luck, I thought. He didn't spot us. So I continued dived a while, finally spotted the entry, surfaced and then...
Well then the baby-phone was yelling at my and my son awoke. So I had to postpone my attack. Before the next try I was installing Sobers fog and loaded up the game. The fog was gone and the destroyer still in my back. He started putting shells on me and I had to evade once again. But he did not chase me as I said already. He was sitting at the same place waiting. So did all the other escorts in Scapa Flow.

JohnnyBlaze
01-24-12, 01:25 AM
do you have irai set at 100%



Hi Trevally

What's the default setting for IRAI difficulty?

sorry offtopic, but in your mod list you've installed IRAI before NewUI.
I just read (from the IRAI topic) that DW stated that you should install NewUI before IRAI..

That confuses me... which way is the right way? :hmmm:

Thanks

btw Nice job on the Scapa raid. I just received the same orders...:arrgh!:

Trevally.
01-24-12, 04:32 AM
Hi Trevally

What's the default setting for IRAI difficulty?

Im not sure what the default value is, but im sure it will be set quite high and only needs adjusting if you find escaping DDs to hard.


sorry offtopic, but in your mod list you've installed IRAI before NewUI.
I just read (from the IRAI topic) that DW stated that you should install NewUI before IRAI..


With the three main mods from TDW (UI, IRAI and FX) always install the newest one last - so order should be set by date of update:up:


There are still some issues with the AI for escorts and DDs in this game, even with IRAI - which has worked wonders so far.
Rongel has found something that I think will make a hugh improvement and that is getting the ships to fire at your scope. The more poeple testing his findings the better.
Im also sure that when TDW finishes the GR2 tool - some of these findings by rongel may be added to IRAI.

For Scapa - the depth there is alsways going to be a factor to just how the DDs can re-act.

JohnnyBlaze
01-24-12, 09:38 PM
With the three main mods from TDW (UI, IRAI and FX) always install the newest one last - so order should be set by date of update:up:



That clears it up for me :)

Thanks

Lexstock
02-04-13, 07:22 PM
I did this mission earlier, got in the harbor, all for some merchants and Destroyers, I couldn't find a capitalship anywhere.

I'm not sure if maybe it's bugged, or because I went there on 3 OCT instead of 14 OCT? Kinda sucked though.

Here is my modlist, maybe somthing in there is 'cause it. I got this list from the donating-bonus, some of them where outdated and I replaced them with newer ones, without changing the order. Probably some others in there might be outdated as well. I hope someone can help me with this.

Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers game loading tips SH5
Dynamic Environment SH5 Basemod (normal ) V2.1
sobers best ever fog V20 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V9 09012013
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
Window_Lights_Redone_V1
Pascal-sh5-Crew-Uniforms
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichals interior mod 1.2.1
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
Speech fixes and additions (english version)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Advanced Shift Keys 2.3 DBSM
German U-Boat Crew Language Pack
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
SH5 Longer Repairs v.1
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_2_0_ByTheDarkWraith
NewUIs_TDC_7_2_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_2_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
MCCD_1.04_MFCM_1.2.1_compatible
Expanded Navies by Cybermat47 v.1.0.0
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OH II Minefield map for TDWs Ui
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V4 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5

GT182
02-04-13, 08:53 PM
Trev, was this a fix for OHIIv1.3? First time I've seen this one.

With my newest mod soup install with OHII v2.0 full I waited 4 days in in the 'Flow' for a capitol ship. Not a thing in the 'Flow' at all. Even scoured around outside but never saw a one. This was from 10/26/39 to 10/30/39. Ended up Failed.... got tired if sitting so we went hunting merchants.

Could your Scapa Raid OHIIv1.3 be updated as a 'fix' for use with OHII v2.0 full?

Trevally.
02-05-13, 08:13 AM
Hi Lexstock and welcome to Subsim:salute:

I did this mission earlier, got in the harbor, all for some merchants and Destroyers, I couldn't find a capitalship anywhere.

You did not look everywhere:03:

****HINT****
http://img811.imageshack.us/img811/1797/30486494.jpg




I'm not sure if maybe it's bugged, or because I went there on 3 OCT instead of 14 OCT? Kinda sucked though.

No bugs
Date was ok

OT: I often tell my wife that we have no **insert your own item here** left.
She responds with "did you look"
I say "yes"
She then opens a drawer and hands me the **insert your own item here**

:arrgh!:

Here is my modlist, maybe somthing in there is 'cause it. I got this list from the donating-bonus, some of them where outdated and I replaced them with newer ones, without changing the order. Probably some others in there might be outdated as well. I hope someone can help me with this.

There is nothing wrong, look here is the cap ship:O::D

Lexstock
02-05-13, 09:05 AM
Hi Lexstock and welcome to Subsim:salute:



You did not look everywhere:03:

****HINT****
http://img811.imageshack.us/img811/1797/30486494.jpg






No bugs
Date was ok

OT: I often tell my wife that we have no **insert your own item here** left.
She responds with "did you look"
I say "yes"
She then opens a drawer and hands me the **insert your own item here**

:arrgh!:



There is nothing wrong, look here is the cap ship:O::D

Thanks for the quick response Trevally! I do believe I looked there though.
I ran out of torpedo's so I headed back, I just refitted, and now I'll head back up there to check it out again. I hope you're right!

Grtz

Lexstock
02-05-13, 09:49 AM
Hmm, I went back to that exact location that you showed me, and I can only find some destroyers and a merchant on that place. The ships are installed though, I can look at them in the Museum thing.
Also, none of those ships start attacking me. I'm guessing the yellow full circle around destroyers is their hearing range, if I race through there at Ahead Flank, none of them come investigate or somthing.

I guess I'll just do a clean install of the entire game and the mods, maybe that'll fix it. I've been screwing around with mods, without reinstalling the game, and I read that might cause some issue's aswell. I'm going to do that now, and I hope it's fixed then.

Grtz!

Lexstock
02-09-13, 12:41 PM
Just wanted to say that after the fresh install, everything is working pretty stable and oké! The mission was a success! Still having some doubts about the AI response, but still, it was fun. :yeah:

Trevally.
02-09-13, 01:19 PM
Just wanted to say that after the fresh install, everything is working pretty stable and oké! The mission was a success! Still having some doubts about the AI response, but still, it was fun. :yeah:

Thanks for the update Lexstock:yeah:

Lexstock
02-12-13, 12:25 PM
Thanks for the update Lexstock:yeah:
No problem, thank YOU for taking the time to reply on my issue! :)

VacantName
05-08-13, 02:57 PM
Possibly going to make myself sound like an idiot for asking this, but I've been away from SH5 for quite a while and can't remember what the deal is: Can I complete 'Breaking the Fortress' while my active mission is something else?

Just left Kiel to do 'Eastern British Coastal Waters' (On OH2.1) and sometime afterwards Breaking the Fortress popped up on my map. Don't exactly have the time or inclination to go back to dock, change my mission and sail out to Scotland again, but since I'm in the neighbourhood (Currently patrolling off of the Firth of Forth) I could pop up there and have a crack now, but I don't want to waste my evening doing so if it won't count... So will it?


Also, which mod gives those dark, dark nights in Trevally's screenies? Thought I was pretty happy with the mods I've installed now, but my nights don't seem quite that awesomely dark. They're quite dark, but I can still see stuff...

Trevally.
05-08-13, 03:03 PM
(Currently patrolling off of the Firth of Forth) I could pop up there and have a crack now, but I don't want to waste my evening doing so if it won't count... So will it?

Yes - you can do this :up:

Trevally.
05-08-13, 03:07 PM
Try gamma correction to darken your nights:hmmm:

Im sure there is a dark night mod within Gap/Stoianm enviro mod
http://www.subsim.com/radioroom/showthread.php?t=202520

VacantName
05-08-13, 03:29 PM
Yes - you can do this :up:

Great, thanks, that's my night sorted :D


Try gamma correction to darken your nights:hmmm:

Im sure there is a dark night mod within Gap/Stoianm enviro mod
http://www.subsim.com/radioroom/showthread.php?t=202520


I'm currently using Real Environment Revision 3 (http://www.subsim.com/radioroom/showthread.php?t=166178) and nights are definitely a lot darker than vanilla, but don't seem as dark as your screenies.

I did consider Dynamic Environment but was put off by the acknowledged fog issues as feel there's already more than enough fog even on vanilla (though it could do with being thicker, of course) plus RE's screenies looked a lot more impressive (and the sun IS gorgeous in it). Maybe I've made the wrong choice, I really don't know...

Anyway, thanks again, looks like I'm off to blow something up near your house :O:


EDIT: Actually maybe my nights ARE that dark after all. Was looking on my mobile before and the pics looked a lot darker on that than they do on my PC. BTW Real Navigation looks awesome, but does the auto targeting still work reliably with it? I can do manual (or at least I used to be able to), I just can't be bothered with the fiddling around lol

gap
05-08-13, 04:13 PM
I did consider Dynamic Environment but was put off by the acknowledged fog issues as feel there's already more than enough fog even on vanilla (though it could do with being thicker, of course) plus RE's screenies looked a lot more impressive (and the sun IS gorgeous in it). Maybe I've made the wrong choice, I really don't know...

:huh:

Who acknowledged it? To my knolewledge DynEnv got as much fog as RealEnv, and they both inherited it from stock game. :-?

SH weather is mostly hardcoded, and none of the above mods touches the exe or the act files. :03:

Fifi
05-08-13, 04:41 PM
Gap is right!
Dynamic Environment doesn't have fog issue!
It's SH5 game wich gives too much fog days in a row...and doesn't take in account seasons air temperatures (sea fog happens when a certain difference is reached between air and sea surface temperature - and imo doesn't stay for days)

Trevally.
05-08-13, 04:46 PM
Anyway, thanks again, looks like I'm off to blow something up near your house :O:


:rotfl2:

hmmm:hmmm: I wonder if I should add my house:hmm2:

VacantName
05-08-13, 05:03 PM
:huh:

Who acknowledged it?



Ummm.... Hate to break it to ya, but you did



 Known bugs and limitations:

low precipitations occurrence, excessive medium fog occurrence, presence of fog even during wind storms, stars visible during foggy and/or cloudy nights, weather resetting to foggy after loading a save game (whatever was the weather before saving), and Navigation Officer reporting the wrong weather after a save game reload, are known SH5 limitations that cannot be addressed with the present mod;
feel free to report any other issue that might be related with this mod in its dedicated thread.




SH weather is mostly hardcoded, and none of the above mods touches the exe or the act files. :03:

If it is, as you say, just the same fog as from vanilla then maybe I've been a bit hasty in overlooking DynEnv. I did almost go for it after seeing all the extra climate zones and such it adds, so maybe I'll give it a proper look. But I (perhaps mis-) interpreted that known bugs and issues entry as meaning that there was even MORE fog than vanilla, and that's what put me off (that and the lack of screenies stopping me from seeing how pretty it is before I download it). Sorry if I got that wrong, that's just the way I read it.

gap
05-08-13, 05:25 PM
Ummm.... Hate to break it to ya, but you did

at last someone who is reading mod documentations to the end! :up: :woot:

anyway you are right. :doh:
I am considering to change my disclaimer like this:

low precipitations occurrence, excessive medium fog occurrence, etc, are known SH5 limitations that cannot be addressed with the present mod, nor they were by any other mod released so far, for that matter

:O:

If it is, as you say, just the same fog as from vanilla then maybe I've been a bit hasty in overlooking DynEnv. I did almost go for it after seeing all the extra climate zones and such it adds, so maybe I'll give it a proper look. But I (perhaps mis-) interpreted that known bugs and issues entry as meaning that there was even MORE fog than vanilla, and that's what put me off (that and the lack of screenies stopping me from seeing how pretty it is before I download it). Sorry if I got that wrong, that's just the way I read it.

No worries VacantName :salute:

For your information Dynamic Environment is heavily based on Real Environment, with some improvements and several new features. I just hope that in the haste to improve the latter we didn't make it worse :D