View Full Version : [REL] Open Horizons II
So i missed the Estern English coast objective by maybe 1 boat not sinked... :o:nope:
Incredible!...with all the hard foggy days and other difficulties, no luck!
Anyway, back in bunker few days after the time limit, they gave me a brand new sub type, and i asked for new patrol...
In the general map briefing, i was surprised there was no next mission!!
So i asked to leave port without mission, and once out, i came back again in bunker.
This time, asking again the officer, i finally had my next mission (western approach)...:sunny:
I was really afraid i had to start over again because i missed the time limit!!
Is it normal i had no next mission the first time i asked?
volodya61
01-24-13, 03:35 AM
Is it normal i had no next mission the first time i asked?
Date in game?
Well, the time limit was 1939 december 1st, so was just few days later...let say december 2 or 3rd.
volodya61
01-24-13, 07:04 AM
Well, the time limit was 1939 december 1st, so was just few days later...let say december 2 or 3rd.
in this post you can see all campaign's and main mission's dates - http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2
or you meant secondary missions?
Thanks for the link!
I'm still in Coastal waters, i successed Baltic Operations, then Breaking the Fortress (headed this one first because of date limit) and unfortunately failed the Eastern British Coastal Waters (because of plenty of things like DUD torpedos, many days of heavy fog etc)
After the time limit of December 1, mission objective desapeared of the map, so i headed back for bunker, and arrived 2/3 days later (December 2 or 3).
That's when i had this little issue of asking for a new patrol, and no next mission on briefing map...
But don't worry, that's no big deal at all, as i found this turn around of leaving harbor without objective and come back to ask again...with success this time!
Just wanted to report for those who might encounter this date problem:)
Rabiddwarf
01-24-13, 02:50 PM
having some issues completing british supplies for the black pit chapter. i am supposed to patrol an area but it hasn't moved to fill the bar, been on 3 different patrols for a good week in the circle. any help please?
Trevally.
01-24-13, 03:22 PM
having some issues completing british supplies for the black pit chapter. i am supposed to patrol an area but it hasn't moved to fill the bar, been on 3 different patrols for a good week in the circle. any help please?
:hmmm:
as you can see you can sink these ships in this area for your patrol to count. Or any ship going to Liverpool or the Clyde
http://img687.imageshack.us/img687/5641/21682751.jpg
volodya61
01-24-13, 04:12 PM
Thanks for the link!
I'm still in Coastal waters, i successed Baltic Operations, then Breaking the Fortress (headed this one first because of date limit) and unfortunately failed the Eastern British Coastal Waters (because of plenty of things like DUD torpedos, many days of heavy fog etc)
I don't see North Western Approaches 21/09/39 - 01/04/40.. where is it?
North Western Approachs IS the one i was waiting for after the time limit ended! lol
Illyustrator
01-24-13, 04:50 PM
Hi, Trevally.
As noted Mission Editor in the area for the job (task performance)? Radius or Square? Or both?
volodya61
01-24-13, 05:00 PM
North Western Approachs IS the one i was waiting for after the time limit ended! lol
Ah! I remembered :)
Yes, North Western will not be available until you have completed the Eastern British Coastal Waters..
restart?
No i didn't restart even though i missed the objective.
I headed harbor after the time limit, and objective icons were deleted on map (normal)
I thought i could have next mission even if i failed.
Had to leave harbor once without mission, and back again to ask --> next mission was finally unlocked.
Thinking about it...maybe it's because i've typed silentotto at the start of my career!!!
If so, it's a lot better imo.
All objectives can't be always successful in RL...and captain can't be blame each time!
This way, we have a chance to fight for an other patrol :)
Trevally.
01-24-13, 05:50 PM
Hi, Trevally.
As noted Mission Editor in the area for the job (task performance)? Radius or Square? Or both?
Sorry Illyustrator - I am not sure I know what you are asking:hmmm:
For updating OHII to use Marinequadratkarte - I would use new .shp files to mark campaign area and give the grid ref in the brief.
For small mission - I would update the .trs files to display grid ref in the captains log breif. The orange icons would stay or I could remove them:hmmm:
Trevally.
01-24-13, 05:53 PM
No i didn't restart even though i missed the objective.
I headed harbor after the time limit, and objective icons were deleted on map (normal)
I thought i could have next mission even if i failed.
Had to leave harbor once without mission, and back again to ask --> next mission was finally unlocked.
Thinking about it...maybe it's because i've typed silentotto at the start of my career!!!
If so, it's a lot better imo.
All objectives can't be always successful in RL...and captain can't be blame each time!
This way, we have a chance to fight for an other patrol :)
New objective are now unlocked by passing or failing the last mission. So perhaps this just took a day or two to reg a fail by date.
I think I may have seen this in testing where failed objective get recorded when ending patrol:hmmm:
Trev,
I have noticed you have deserted the interesting discussion we had started in this thread (http://www.subsim.com/radioroom/showthread.php?t=201579).
I just hope I didn't piss you off :salute:
Illyustrator
01-24-13, 08:05 PM
This question is not of great importance. Just wanted to clarify for themselves.
In the screenshot given area a red circle (the job is done). But the patrol to rectangles (squares).:03:
http://img687.imageshack.us/img687/5641/21682751.jpg
Trevally.
01-25-13, 03:10 AM
This question is not of great importance. Just wanted to clarify for themselves.
In the screenshot given area a red circle (the job is done). But the patrol to rectangles (squares).:03:
Ah yes I need to fit a square peg in a round hole:D
All information given in the brief will need to be grid ref and map markers square. To set a kill zone in me2 it must be round. So I will have to overlap the zone. Could be I can use many small round zones to fit a square.
Trevally.
01-25-13, 03:18 AM
Trev,
I have noticed you have deserted the interesting discussion we had started in this thread (http://www.subsim.com/radioroom/showthread.php?t=201579).
I just hope I didn't piss you off :salute:
I'm still thinking about it.:up:
If I add a dd or two that will head to UK there is a possibility that they try and use the canal. I can set a strict route for them but one by one.
I could also change the tutorial a wee bit
Cthulhu
01-25-13, 05:49 AM
Hi all, i have a problem with the mission in Scapa, when I'm approaching and dive to periscope depth game exit CTD, that may be the problem?
Thx.
I'm still thinking about it.:up:
:up:
If I add a dd or two that will head to UK there is a possibility that they try and use the canal. I can set a strict route for them but one by one.
I see what you mean (http://www.subsim.com/radioroom/showpost.php?p=1996954&postcount=13)
In reality they were three destroyers, sailing in close formation. Can't you set intermediate waypoints for the Polish taskforce? Or maybe make it to put in Kristiansand before heading for Scapa? Would this be enough for forcing them to follow the northern route? :hmmm:
According to wikipedia, they left Danzig on 29 Aug 1939 at 14:15 hours, entering the Øresund after midnight (i.e. ca. 270 nm in about 10 hours = 27 kn ;)).
In the passage they encountered the German light cruiser Königsberg and a destroyer, but as the war had not started yet there was no combat. The Polish ships then passed through the Kattegat and Skagerrak. On 31 August, the ships were spotted and followed by German reconnaissance seaplanes, and the group changed course towards Norway in order to shake off the pursuit during the night, when they returned to their original course towards the UK. The ships entered the North Sea, and at 0925 on 1 September learned about the German invasion of Poland. At 1258, they encountered the Royal Navy destroyers Wanderer and Wallace and received a liaison officer. At 17:37, they docked in Leith, the port of Edinburgh.
If we met the three destroyers before the beginning of the war we couldn't sink them anyway. This is another point in favour of the reckoning/reporting tasks, versus engagement orders. Indeed, players who wanted to shadow the Polish warships for sinking them as soon as war is declared, would be free to do so. But they should be given a strict timeframe, as reporting back to kiel within 1-2 sept should be one of the objective's requirements :yep:
If possible, I would also randomize a bit the departure of the Polish destroyers, or set 2-3 taskforces to leave Danzig at short intervals.
I could also change the tutorial a wee bit
The tutorial is set out in the immediate aftermaths of the war declaration, and has among its requirements the sinking of some Polish merchants (which, historically, is totally meaningless), whereas the plot I am proposing would take place a few days before the conflict started, and it is more about intelligence.
After a second thought, I would therefore get rid of the tutorial, anticipate the first campaign to 28-29 Aug, and set Memel as starting player's base. What do you think :)
As a side note, I suggest you have a look at this (http://en.wikipedia.org/wiki/Polish_Navy#World_War_II) Wikipedia article, on the vessels composing the Polish Navy in exile (including the aforementioned destroyers, and several British lend leased warships) and the many operations that they were involved in :up:
Tonci87
01-25-13, 07:36 AM
:up:
I see what you mean (http://www.subsim.com/radioroom/showpost.php?p=1996954&postcount=13)
In reality they were three destroyers, sailing in close formation. Can't you set intermediate waypoints for the Polish taskforce? Or maybe make it to put in Kristiansand before heading for Scapa? Would this be enough for forcing them to follow the northern route? :hmmm:
According to wikipedia, they left Danzig on 29 Aug 1939 at 14:15 hours, entering the Øresund after midnight (i.e. ca. 270 nm in about 10 hours = 27 kn ;)).
If we met the three destroyers before the beginning of the war we couldn't sink them anyway. This is another point in favour of the reckoning/reporting tasks, versus engagement orders. Indeed, players who wanted to shadow the Polish warships for sinking them as soon as war is declared, would be free to do so. But they should be given a strict timeframe, as reporting back to kiel within 1-2 sept should be one of the objective's requirements :yep:
If possible, I would also randomize a bit the departure of the Polish destroyers, or set 2-3 taskforces to leave Danzig at short intervals.
The tutorial is set out in the immediate aftermaths of the war declaration, and has among its requirements the sinking of some Polish merchants (which, historically, is totally meaningless), whereas the plot I am proposing would take place a few days before the conflict started, and it is more about intelligence.
After a second thought, I would therefore get rid of the tutorial, anticipate the first campaign to 28-29 Aug, and set Memel as starting player's base. What do you think :)
As a side note, I suggest you have a look at this (http://en.wikipedia.org/wiki/Polish_Navy#World_War_II) Wikipedia article, on the vessels composing the Polish Navy in exile (including the aforementioned destroyers, and several British lend leased warships) and the many operations that they were involved in :up:
I think it´s a great idea and it would give the game a new fresh start
Trevally.
01-25-13, 07:39 AM
Hi all, i have a problem with the mission in Scapa, when I'm approaching and dive to periscope depth game exit CTD, that may be the problem?
Thx.
What version of IRAI are you using:06:
Cthulhu
01-25-13, 09:09 AM
What version of IRAI are you using:06:
I use IRAI_0_0_39
volodya61
01-25-13, 11:22 AM
What TC do you used before crash?
Illyustrator
01-25-13, 11:30 AM
Ah yes I need to fit a square peg in a round hole:D
All information given in the brief will need to be grid ref and map markers square. To set a kill zone in me2 it must be round. So I will have to overlap the zone. Could be I can use many small round zones to fit a square.
Thank you. Now I understand how it works.:yep:
Cthulhu
01-26-13, 04:29 AM
What TC do you used before crash?
TC ???
volodya61
01-26-13, 04:41 AM
TC ???
time compression..
Hi guys,
An other noob question that is bothering me from long time:
- Do i have to stay in the area for the boats to sink to be credited, or can i leave even far away?
Will a boat hitted and damaged be able to sink few days later if i leave the area?
Will it be credited? (unless i exit game of course)
Trevally.
01-26-13, 06:08 PM
If you go further than 30km from the sinking ship - it will not sink. It will convert back into just a convoy number in the camapign code and continue its merry way.
You could even catch up with it again and force it back into the 3d world (get back within 30km) and it will be reloaded damage free.
This is the same with weather - ship damage and weather is not saved anywhere so cant be reloaded in removed.
You have to hang around until the ship does down:arrgh!:
EDIT: you boats damage is saved of course.
Wow, that's very good to know :o
No more than 30 km...
Thanks!
volodya61
01-26-13, 07:43 PM
EDIT: you boats damage is saved of course.
good reminder :arrgh!:
Hi, one question!
Are the fires working with the imported units? It might be that I have messed up my files, because I'm not seeing any fires or explosions from the imported units. And I know that they worked allright before. So two possibilities, some new mod causes them to dissappear, or I have broken the game...
Any answer might save me a lot of time figuring this out. :salute:
Using modified Sober's mod list.
Silent Steel
01-27-13, 12:16 PM
...Using modified Sober's mod list.
Hi,
You say 'modified' Sober's mod list...
Please tell us about your mod list :yep:
It's pretty much same list, using NewUIs_7_1_0 and IRAI 0_0_37. Can't remember when the FX stopped working... Sure don't want to install everything again :doh:
It's pretty much same list, using NewUIs_7_1_0 and IRAI 0_0_37. Can't remember when the FX stopped working... Sure don't want to install everything again :doh:
Have you seen if the same happens with only OH enabled? If you want I can carry on a test myself :hmm2:
Have you seen if the same happens with only OH enabled? If you want I can carry on a test myself :hmm2:
Im pretty sure that things work with just OH II, but if you have a extra second, please do test! So if you see smoke or a fire from imported ships, things are ok. Thanks! :salute:
Im pretty sure that things work with just OH II, but if you have a extra second, please do test! So if you see smoke or a fire from imported ships, things are ok. Thanks! :salute:
Would you like me to test it on any special unit? Maybe one of the ships you had inported personally?
Would you like me to test it on any special unit? Maybe one of the ships you had inported personally?
No need, fixed it! :D:woot:
It seems that the culprit was TDW's patchers "AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update" zone file. It should be used with the AI damage control patch enabled, but I had disabled it, and still used the new zone file. So I switched back to the default FX update zones and all is well again!
Silent Steel
01-28-13, 12:24 PM
No need, fixed it! :D:woot:
It seems that the culprit was TDW's patchers "AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update" zone file. It should be used with the AI damage control patch enabled, but I had disabled it, and still used the new zone file. So I switched back to the default FX update zones and all is well again!
Good to know. Well done! :Kaleun_Applaud:
No need, fixed it! :D:woot:
It seems that the culprit was TDW's patchers "AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update" zone file. It should be used with the AI damage control patch enabled, but I had disabled it, and still used the new zone file. So I switched back to the default FX update zones and all is well again!
:sunny:
Have a question for you awesome guys:
- Why do i get the mission objective this bad color quite unreadable on my map?
- Why i don't get the upper left hand icone anymore, even if my task bar isn't full?
http://img4.hostingpics.net/pics/454417map.jpg
My mods list:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
TDW_GenericPatcher_v_1_0_74_0
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1_opt
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1_opt
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix #1
Dynamic Environment SH5 v 2.1 - Winter Hotfix #1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
FX_Update_0_0_21_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys_DBSM_additional_creaks_and_noises_1.0
NewUIs_TDC_7_2_0_ByTheDarkWraith
NewUIs_TDC_7_2_0_New_radio_messages_German
NewUIs_TDC_7_2_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_2_0_ERM_Reaper7_NightVision
Manos Scopes-patch for 16x9
gap - HD 1 deg Scope Bearing v 1.0
IO_StrategicMap_4_7_for_TDWv710
IO_MapCourseLine_normal pencil_mod
IRAI_0_0_39_ByTheDarkWraith
Accurate German Flags
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Reworked Morale and Abilities v.1.1
Sub_Exhaust_1_0_5_byTheDarkWraith
Shadow Improvement Mod
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
sobers NO water drops V1
smaller flags for Warships 1_0b
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
Webster's Smaller Rain for v1.5
stoianm pitch&roll for SH5 V1 (normal)
sobers best ever fog V20 SH5
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
sobers no footstep sound mod
stoianm lights
TDW_No_Contact_Colors_1_1_0
TDW_No_Contact_Tails_1_1_0
TDW_Waypoint_Contacts_No_Color_1_1_0
AI_Sub_Crew_1_0_2_TheDarkWraith
Thanks for reply :salute:
Illyustrator
01-28-13, 04:49 PM
Hi, Fifi.
When did this happen?
Trevally.
01-28-13, 04:56 PM
You only get an icon on the top left - if you have an active secondary mission. It is there so you can click on it to zoom into the centre of the patrol area.
So when the mission is passed - that icon will go
Illyustrator
01-28-13, 05:01 PM
:06:Check. Files on place:
data/Menu/Gui ...
StrategicMap.dds
StrategicMapBut.dds
StrategicMapFrame.dds
StrategicMapNew.dds
Navuhodonosor
01-28-13, 05:16 PM
Is there any way to know the tonnage you have to sink in first two missions of the campaign ( baltic and eastern British ) except the fill bar. :hmmm:
Am I missing something?
@Fifi
what that of mods StrategicMap.ds replaced. I suspect that this may be EQuaTool 01.01 by AvM - Medium Faber-Castell Style
In general, to look for a mod that changes the file
You only get an icon on the top left - if you have an active secondary mission. It is there so you can click on it to zoom into the centre of the patrol area.
So when the mission is passed - that icon will go
Ok, just realised it.
When i came back to bunker for reload and repair, i asked this mission to finish it, and this time had the icon (with the red cross that comes together):
http://img4.hostingpics.net/pics/391392Sanstitre.jpg
But i got Scapa Flow for secondary task again... lol
Why the icon has this strange line shape inside?
Check. Files on place:
data/Menu/Gui ...
StrategicMap.dds
StrategicMapBut.dds
StrategicMapFrame.dds
StrategicMapNew.dds
I will. But what am i supposed to see?
Illyustrator
01-28-13, 05:30 PM
...I will. But what am i supposed to see?
You now have a "Hybrid", not IO_StrategicMap.:) Check. And in Mods, and in Game. Files must be the same.
what that of mods StrategicMap.ds replaced. I suspect that this may be EQuaTool 01.01 by AvM - Medium Faber-Castell Style
In general, to look for a mod that changes the file
Trevally.
01-28-13, 05:33 PM
But i got Scapa Flow for secondary task again...
I must delete that mission:doh:
Ok, just realised it.
...?
Ok, now I see that you are using StrategicMap.dds from another mod. You need to find what mod in this file. This file is used Terrain_harbour_flags_Mod. But I do not see it in your mod list:hmmm:
EDIT: Perhaps it is still EQuaTool 01.01 by AvM - Medium Faber-Castell Style. I have not tested this mod, so I do not know what's there.
You now have a "Hybrid", not IO_StrategicMap.:) Check. And in Mods, and in Game. Files must be the same.
Those dds files are in place.
As i am in bunker actually, i tried to desable equatool, but text is still almost unreadable. So it doesn't come from it...
Well, i can live with it. No big deal.
I had this issue from day one of my mods list, and didn't focuse on it very much. It doesn't affect game playability anyway!
But wanted to cure this small thing :)
Ok, now I see that you are using StrategicMap.dds from another mod.
:06: My IO Strategic Map is from your download link! :hmmm:
IO_StrategicMap_4_7_for_TDWv710, but using TDWv720...
:06: My IO Strategic Map is from your download link! :hmmm:
IO_StrategicMap_4_7_for_TDWv710, but using TDWv720...
IO_StrategicMap_4_7_for_TDWv710 full compatible with TDWv720:yep:
Try to activate IO_Strategiсmap last. (at the end of mod-list)
Illyustrator
01-28-13, 06:05 PM
Those dds files are in place...
"Федот, да не тот". "Fedot, but not that".:D
I understand. Reluctantly you to reinstall Mods. Just copy the files from the Mods IO_StrategicMap in the Game:
data/Menu/Gui ...
StrategicMap.dds
StrategicMapBut.dds
StrategicMapFrame.dds
StrategicMapNew.dds
steelwarrior
01-28-13, 06:07 PM
Hi,
I am just playing this game the first time and have installed this mod. Now in tutorial I should speak to the captain but cannot go upwards cause the sub is under water? What now? How to skip the tutorial?
Sorry, I have some time to mislead you. Now I reviewed the contents IO_StrategicMap_4_7_for_TDWv710. Judging by the fact that the screen shows a problem with the file StrategicMapNew.dds
...
data/Menu/Gui ...
StrategicMap.dds
StrategicMapBut.dds
StrategicMapFrame.dds
StrategicMapNew.dds
StrategicMap.dds, StrategicMapBut.dds, StrategicMapFrame.dds - with these files, it's all right, substituted StrategicMapNew.dds. To look for a mod that has substituted this file
Try to activate IO_Strategiсmap last. (at the end of mod-list)
I will try :up:
"Федот, да не тот". "Fedot, but not that".
I understand. Reluctantly you to reinstall Mods. Just copy the files from the Mods IO_StrategicMap in the Game:
data/Menu/Gui ...
StrategicMap.dds
StrategicMapBut.dds
StrategicMapFrame.dds
StrategicMapNew.dds
Will do that too :up:
Illyustrator
01-28-13, 06:28 PM
StrategicMap.dds, StrategicMapBut.dds, StrategicMapFrame.dds - with these files, it's all right, substituted StrategicMapNew.dds. To look for a mod that has substituted this file
He does not want to break the mods list.
Easier to replace files.
He does not want to break the mods list.
Easier to replace files.
Also true. He needed only one file
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=6274
Cthulhu
01-28-13, 06:51 PM
time compression..
In travel 1024x and nothing problems, only CTD near to Scapa.
Woohooop!!
YOU GUYS ARE FANTASTIC :up:
Back with a readable map! :D
http://img15.hostingpics.net/pics/405316Sanstitre.jpg
Just activated IO Strategic Map last :sunny:
Woohooop!!
YOU GUYS ARE FANTASTIC :up:
Back with a readable map! :D
...
Excellent!:up: I want to know, what mods except NewUi, clashed IO Strategic Map is activated? (What other mods warned JSGME when activation IO Strategic Map?):06:
Those are the warnings when i activated IO at the end of my list:
"SH5_Shipping_Chart.dds" has already been altered by the "NewUIs_TDC_7_2_0_ByTheDarkWraith" mod.
"StrategicMapNew.dds" has already been altered by the "OPEN HORIZONS II_full v2" mod.
"Dripped.dds" has already been altered by the "NewUIs_TDC_7_2_0_ByTheDarkWraith" mod.
"NavMapSeal.dds" has already been altered by the "NewUIs_TDC_7_2_0_ByTheDarkWraith" mod.
"Page navigation map.ini" has already been altered by the "NewUIs_TDC_7_2_0_ByTheDarkWraith" mod.
"German.shss" has already been altered by the "NewUIs_TDC_7_2_0_ByTheDarkWraith" mod.
"Page navigation map.py" has already been altered by the "NewUIs_TDC_7_2_0_ByTheDarkWraith" mod.
"various_books_posters_maps.dds" has already been altered by the "SteelViking's Interior Mod V1.2" mod.
Hope that helps :)
Those are the warnings when i activated IO at the end of my list:
Hope that helps :)
Thank you Fifi! :salute:
So, the "culprit" was OHII!:) ("StrategicMapNew.dds" has already been altered by the "OPEN HORIZONS II_full v2" mod). IO Strategic Map must be install after OHII
I'll put a note in the first post IO Strategic Map thread.
Hi,
I am just playing this game the first time and have installed this mod. Now in tutorial I should speak to the captain but cannot go upwards cause the sub is under water? What now? How to skip the tutorial?
Hi steelwarrior and welcome aboard! :salute:
Is the boat under water? Surely just hatches closed. You need to climb up the ladder in the control room. To put things in perspective on the hatch, click the mouse. Hatch to open.
At the beginning of a new campaign, you should have offered to skip training. Try again to start a new campaign.
EDIT: And see this thread http://www.subsim.com/radioroom/showthread.php?t=180044&page=2
steelwarrior
01-29-13, 05:47 AM
Well it really say itis under water and Captain Rahn is up - while I cannot open the last one - cause we are under water - ok so I skip the training with my new camapaign ;-) How to skip the tutorial - I never played SH% before so i always start with it....
Well it really say itis under water and Captain Rahn is up - while I cannot open the last one - cause we are under water - ok so I skip the training with my new camapaign ;-) How to skip the tutorial - I never played SH% before so i always start with it....
It is strange that the boat submerged:hmmm:. What other mods are set, except for OHII? Something you have installed wrong. Is version of the game 1.2.0? I just checked, all the hatches open, the boat on the surface.
If you want to skip tutorial, do so: Documents \ SH5 \ data \ cfg \ CareerHistory.cfg in line HasCompletedTutorial = change to true. Then start a new campaign, should be asked about the tutorial.
Navuhodonosor
01-29-13, 09:52 AM
Guys, what is the radius you have to be in the bonus missions ( that yellow square). I am at eastern Brittish Coastal and i sunk some ships eighty miles from the icon but my mission still stands to patrol the waters.:hmmm:
Thanks in advance :salute:
volodya61
01-29-13, 10:58 AM
Guys, what is the radius you have to be in the bonus missions ( that yellow square). I am at eastern Brittish Coastal and i sunk some ships eighty miles from the icon but my mission still stands to patrol the waters.:hmmm:
Thanks in advance :salute:
What did you meant - bonus missions? secondary missions?
if yes, then 105-108 Km..
Trevally.
01-29-13, 12:46 PM
East coast radius = 80km
OPERATION WESERÜBUNG=150km
SOUTH WESTERN APPROACHES=200km
NORTH WESTERN APPROACHES=200km
:doh:
volodya61
01-29-13, 01:38 PM
East coast radius = 80km
OPERATION WESERÜBUNG=150km
SOUTH WESTERN APPROACHES=200km
NORTH WESTERN APPROACHES=200km
:doh:
:o
I thought the radius is always the same.. a little more than 100km..
steelwarrior
01-29-13, 04:57 PM
Hi,
I just sneak into the Scapa Flow and it shows all kinds of warships and merchants and has the secondary patrol here - how close do I need to sink a ship to that secondary gaol - and how to identify a capital ship - it always shows unkown....or task force or warship...ok I sank two big ships - seem to be always the unkown ones...and won the mission - but only one big ship showed in the log - while the number of ships and tonnage was correct - must be a bug...Why i cannot identify the big ships?
Which other mods do work well with this one?
I did only install the IX mods and the ones in the full download...
I do not get radio messages and cannot identify ships very well - is that supposed to be or a bug? I saw in the AAR that one can get these written informations about ships - how?
Will this mod be expanded still - very enjoyable and I would like to have a big mod like this keep on growing...a dynamic campaign with different war outcomes would be great...thanks for your great effort!
Ideas for the dynamic campaign - if I sink enough of british equipment of North africa they loose- if I sink enough around England especially from the US land lease they get starved out...or sealion gets launched...if I sink enough of the britisch and US ships in the Japanese area and enough of the land lease of US to Russia they loose there - at the end if I sink enough around the US coast the can get invaded from Germany and Japan USA gives up...so AXIS win, if I perform well enough in my littel U-Boat ;-)
What is a max combination of mods with OHII that works?
What about the extra equipment?
Which patch fixes work with this mod? Torpedo speed ability fix? or Depth keeping fix?
I just tried to install the newest TDC version - TDC first then OH II and it caused a CTD - so not possible to use this?
To the tutorial problem - I have sort of IX boat 1.a installed and after that OH II full - I have the steam version and 1.2....still submerged...
Navuhodonosor
01-29-13, 11:08 PM
East coast radius = 80km
OPERATION WESERÜBUNG=150km
SOUTH WESTERN APPROACHES=200km
NORTH WESTERN APPROACHES=200km
:doh:
Sorry for bothering, thank you :up:
:o
I thought the radius is always the same.. a little more than 100km..
That I thought too but i noticed that my missions stands uncompleted.
First thing I do when I get that icon on the sea I draw 100 km circle radius on sea around it and then hunt inside. :salute:
Time to change tacticts
Sartoris
01-30-13, 03:11 PM
I've been playing Operation Monsun for SH4 lately, and I believe that the author of the mod attempted to simulate the departure date and size of convoys in the game using real world data from the WWII period. Does Open Horizons II do anything like that?
Trevally.
01-30-13, 04:06 PM
I've been playing Operation Monsun for SH4 lately, and I believe that the author of the mod attempted to simulate the departure date and size of convoys in the game using real world data from the WWII period. Does Open Horizons II do anything like that?
somewhat:yep:
somewhat:yep:
Trev,
whenever you feel like it, you should check that convoy reports featured in TDW's New UIs and Radio Messages Engine are matched by real traffic in campaign. I think we had already discussed this point, but I hope a little reminder won't harm :)
If you want, I can select those messages and post them here :salute:
Shroombuck
01-30-13, 06:03 PM
When I download the latest version of OHII and try to extract the thing, it says certain files are corrupt.
Please advise...
When I download the latest version of OHII and try to extract the thing, it says certain files are corrupt.
Please advise...
what about redownloading it? :hmm2: :03:
If it will result that yor download is still corrupted, do one of the following:
- try opening the pack with winrar or 7zip
- delete your browser's cash, and download once more
aldeluca
01-30-13, 07:02 PM
Dear Trevally,
besides my deepest gratitude for your excellent mod, I took the freedom to inform that in my 5th and 7th patrol, end of 1939, first time south east, 2nd time south west of Scapa, I was so lucky to encounter and sink the Queen Elizabeth battleship, both times surrounded by 8-10 destroyers in star formation.
If you are already aware of the issue, but it's too complicated to make disappear from game history a capital ship sunk, my apologies for bothering you. Thanks.
Dear Trevally,
besides my deepest gratitude for your excellent mod, I took the freedom to inform that in my 5th and 7th patrol, end of 1939, first time south east, 2nd time south west of Scapa, I was so lucky to encounter and sink the Queen Elizabeth battleship, both times surrounded by 8-10 destroyers in star formation.
If you are already aware of the issue, but it's too complicated to make disappear from game history a capital ship sunk, my apologies for bothering you. Thanks.
There were 6 Queen Elizabeth-class battleships, all of them operated by the Royal Navy. Think of it as if you were lucky enough to meet and sink two of her sister ships... and prepare yourself to sink the 4 remaining vessels of her class ;) :D
Navuhodonosor
01-30-13, 07:50 PM
.. and prepare yourself to sink the 4 remaining vessels of her class ;) :D
Or die trying :/\\chop:D
Haha...just sunk by mistake a Portugal ship (neutral) in a foggy night, and i saw it counted for the kills bar progression :o
IMO it shouldn't!...maybe you could adress this feature for a next update?
Those damn flags aren't easy to see when Sober fog is here :shifty:
volodya61
01-31-13, 02:00 AM
Yes, it's counted in the progress bar.. but.. you will get a renown penalty on return to home base..
but.. you will get a renown penalty on return to home base..
Ahhh...crap!! :haha:
When a sank that British hospital ship I didn't see any renoun penalty.
aldeluca
01-31-13, 10:32 AM
There were 6 Queen Elizabeth-class battleships, all of them operated by the Royal Navy. Think of it as if you were lucky enough to meet and sink two of her sister ships... and prepare yourself to sink the 4 remaining vessels of her class ;) :D
Forgive my ignorance :88)... I should have better checked history books before asking.
Ready for the sisters ... 3 indeed :) as from http://en.wikipedia.org/wiki/Queen_Elizabeth_class_battleship
The Queen Elizabeth-class battleships were a class of five super-dreadnoughts (http://en.wikipedia.org/wiki/Dreadnought#Super-dreadnoughts) of the Royal Navy (http://en.wikipedia.org/wiki/Royal_Navy) commissioned in 1915–16. The lead ship was named after Elizabeth I of England (http://en.wikipedia.org/wiki/Elizabeth_I_of_England). These battleships were superior in firepower, protection and speed to their Royal Navy predecessors of the Iron Duke-class (http://en.wikipedia.org/wiki/Iron_Duke_class_battleship) as well as preceding German classes such as the König-class (http://en.wikipedia.org/wiki/K%C3%B6nig_class_battleship), although the corresponding Bayern-class ships (http://en.wikipedia.org/wiki/Bayern_class_battleship) were competitive except for being 2 knots (3.7 km/h) slower. As such, the Queen Elizabeths are generally considered the first fast battleships (http://en.wikipedia.org/wiki/Fast_battleships).
Thank you for the info :salute:
volodya61
01-31-13, 11:03 AM
..Portugal ship (neutral)..
..British hospital ship..
I see the difference.. and you?
Shroombuck
01-31-13, 11:20 AM
Well, I downloaded OH2 on two different computers. On one with Chrome and the other with IE. When I try to extract them, they still show corrupted files, such as B-17 airplane.wav, etc.
There are 2662 errors.
^Welcome to SubSim Shroombuck,and good luck :arrgh!:
Silent Steel
01-31-13, 11:34 AM
When a sank that British hospital ship I didn't see any renoun penalty.
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5357
Silent Steel
01-31-13, 11:37 AM
Well, I downloaded OH2 on two different computers. On one with Chrome and the other with IE. When I try to extract them, they still show corrupted files, such as B-17 airplane.wav, etc.
There are 2662 errors.
Try this one; 7-zip (http://www.7-zip.org/) :yep:
Forgive my ignorance :88)... I should have better checked history books before asking.
You don't need to excuse yourself: I was just kidding and your question was pertinent :up:
Unfortunately, I don't think SH5 capaign can keep track of the sunk ships of a given class, for deciding wether to spawn them again the next time, or not. Afaik the one factors that the game is taking into account when picking units intended for generic or convoy traffic, are unit type and unit availability dates which, being written of file, are static settings.
On the other hand, if you sink an unit within a convoy, I am quite sure it won't respawn within the same convoy, even though you temporarily loose contact with it. Not the same with damage and ammo loadouts: they aren't recorded in memory nor in savegame. It means that if you loose contact or save the game, hit points, shells, bombs, torpedoes, etc. of any unit will be reset to factory settings when you meet it again. :yep:
Ready for the sisters ... 3 indeed :) as from http://en.wikipedia.org/wiki/Queen_Elizabeth_class_battleship
yes, my bad, I overlooked that the planned HMS Agincourt was cancelled just before the outbreak of WWI :O:
Shroombuck
01-31-13, 12:40 PM
Try this one; 7-zip (http://www.7-zip.org/) :yep:
I tried both WinRar and 7Zip. Same results...
I tried both WinRar and 7Zip. Same results...
1. what browser are you using?
2. do you have any download accelerator installed?
Trevally.
01-31-13, 12:51 PM
Forgive my ignorance :88)... I should have better checked history books before asking.
Ready for the sisters ... 3 indeed :) as from http://en.wikipedia.org/wiki/Queen_Elizabeth_class_battleship
The Queen Elizabeth-class battleships were a class of five super-dreadnoughts (http://en.wikipedia.org/wiki/Dreadnought#Super-dreadnoughts) of the Royal Navy (http://en.wikipedia.org/wiki/Royal_Navy) commissioned in 1915–16. The lead ship was named after Elizabeth I of England (http://en.wikipedia.org/wiki/Elizabeth_I_of_England). These battleships were superior in firepower, protection and speed to their Royal Navy predecessors of the Iron Duke-class (http://en.wikipedia.org/wiki/Iron_Duke_class_battleship) as well as preceding German classes such as the König-class (http://en.wikipedia.org/wiki/K%C3%B6nig_class_battleship), although the corresponding Bayern-class ships (http://en.wikipedia.org/wiki/Bayern_class_battleship) were competitive except for being 2 knots (3.7 km/h) slower. As such, the Queen Elizabeths are generally considered the first fast battleships (http://en.wikipedia.org/wiki/Fast_battleships).
Thank you for the info :salute:
You can check ans see what ships you have sunk and if any are unique ships (dead id dead) here:-
C:\Users\Owner\Documents\SH5\data\cfg\SaveGames\** *yoursavegamenumber***\DestroyedUnits.ini
open with notepad to view:up:
You can check ans see what ships you have sunk and if any are unique ships (dead id dead) here:-
C:\Users\Owner\Documents\SH5\data\cfg\SaveGames\** *yoursavegamenumber***\DestroyedUnits.ini
open with notepad to view:up:
:o
so ships can be set as unique, if desired? I wasn't aware of it :oops:
Trevally.
01-31-13, 01:03 PM
Unfortunately, I don't think SH5 capaign can keep track of the sunk ships of a given class, for deciding wether to spawn them again the next time, or not. Afaik the one factors that the game is taking into account when picking units intended for generic or convoy traffic, are unit type and unit availability dates which, being written of file, are static settings.
Yes - with each save or campaign adv, all ships marked "Unique" are checked by the campaign and if dead, they are dead:-
This is the roster cfg where unique ships are stated
[UnitClass]
ClassName=BBRoyalSovereign
UnitType=11
AppearanceDate=19160316
DisappearanceDate=19480301
DisplayName=BR BB Royal Sovereign (proxy)
IsUnique=yes
[Texture 1]
TextureName=
LightmapTextureName=data/Sea/NBB_QueenElizabeth/NBB_QE_O01.tga
NormalmapTextureName=
StartDate=19390101
EndDate=19461231
Frequency=1
[Unit 1]
Name=HMS Revenge
DOC=19160316
DOD=19480901
[Unit 2]
Name=HMS Royal Oak
DOC=19160616
DOD=19391014
[Unit 3]
Name=HMS Royal Sovereign
DOC=19160616
DOD=19490401
[Unit 4]
Name=HMS Resolution
DOC=19161216
DOD=19480501
[Unit 5]
Name=HMS Ramillies
DOC=19170916
DOD=19480301
;************* THE END ***************
And here is the campaign profile for that ship:-
[CampaignProgress.MisResult 15.MisKill 6]
Name=HMS Royal Oak
ClassName=BBRoyalSovereign
Type=11
Side=1
KillDate=19390930
Tonnage=31000
Long=-356980.218750
Lat=7070345.000000
Height=-12.800246
IsFromSingleMis=false
[CampaignProgress.UniqueShipsStatus 16]
Name=HMS Royal Oak
ClassName=BBRoyalSovereign
Active=false
Dead=true
As you can see - I sank this ship 30/09/39 and the campaign knows it and will not use it again:know:
:O:
As you can see - I sank this ship 30/09/39 and the campaign knows it and will not use it again
That's quite fantastic! :up:
Shroombuck
01-31-13, 07:41 PM
1. what browser are you using?
2. do you have any download accelerator installed?
1. Chrome, but I tried it with IE as well.
2. Nope.
I did manage to download OH2 Base just fine. It seems the full version gives me corrupted files for some reason. Perhaps there is something wrong with the download?
THE_MASK
01-31-13, 09:21 PM
1. Chrome, but I tried it with IE as well.
2. Nope.
I did manage to download OH2 Base just fine. It seems the full version gives me corrupted files for some reason. Perhaps there is something wrong with the download?Extract with 7Zip .
THE_MASK
01-31-13, 11:25 PM
''The Swedish Navy was the third largest in the Baltic Sea. Though Sweden stayed neutral during the war, its naval vessels escorted and protected convoys inside Swedish territorial waters, at times attacking hostile submarines with depth charges.'' Would it be possible to make a few hostile Swedish DDs ?
Trevally.
02-01-13, 04:05 AM
1. Chrome, but I tried it with IE as well.
2. Nope.
I did manage to download OH2 Base just fine. It seems the full version gives me corrupted files for some reason. Perhaps there is something wrong with the download?
:hmmm:
That is odd, has anyone else had any issues with the download:06:
Shroombuck, try this one http://www.4sync.com/archive/8uDrO1W_/OH_II_fullv2.html
:up:
steelwarrior
02-01-13, 05:42 AM
Nope,
just downloaded lately and everything is fine ;-)
Hey you did not answer to my long thread ;-)
Thanks for the great mod just hope for more...
Do I need to go back to the bunker to select a new mission or can I just select from the map on patrol?
If I read the campaign tree right some camapiagn are alternative, right?
Trevally.
02-01-13, 06:50 AM
Nope,
just downloaded lately and everything is fine ;-)
Thanks:up:
Hey you did not answer to my long thread ;-)
Thanks for the great mod just hope for more...
Found it now:)
Do I need to go back to the bunker to select a new mission or can I just select from the map on patrol?
You can just stay on patrol, but I would suggest it is best to go back to bunker and end patrol (cash in on your renown etc) often. This helps the game stay stable.
For objectives - you do not need to go back - so if time is short, you can head to your next patrol area
If I read the campaign tree right some camapiagn are alternative, right?
Yes - its up to you to pick your path:up:
Hi,
I just sneak into the Scapa Flow and it shows all kinds of warships and merchants and has the secondary patrol here - how close do I need to sink a ship to that secondary gaol - and how to identify a capital ship - it always shows unkown....or task force or warship...ok I sank two big ships - seem to be always the unkown ones...and won the mission - but only one big ship showed in the log - while the number of ships and tonnage was correct - must be a bug...Why i cannot identify the big ships?
For the most part you must be within 100km of where the icon shows you to go (sometime up to 200km). So further than your torps can reach:D
To ID ships - you can look them up in the ID book and when you find a match, click set target.
OR if you use a UI mod - you can get the Weps Officer to ID it for you. Check out some tutorials to see how:know:
Which other mods do work well with this one?
Just about all other mods will work with this one. The only ones you should not use with this is any the changes missions or objectives in the campaign. Or any that add traffic convoys etc. There are not many that do this.
I did only install the IX mods and the ones in the full download...
you should get a UI mod - it helps a lot with the game play:yep:
I do not get radio messages and cannot identify ships very well - is that supposed to be or a bug? I saw in the AAR that one can get these written informations about ships - how?
You need a UI mod to get radio messages from my mod. Try TDWs UI:yep:
Campaign messages will aslo show in the captains log without any UI mod.
See tutorials for ship ID:up:
Will this mod be expanded still - very enjoyable and I would like to have a big mod like this keep on growing...a dynamic campaign with different war outcomes would be great...thanks for your great effort!
I have spent a lot of time on this mod - including many weeks holidays where I should perhaps have gone on a proper holiday with my wife:oops:
Around Aug last year I made the last update to this mod and have not realy touched it since.
I got fed up I guess:doh:
But - I am now finding myself stirting to tinker again and am getting an itchy mouse finger for some modding.
I have a lsit of fixes I still need to do for this mod and there after I may add a new campaign. I would also like to convert the dat ships to gr2 when that side of TDWs app makes it possible.
So yes - there will be further upgrades for this mod.
Ideas for the dynamic campaign - if I sink enough of british equipment of North africa they loose- if I sink enough around England especially from the US land lease they get starved out...or sealion gets launched...if I sink enough of the britisch and US ships in the Japanese area and enough of the land lease of US to Russia they loose there - at the end if I sink enough around the US coast the can get invaded from Germany and Japan USA gives up...so AXIS win, if I perform well enough in my littel U-Boat ;-)
Nice ideas, but this would require me to work on this mod full time and I have a 8am to 5pm job. So unless a team could help me - this will not be possible.
What is a max combination of mods with OHII that works?
See Sobers list:yep:
What about the extra equipment?
I have kept away from equipment so the equip mod by thebeast will work well with this mod
Which patch fixes work with this mod? Torpedo speed ability fix? or Depth keeping fix?
Yes and yes
I just tried to install the newest TDC version - TDC first then OH II and it caused a CTD - so not possible to use this?
If you mean TDWs UI mod then it will work well with this mod. You should read some guids for installing the UI mod (it can be a bit tricky) and try again. It is worth it
To the tutorial problem - I have sort of IX boat 1.a installed and after that OH II full - I have the steam version and 1.2....still submerged...
not sure what you mean here
:salute:
mikaelanderlund
02-01-13, 07:46 AM
''The Swedish Navy was the third largest in the Baltic Sea. Though Sweden stayed neutral during the war, its naval vessels escorted and protected convoys inside Swedish territorial waters, at times attacking hostile submarines with depth charges.'' Would it be possible to make a few hostile Swedish DDs ?
That would be great :up:
volodya61
02-01-13, 07:46 AM
:eek:
Oh noo.. Trevally, so many letters..:k_confused:
steelwarrior
02-01-13, 10:38 AM
Thanks:up:
Found it now:)
You can just stay on patrol, but I would suggest it is best to go back to bunker and end patrol (cash in on your renown etc) often. This helps the game stay stable.
For objectives - you do not need to go back - so if time is short, you can head to your next patrol area
Yes - its up to you to pick your path:up:
For the most part you must be within 100km of where the icon shows you to go (sometime up to 200km). So further than your torps can reach:D
To ID ships - you can look them up in the ID book and when you find a match, click set target.
OR if you use a UI mod - you can get the Weps Officer to ID it for you. Check out some tutorials to see how:know:
Just about all other mods will work with this one. The only ones you should not use with this is any the changes missions or objectives in the campaign. Or any that add traffic convoys etc. There are not many that do this.
you should get a UI mod - it helps a lot with the game play:yep:
You need a UI mod to get radio messages from my mod. Try TDWs UI:yep:
Campaign messages will aslo show in the captains log without any UI mod.
See tutorials for ship ID:up:
I have spent a lot of time on this mod - including many weeks holidays where I should perhaps have gone on a proper holiday with my wife:oops:
Around Aug last year I made the last update to this mod and have not realy touched it since.
I got fed up I guess:doh:
But - I am now finding myself stirting to tinker again and am getting an itchy mouse finger for some modding.
I have a lsit of fixes I still need to do for this mod and there after I may add a new campaign. I would also like to convert the dat ships to gr2 when that side of TDWs app makes it possible.
So yes - there will be further upgrades for this mod.
Nice ideas, but this would require me to work on this mod full time and I have a 8am to 5pm job. So unless a team could help me - this will not be possible.
See Sobers list:yep:
I have kept away from equipment so the equip mod by thebeast will work well with this mod
Yes and yes
If you mean TDWs UI mod then it will work well with this mod. You should read some guids for installing the UI mod (it can be a bit tricky) and try again. It is worth it
not sure what you mean here
:salute:
Hi.
thanks ;-)
To the last one - you asked me in which Version in OH II the sub in under water in the tutorial...
I hope you find a team then - cause SH5 has the most potential of all SH titles - especially with the grteat work you already did ;-)
Silent Steel
02-01-13, 11:31 AM
''The Swedish Navy was the third largest in the Baltic Sea. Though Sweden stayed neutral during the war, its naval vessels escorted and protected convoys inside Swedish territorial waters, at times attacking hostile submarines with depth charges.'' Would it be possible to make a few hostile Swedish DDs ?
Stay out of Swedish waters or... :dead:
Shroombuck
02-01-13, 11:53 AM
:hmmm:
That is odd, has anyone else had any issues with the download:06:
Shroombuck, try this one http://www.4sync.com/archive/8uDrO1W_/OH_II_fullv2.html
:up:
Sweet. It works now. Thanks for the link!
raven1309
02-01-13, 01:22 PM
When i am in the bunker i speak to the officer to get a new mission, but when i click on south western approaches it doesn't give me a mission just the tonnage i have to sink. Is this normal ? And by the way great mod:up:
Trevally.
02-01-13, 02:47 PM
When i am in the bunker i speak to the officer to get a new mission, but when i click on south western approaches it doesn't give me a mission just the tonnage i have to sink. Is this normal ? And by the way great mod:up:
Thanks Raven:salute:
The no mission could be an error in the last version. I changed some dates to make the campaign flow more (new objectives by triggers) and this may have had caused a date issue with some side missions.
I do plan to check through them when I start the next patch/version
:sunny:
Trevally.
02-01-13, 02:48 PM
Sweet. It works now. Thanks for the link!
:woot:glad you got it working
raven1309
02-01-13, 02:59 PM
Ok i will just keep on sending them to the bottom:O:
Keep up the good work and thank you
THE_MASK
02-01-13, 07:56 PM
I dont know how any of the dynamic campaign works but is there a layer for say unique task forces , convoys . Would it be useful ?
Trevally.
02-02-13, 02:32 AM
I dont know how any of the dynamic campaign works but is there a layer for say unique task forces , convoys . Would it be useful ?
The convoys and teskforce etc do not work the same as single named ships.
Yes the unique ships will die and not return - so this can be achieved outside any layer.
The layers that control the convoys - have a reshoot option and cooldown.
So if we wanted a convoy to sail from a to b every week then we would set it to run between dates - say 1940 to 1941. We then tell it to cooldown for 7 days. This will result in the convoy going from a to b once per week.
If we want a unique convoy/taskforce (OHII has many) we set strick dates for it. So convoy HX123 will be set to sail from a to b and the date range will be set 10/05/1940 to 11/05/1940 and a coolddown of one day.
SO this turns the convoy its self into a unique convoy.
:yeah:
Shroombuck
02-02-13, 08:33 AM
How do you plot a course with OH2? I see this new style called 'navigation' fix, but I can't seem to click on my sub and plot a course from there...
Trevally.
02-02-13, 08:53 AM
OHII does not change your navigation
Post you mod list - it is prob real navigation you are using.
If it is you can remove it or use it. To use it you can no longer use waypoints and have to give orders to sail (course and speed etc)
Shroombuck
02-02-13, 09:19 AM
This is my mod list. I don't see realnavigation...
http://i803.photobucket.com/albums/yy318/SFCharlie/Untitled-1-1_zps07ca5516.jpg
Is there anything I should add or remove by the way?
Trevally.
02-02-13, 10:13 AM
remove "NewUIs_TDC_6_7_0_Real_Navigation"
You can do this anytime - even while on patrol
:yeah:
Shroombuck
02-02-13, 01:12 PM
Thank you.
Anything else that might be tweaked?
Thank you.
Anything else that might be tweaked?
Why not using latest NewUIs? (version 7.1.0 or 7.2.0)
+ there is a patch for OHII Full (OHII v2 Mission Fix WA)
+ there is a patch for SteelViking interior mod (SteelViking's Interior Mod V1.2.2 Patch)
Dive! Dive! Dive!
02-03-13, 01:05 PM
Just recently got the mod for my new computer and I'm getting grey textures for some but not all new ships and aircraft. Anyway to fix this?
Trevally.
02-04-13, 01:16 PM
Just recently got the mod for my new computer and I'm getting grey textures for some but not all new ships and aircraft. Anyway to fix this?
This is fixed by updating to SH5 v1.2 - check main menu to see your version.
If you need to update - remove mods first:up:
I dont know how any of the dynamic campaign works but is there a layer for say unique task forces , convoys . Would it be useful ?
If we want a unique convoy/taskforce (OHII has many) we set strick dates for it. So convoy HX123 will be set to sail from a to b and the date range will be set 10/05/1940 to 11/05/1940 and a coolddown of one day.
SO this turns the convoy its self into a unique convoy.
:yeah:
Talking about unique convoys, here are a few ideas taken from New UI's historical messages:
September 1939
1939.09.02:||Convoy AB.1 of British tankers and steamers departed Gibraltar for Capetown. Light cruisers DAUNTLESS and DESPATCH (9th Cruiser Squadron) departed Gibraltar at 1930 and proceeded with the convoy.
1939.09.07:||OA.1, departed the Thames Estuary for Halifax
1939.09.10:||Convoy MB.1 of six slow cargo ships departed Southampton bound for Brest.
1939.09.12:||Convoy FS.4 departed Methil, escorted by destroyers for Southend on the 14th.
1939.09.16:||Convoy FS.6 departed Methil for Southend on the 18th.
1939.09.18:||BC.3S of 16 steamers departed Bristol Channel, escorted.
1939.09.21:||MB.6 of seven cargo ships, escorted by destroyers departed Southampton, for Brest on the 23rd.
1939.09.22:||Convoy Green 2 (AB.3) departed Gibraltar with 18 ships for Port Said, escorted.
1939.09.23:||MB.7 of seven cargo ships departed Southampton, escorted by destroyers ACHATES, SARDONYX, and ACHERON, for Brest on the 25th.
1939.09.24:||Convoy FN.10 departed Southend, for Methil on the 26th.
1939.09.25:||SLF.2 departed Freetown without an escort on the 25th for Southend on 6 October.
1939.09.29:||OA.12G departed Southend with 21 ships, escorted by destroyers. OB.12G departed Liverpool escorted by destroyers.
1939.09.30:||BC.7S of 17 steamers, departed Bristol Channel, escorted by destroyers.
October 1939
1939.10.05:|||HG.2 of 13 ships departed Gibraltar escorted by destroyers for Liverpool.
1939.10.07:||Convoy OA.16G of 27 ships departed Southend for Gibraltar on the 17th.
1939.10.08:||Convoy KJ.4, the last of the KJ series which only began on 15 September, departed Kingston. Because of the German raiders in the Atlantic, ships from the Caribbean now went north along the American coast and joined the HX.convoys from Halifax before beginning the Atlantic crossing.
1939.10.12:||Convoy SLF.4 Departed Freetown for Liverpool October 20, 1939.|Estimate 8 Vessels light escort.
1939.10.16:||Convoy OG.3, totalling 33 merchant ships, was formed from OA.20G which departed Southend to arrive at Gibraltar on the 23rd.
1939.10.18:||Convoy SLF.5 departed Freetown, unescorted, arriving at London on the 30th.
1939.10.20:||Convoy FS.24 departed Methil, escorted, arriving at Southend on the 22nd.
1939.10.22:||Convoy HG.4 of 41 ships left Gibraltar, escorted by destroyers bound for Liverpoolon the 29th.
1939.10.25:||Convoy HX.6 departed Halifax at 0800 escorted, for Liverpool.
1939.10.26:||Convoy NARVIK.1 Departed NARVIK for METHIL on 31 October 1939.|Estimate 12 merchants and 4 escorts.
November 1939
1939.11.02:||Convoy OA.29 of twelve ships departed Southend|Convoy OB.29 departed Liverpool|Convoy HX.7 departed Halifax
1939.11.06:||Convoy OA.31 of 16 ships departed Southend|Convoy HG.6 departed Gibraltar with 34 ships
1939.11.07:||Convoy HN.1 of six British and one Polish steamer departed Bergen.
1939.11.08:||Convoy OA.32G of 23 ships departed Southend.
1939.11.10:||Convoy HX.8 departed Halifax Liverpool on the 25th. Ocean escort for the convoy battleship REVENGE.
1939.11.17:||Convoy SLF.9 Departed Freetown for Liverpool November 29, 1939.|Estimate 11 Vessels light escort.
1939.11.21:||Convoy FN.40 departed Southend|Convoy FS.40 departed the Tyne for Southend
1939.11.24:||Convoy OA.40G of 21 ships departed Southend. Convoy SL.10 departed Freetown.
1939.11.25:||Convoy SLF.10 Departed Freetown for Liverpool December 8, 1939.|Estimate 7 Vessels light escort.
1939.11.30:||Convoy OB.44 departed Liverpool. Convoy FN.45 departed Southend, escorted by destroyer WHITLEY and sloop STORK, headed for Tyne. Convoy FS.45 departed the Tyne, escorted by sloops GRIMSBY and WESTON, headed for Southend.
December 1939
1939.12.01:||Convoy 33.KS Departed Casablanca for Brest.|Estimate 6 merchants light escort.|DESIRADE (Fr) 9,645 tons
1939.12.03:||Convoy OA.46 of 19 ships departed Southend escorted by destroyers.
1939.12.03:||Convoy SLF.11 Departed Freetown for Liverpool December 15, 1939.|Estimate 9 Vessels light escort.
1939.12.04:||Convoy HX.11 departed Halifax with destroyer escort.
1939.12.08:||Convoy 37.KS Departed Casablanca for St Nazaire.|Estimate 8 merchants light escort.|JAMAIQUE (Fr) 10,123 tons|LIPARI (Fr) 9,954 tons
1939.12.10:||Convoy TC.1 Departed Halifax for Clyde on 17 December 1939.|Estimate 5 merchants troops heavy escort.
1939.12.12:||Convoy SLF.12 Departed Freetown for Liverpool December 25, 1939.|Estimate 6 Vessles light escort.
1939.12.15:||Convoy 40.KS Departed Casablanca for Brest on 22 December 1939.|Estimate 9 merchants light escort.|KERGUELEN (Fr) 10,123 tons
1939.12.18:||Convoy NARVIK.2 Departed NARVIK for METHIL on 24 December 1939.|Estimate 8 merchants and 2 escorts.
1939.12.18:||Convoy SL.13 Departed Freetown for Liverpool January 6, 1940.|Estimate 10 Vessels and 2 escorts.|Wheat Maize Pig Iron Cereal
1939.12.19:||Convoy SLF.13 Departed Freetown for Liverpool January 3, 1940.|Estimate 7 Vessels light escort.
1939.12.22:||Convoy TC.2 Departed Halifax for Clyde on 30 December 1939.|Estimate 7 merchants troops heavy escort.
1939.12.24:||Convoy HG.12 of 48 ships departed Gibraltar, for Liverpool on 02.40.
1939.12.24:||Convoy 43.KS Departed Casablanca for Brest on 30 December 1939.|Estimate 13 merchants light escort.|VILLE D'ORAN (Fr) 10,172 tons
1939.12.26:||Convoy SL.14 Departed Freetown for Liverpool January 15, 1940.|Estimate 16 Vessels light escort.|Wheat Produce Bran Ore
Trevally.
02-05-13, 07:52 AM
Thanks Gap:up:
Thanks Gap:up:
My pleasure :salute:
Update 1940:
January 1940
1940.01.05:||Convoy SLF.15 Departed Freetown for Liverpool January 19, 1940.|Estimate 8 Vessels light escort.
1940.01.08:||Convoy SL.16 Departed Freetown for Liverpool January 27, 1940.|Estimate 17 Vessels light escort.|Produce Sugar Grains Cereals Palm-Kernels Flour Cotton Lead
1940.01.13:||Convoy SLF.16 Departed Freetown for Liverpool January 27, 1940.|Estimate 12 Vessels and 4 escorts.
1940.01.14:||Convoy 52.KS Departed Casablanca for Brest on 20 January 1940.|Estimate 20 merchants light escort.| TOURANE (Br) 8,009 tons
1940.01.16:||Convoy SL.17 Departed Freetown for Liverpool February 4, 1940.|Estimate 12 Vessels and 2 escorts.|Cereals Grains Maize Ore Produce
1940.01.23:||Convoy CAVALRY1 Departed MARSEILLES, FR for HAIFA on 29 January 1940.|5 merchants 8,000+ tons unknown escort.
1940.01.27:||Convoy HM.9 A of nineteen Norwegian, nine Swedish, four Finnish, four Estonian, one Latvian ships departed Bergen escorted by destroyers and submarine.
1940.01.28:||Convoy HXF.18 departed Halifax destroyer escort.
1940.01.30:||Convoy TC.3 Departed Halifax for Clyde on 7 February 1940.|Estimate 5 merchants troops heavy escort.
February 1940
1940.02.01:||Convoy SL.19 departed Freetown escorted by armed merchant cruiser PRETORIA CASTLE. The convoy is sch. to merge with convoy SLF.19 on the 16th. Bound for Liverpool on the 20th.
1940.02.05:||Convoy SLF.19 Departed Freetown for Liverpool February 20, 1940.|Estimate 8 Vessels light escort.
1940.02.08:||Convoy 63.KS Departed Casablanca for Brest on 14 February 1940.|Estimate 16 merchants light escort.|GROIX (Fr) 9,975 tons|YALOU (Fr) 8,564 tons
1940.02.10:||Convoy SL.20 Departed Freetown for Liverpool February 28, 1940.|Estimate 17 Vessels light escort.|Wheat Sugar Linseed Pollards Grains Produce
1940.02.14:||Convoy HG.19F departed Gibraltar with 25 ships.
1940.02.14:||Convoy SLF.20 Departed Freetown for Liverpool February 28, 1940.|Estimate 7 Vessels light escort.
1940.02.20:||Convoy 68.KS Departed Casablanca for Brest on 26 February 1940.|Estimate 14 merchants light escort.|MARGUERITE FINALY (Fr) 12,309 tons|MIRALDA (Br) 8,013 tons|VENDEE (Fr) 9,153 tons
1940.02.22:||Convoy HN.14 departed Bergen escorted by destroyers and submarine.
1940.02.22:||Convoy SLF.21 Departed Freetown for Liverpool March 7, 1940.|Estimate 7 Vessels light escort.
1940.02.25:||Convoy HG.20 with thirty nine ships departed Gibraltar escorted.|Convoy HX.23 departed Halifax.|SA.31 of two steamers departed Southampton escorted by sloop FOXGLOVE. The convoy sch. for Brest on the 28th
1940.02.27:||Convoy SL.22 Departed Freetown for Liverpool March 15, 1940.|Estimate 15 Vessels light escort.|Produce Timber Cotton Linseed Cereals
March 1940
1940.03.01:||Convoy HG.21F departed Gibraltar with thirty six ships.
1940.03.01:||Convoy SLF.22 Departed Freetown for Liverpool March 15, 1940.|Estimate 7 Vessels light escort.
1940.03.09:||Convoy 74.KS Departed Casablanca for Brest on 15 March 1940.|Estimate 22 merchants light escort.|FRANCHE-COMTE (Br) 9,314 tons
1940.03.09:||Convoy SL.23 Departed Freetown for Liverpool March 22, 1940.|Estimate 14 Vessels light escort.|Whale-Oil Suagr Grains Zinc Ore
1940.03.09:||Convoy SLF.23 Departed Freetown for Liverpool March 22, 1940.|Estimate 4 Vessels.
1940.03.18:||Convoy HN.20 departed Bergen with eight British, twenty one Norwegian, nine Swedish, two Danish, three Finnish ships.|Convoy FN.123 departed Southend convoy contained 14 ships.|Convoy MT.33 of twenty five ships departed Methil.|Convoy HX.28 departed Halifax.
1940.03.22:||Convoy SL.25 Departed Freetown for Liverpool April 8, 1940.|Estimate 18 Vessels light escort.|Produce Ore Meats Corronseed Cereals Groundnuts Fruit Timber|APAPA (Br) 9,332 tons|UMTALI (Br) 8,135 tons.
1940.03.24:||Convoy ON.22 of five British, nineteen Norwegian, three Swedish, four Finnish ships departed Methil escorted.
1940.03.27:||Convoy HN.22 with four British, nineteen Norwegian, ten Swedish, three Danish, four Finnish ships departed Bergen escorted by 5 destroyers.
1940.03.28:||Convoy MT.39 of seventeen ships departed Methil.|Convoy HG.24 departed Gibraltar with forty ships.
1940.03.30:||Convoy HN.23 A of one British, twelve Norwegian, seven Swedish, six Danish, eight Finnish, one Latvian, four Estonian ships departed Bergen escorted by destroyers.|Convoy SL.26 departed Freetown under heavy escort.
1940.03.30:||Convoy SL.26 Departed Freetown for Liverpool April 15, 1940.|Estimate 18 Vessels.|Wool Steel Ore Oils Cereals Hides Timber|DUNVEGAN CASTLE (Br) 15,007 tons|PEDER BOGEN (Br) 9,741 tons|ULYSSES(Br) (Br) 14,647 tons|UNIWALECO (Br) 9,755 tons
1940.03.31:||Convoy OA.120G departed Southend.|Convoy OB.120G departed Liverpool.|Convoy FN.134 of twenty five ships departed Southend.
April 1940
1940.04.04:||Convoy HN.24 departed Bergen for Methil.|Convoy FN.137 departed Southend for Tyne.|Convoy FS.138 departed the Tyne for Southend.
1940.04.04:||Convoy 83.KS Departed Casablanca for Brest on 11 April 1940.|Estimate 12 merchants light escort.|ADEN (Fr) 8,033 tons|MONTROLITE (Br) 11,309 tons
1940.04.05:||Convoy HG.25 with thirty seven ships departed Gibraltar under escort for Liverpool (4.15).
1940.04.07:||Convoy SL.27 Departed Freetown for Liverpool April 24, 1940.|Estimate 17 Vessels light escort.|Hides Meats Produce Cereals Produce|LLANDAFF CASTLE (Br) 10,799 tons|MOOLTAN (Br) 20,952 tons|NEW SEVILLA (Br) 13,802 tons Whale Oil Refinery|SOURABAYA (Br) 10,107 tons Whale Oil Refinery
1940.04.15:||Convoy SL.28 Departed Freetown for Liverpool May 1, 1940.|Estimate 22 Vessels light escort.|Produce Suagr Beans Meats Wool Lead Wheat Whale-Oil|AFRIC STAR (Br) 11,900 tons|SALVESTRIA (Br) 11,938 tons
1940.04.23:||Convoy SL.29 Departed Freetown for Liverpool May 10, 1940.|Estimate 22 Vessels light escort.|Grains Ore Wool Cotton Rice Beans Timber|SOUTHERN EMPRESS (Br) 12,398 tons Whale Oil Refinery|SVEND FOYN (Br) 14,795 tons Whale Oil Refinery
1940.04.24:||Convoy 91.KS Departed Casablanca for Brest on 30 April 1940.|Estimate 20 merchants light escort.|BRITISH AMBASSADOR (Br) 6,940 tons|CHAMPAGNE (Fr) 9,946 tons|FORBIN (Br) 7,291 tons
May 1940
1940.05.15:||Convoy 97.KS Departed Casablanca for Brest on 21 May 1940.|Estimate 12 merchants light escort.|CIRCE SHELL (Br) 8,207 tons|MALMANGER (Nor) 7,078 tons
1940.05.21:||Convoy 99.KS Departed Casablanca for Brest on 27 May 1940.|Estimate 14 merchants light escort.|ANADARA (Br) 8,009 tons|ZEUS (Gk) 5,961 tons
1940.05.23:||Convoy SL.33 Departed Freetown for Liverpool June 9, 1940.|Estimate 11 Vessels light escort.|Grains Cereal Chrome-Ore Wool Whale-Oil
1940.05.31:||Convoy SL.34 Departed Freetown for Liverpool June 15, 1940.|Estimate 30 Vessels light escort.|Ore Grains Cotton Starch Rubber Oxide Oranges Lead Sandbags Wool Linseed Jute Sugar Produce|CARNARVON CASTLE (Br) 20,122 tons AMC|GLENOGLE (Br) 9,513 tons|MADURA (Br) 9,032 tons
June 1940
1940.06.08:||Convoy SL.35 Departed Freetown for Liverpool June 26, 1940.|Estimate 34 Vessels with ocean escort.|Produce Barley Zinc Maize Iron Sugar|AENEAS (Br) 10,058 tons|DUNNOTTAR CASTLE (Br) 15,007 tons
1940.06.11:||Convoy TC.5 Departed Halifax for Liverpool on 21 June 1940.|Estimate 4 merchants troops heavy escort.
1940.06.14:||Convoy FF.2 Departed CLYDE for ST NAZAIRE on 17 June 1940.|Estimate 6 merchants unknown escort.|FRANCONIA Br 20,175 tons|LANCASTRIA Br 16,243 tons
1940.06.14:||Convoy FF.2 of British troopships FRANCONIA (20,175grt), LANCASTRIA (16,243grt), ORONSAY (20,043grt) and ORMONDE (14,982grt) departed the Clyde for Brest escorted by destroyers VANOC, WOLVERINE, WHIRLWIND.
1940.06.15:||Convoy SL.36 Departed Freetown for Liverpool July 3, 1940.|Estimate 40 Vessels and 3 escorts.|Latex Rubber Oilcake Groundnuts Pig Iron Jute Cereals Wheat Manganese|AVELONA STAR (Br) 13,376 tons|DUNERA (Br) 11,162 tons|DUNVEGAN CASTLE (Br) 15,007 tons|ORARI (Br) 10,350 tons
1940.06.24:||Convoy BCS.1 Departed Capetown for Freetown on 5 July 1940.|Estimate 4 merchants and 1 escort.|2 merchants 9,000+ tons.
1940.06.25:||Convoy SL.37 Departed Freetown for Liverpool July 12, 1940.|Estimate 46 Vessels with ocean escort.|MOOLTAN (Br) 20,952 tons AMC|10 merchants 8,000+ tons
July 1940
1940.07.01:||Convoy SL.38 Departed Freetown for Liverpool July 20, 1940.|Estimate 30 Vessels with ocean escort.|Flour Zinc Suagr Wheat Ore Nuts Wool Produce|CARNARVON CASTLE (Br) 20,122 tons AMC
1940.07.04:||Convoy SLF.38 Departed Freetown for Liverpool July 20, 1940.|Estimate 14 Vessels with ocean escort.
1940.07.07:||Convoy HG.37 of twenty two ships departed Gibraltar.|Aircraft carrier HERMES, heavy cruisers DORSETSHIRE and AUSTRALIA, and sloop MILFORD arrived off Dakar.
1940.07.16:||Convoy SL.40 Departed Freetown for Liverpool August 8, 1940.|Estimate 20 Vessels with ocean escort.|AFRIC STAR (Br) 11,900 tons|ANCHISES (Br) 10,000 tons|CANTON (Br) 15,784 tons AMC|DIOMED (Br) 10,374 tons|LLANSTEPHAN CASTLE (Br) 11,348 tons|OTAIO (Br) 10,298 tons|THEMISTOCLES (Br) 11,231 tons
1940.07.23:||Convoy TC.6 Departed Halifax for Clyde on 1 August 1940.|Estimate 7 merchants troops heavy escort.
1940.07.25:||Convoy SL.41 Departed Freetown for Liverpool August 14, 1940.|Estimate 36 Vessels with ocean escort.|Rice Produce Flour Zinc Concentrates Pig Iron Millet
1940.07.26:||Convoy FN.233 departed Southend.|Convoy MT.121 departed Methil.|Convoy FS.233 departed the Tyne.
1940.07.28:||Convoy SLF.41 Departed Freetown for Liverpool August 14, 1940.|Estimate 22 Vessels with ocean escort.
August 1940
1940.08.02:||Convoy OG.40 of twenty one ships departed Liverpool.|Convoy FN.240 departed Southend.|Convoy MT.128 departed Methil.|Convoy FS.239 departed the Tyne.
1940.08.02:||Convoy SL.42 Departed Freetown for Liverpool August 21, 1940.|Estimate 50 Vessels with ocean escort.|MALOJA (Br) 20,914 tons AMC
1940.08.11:||Convoy SL.43 Departed Freetown for Liverpool August 31, 1940.|Estimate 42 Vessels with ocean escort.|6 merchants 8,000+ tons.
1940.08.15:||Convoy SC.1 Departed Sydney CB for Liverpool on 29 August 1940.|Estimate 40 merchants and 6 escorts.|Grains Steel Ore Lumber.
1940.08.18:||Convoy SL.44 Departed Freetown for Liverpool September 9, 1940.|Estimate 30 Vessels with ocean escort.|Manganese Produce Cereals Linseed Jute Ore Graphite|CANTON (Br) 15,784 tons AMC
1940.08.20:||Convoy HG.42 with seventeen ships departed Gibraltar.
1940.08.20:||Convoy HG.42 Departed Gibraltar for Liverpool on 3 September 1940.|Estimate 17 merchants 5 escorts.|Iron Pyrites Pitprops Cork Potash Minerals Passengers Jute|NEURALIA (Br) 9,182 tons
1940.08.22:||Convoy AP.1/1 Departed Liverpool for Suez on 23 September 1940.|Estimate 3 merchants and 6 escorts.|DUCHESS OF BEDFORD (Br) 20,123 tons|WAIOTIRA (Br) 11,090 tons
1940.08.25:||Convoy BN.4 Departed Bombay for Suez on 11 September 1940.|Estimate 40 merchants and 8 escorts.|Troops Coal AvGas Camels Nitrates Stores|FELIX ROUSSEL (Fr) 17,083 tons|RANCHI (Br) 16,738 tons|REINA DEL PACIFICO (Br) 17,702 tons
1940.08.25:||Convoy SC.2 Departed Sydney CB for Liverpool on 10 September 1940.|Estimate 54 merchants and 9 escorts.|Oil Ore Lumber Sugar Grains.
1940.08.26:||Convoy SL.45 Departed Freetown for Liverpool September 15, 1940.|Estimate 46 Vessels with ocean escort.|CATHAY (Br) 15,225 tons AMC|HERTFORD (Br) 11,785 tons|LLANDOVERY CASTLE (Br) 10,640 tons
1940.08.27:||Convoy TC.7 Departed Halifax for Clyde on 4 September 1940.|Estimate 6 merchants troops heavy escort.
1940.08.31:||Convoy MP. Departed SCAPA FLOW for Freetown on 14 September 1940.|Estimate 3 Trooppships 9 escorts.|ETTRICK Br 11,279 tons|KENYA Br 9,890 tons|SOBIESKI Pol 11,030 tons
September 1940
1940.09.01:||Convoy SLS.46 Departed Freetown for Liverpool September 13, 1940.|Estimate 32 Vessels with ocean escort.
1940.09.02:||Convoy SC.3 Departed Sydney CB for Liverpool on 18 September 1940.|Estimate 48 merchants and 8 escorts.|Paper Ore General Fuel Oil Wheat Lumber Scrap Iron
1940.09.03:||Convoy SL.46 Departed Freetown for Liverpool September 23, 1940.|Estimate 30 Vessels with ocean escort.|4 merchants 8,000+ tons.
1940.09.05:||Convoy OG.42 with fifty one ships departed Liverpool.
1940.09.10:||Convoy SC.4 Departed Sydney CB for Liverpool on 26 September 1940.|Estimate 32 merchants and 11 escorts.|Grains Phosphates Lumber Wheat Ore Oil
1940.09.10:||Convoy SL.47 Departed Freetown for Liverpool September 28, 1940.|Estimate 38 Vessels with ocean escort.|CARNARVON CASTLE (Br) 20,122 tons AMC|MOOLTAN (Br) 20,952 tons AMC
1940.09.19:||Convoy HG.44 Departed Gibraltar for Liverpool on 4 October 1940.|Estimate 28 merchants 5 escorts.|Pitprops Ore Sardines Minerals
1940.09.19:||Convoy SC.5 Departed Sydney CB for Liverpool on 4 October 1940.|Estimate 43 merchants and 9 escorts.|Ore Lumber Steel Rail Cars Paper Grain
1940.09.21:||Convoy BM.1 Departed Bombay for Colombo on 24 September 1940.|Estimate 3 mercants and 1 escort.|Troopships
1940.09.23:||Convoy BN.6 Departed Bombay for Suez on 11 October 1940.|Estimate 44 merchants and 8 escorts.|Stores Timber Troops Ammo Coal Petrol|ANTENOR (Br) 11,174 tons|DEVONSHIRE (Br) 11,275 tons|DILWARA (Br) 11,080 tons|PRESIDENT DOUMER (Br) 11,898 tons
1940.09.24:||Convoy SLS.49 Departed Freetown for Liverpool October 17, 1940.|Estimate 10 Vessels light escort 8 knots.
1940.09.27:||Convoy SC.6 Departed Sydney CB for Liverpool on 12 October 1940.|Estimate 39 merchants and 6 escorts.|Lumber Wheat Grains Iron Pitprops.
1940.09.27:||Convoy SL.49 Departed Freetown for Liverpool October 17, 1940.|Estimate 32 Vessels with ocean escort.|MORETON BAY (Br) 14,193 tons AMC
1940.09.28:||Convoy BM.1S Departed Colombo for Singapore on 1 October 1940.|Estimate 4 merchants and 3 escorts.|Troopships
October 1940
1940.10.03:||Convoy SL.50 Departed Freetown for Liverpool October 26, 1940.|Estimate 26 Vessels with ocean escort.|Petrol Benzine Zinc Oils Suagr|ALCANTARA (Br) 22,209 tons AMC|AMERIKA (Br) 10,218 tons|MENELAUS (Br) 10,307 tons|NAPIER STAR (Br) 10,116 tons
1940.10.05:||Convoy SC.7 Departed Sydney CB for Liverpool on 21 October 1940.|Estimate 37 merchants and 6 escorts.|Wheat General Lumber Pig Iron.
1940.10.11:||Convoy AP.3/A Departed Durban for Suez on 26 October 1940.|Estimate 4 merchants and 5 escorts|CLAN MACARTHUR (Br) 10,528 tons.
1940.10.15:||Convoy SC.8 Departed Sydney CB for Liverpool on 31 October 1940.|Estimate 42 merchants and heavy escort.|Steel Pitprops Lumber Grain Ore
1940.10.18:||Convoy SL.52 Departed Freetown for Liverpool November 10, 1940.|Estimate 12 Vessels with ocean escort.|MOOLTAN (Br) 20,952 tons AMC
1940.10.20:||Convoy BM.2 Departed Bombay for Penang on 30 October 1940.|Estimate 6 merchants and 3 escorts.
1940.10.20:||Convoy HX.82 departed Halifax. Troop convoy US 6 of British troopships QUEEN MARY (81235grt) and AQUITANIA (45647grt) departed Sydney on the 20th.
1940.10.24:||Convoy HX.83 departed Halifax. Convoy OB.234 departed Liverpool.
1940.10.24:||Convoy SC.9 Departed Sydney CB for Liverpool on 9 November 1940.|Estimate 31 merchants and 8 escorts.|Lumber Ore Metals Oils Sugar
1940.10.25:||Convoy BN.8 Departed Bombay for Suez on 11 November 1940.|Estimate 28 merchants and 8 escorts.|Troops Stores|ANTENOR (Br) 11,174 tons|HMS BRECONSHIRE (Br) 10,000 tons
1940.10.27:||Convoy SL.53 Departed Freetown for Liverpool November 18, 1940.|Estimate 24 Vessels with ocean escort.|Produce Cereals Fuel Oils Whaet Sugar|ARAWA (Br) 14,462 tons AMC
1940.10.29:||Convoy SC.10 Departed Sydney CB for Liverpool on 13 November 1940.|Estimate 14 merchants and 3 escorts.|Wheat Lumber General Iron Phosphates.
1940.10.31:||Convoy HG.46 Departed Gibraltar for Liverpool on 19 November 1940.|Estimate 48 merchants 9 escorts.|Iron Pyrites Ore Oxide Onions Cork Wine Pitprops|DERBYSHIRE (Br) 11,660 tons|THYSVILLE (Bel) 8,351 tons
November 1940
1940.11.01:||Convoy SLS.54 Departed Freetown for Liverpool November 26, 1940.|Estimate 12 Vessels light escort.
1940.11.01:||Convoy FS.325 departed Methil for Southend. Convoy HX.85 departed Halifax. Convoy SLS.54 departed Freetown for Liverpool.
1940.11.04:||Convoy SL.54 Departed Freetown for Liverpool November 26, 1940.|Estimate 26 Vessels with ocean escort.|Tea Pig Iron Oils Jute Produce
1940.11.09:||Convoy SC.11 Departed Sydney CB for Liverpool on 26 November 1940.|Estimate 38 merchants and 6 escorts.|Lumber Maize Steel Grains Ore
1940.11.11:||Convoy FN.332 departed Southend. Convoy FS.333 departed Methil. Convoy OB.242 departed Liverpool.
1940.11.12:||Convoy SL.55 Departed Freetown for Liverpool December 2, 1940.|Estimate 36 Vessels with ocean escort.|MORETON BAY (Br) 14,193 tons AMC
1940.11.13:||Convoy SC.12 Departed Sydney CB for Liverpool on 29 November 1940.|Estimate 17 merchants and 6 escorts.|Ore Lumber Wheat Fuel Oil Pitprops.
1940.11.14:||Convoy HX.87 of sixteen steamers departed Halifax. Convoy BHX.88 departed Bermuda. Convoy FS.335 departed Methil for Southend. Convoy FN.334 departed Southend for Methil.
1940.11.17:||Convoy OB.244 departed Liverpool with heavy escort. Convoy FN.336 departed Southend for Methil. Convoy FS.337 departed Methil for Southend.
1940.11.17:||Convoy HX.89 with twelve steamers departed Halifax.
1940.11.19:||Convoy SLS.56 Departed Freetown for Liverpool December 12, 1940.|Estimate 20 Vessels with ocean escort.
1940.11.20:||Convoy HG.47 Departed Gibraltar for Liverpool on 4 December 1940.|Estimate 30 merchants 5 escorts.|Ore Pitprops Minerals Iron Pyrites
1940.11.22:||Convoy SC.13 Departed Sydney CB for Liverpool on 7 December 1940.|Estimate 43 merchants and 6 escorts.|Ore Phosphates General Steel Lumber Nitrates Maize.
1940.11.25:||Convoy COLLAR Departed GIBRALTAR for MALTA on 28 November 1940.|Estimate 3 merchants unknown escort.|NEW ZEALAND STAR Br 12,436 tons
1940.11.27:||Convoy BN.10 Departed Bombay for Suez on 10 December 1940.|Estimate 34 merchants 6 escorts.|7 merchants 7,000+ tons.
1940.11.27:||Convoy BN.10 Departed Bombay for Suez on 10 December 1940.|Estimate 34 merchants heavy escort.|HMS X2 CAPTURED ITALIAN SUBMARINE
1940.11.28:||Convoy SL.57 departed Freetown under escort. Convoy OB.251 departed Liverpool under escort.
1940.11.30:||Convoy SC.14 Departed Sydney CB for Liverpool on 17 December 1940.|Estimate 22 merchants unknown escort.|Steel Lumber Wheat Pig Iron Oils
December 1940
1940.12.04:||Convoy OB.254 departed Liverpool. Convoy BS.10 departed Suez. Convoy FN.350 departed Southend for Methil. Convoy FS.353 departed Methil for Southend.
1940.12.08:||Convoy SC.15 Departed Sydney CB for Liverpool on 23 December 1940.|Estimate 28 merchants and 1 escort.|Phosphates Lumber Ore Fuels Grains Sulphur Scrap|CILICIA (Br) 11,136 tons AMC
1940.12.09:||Convoy OG.47 with thirty ships departed Liverpool and Bristol. Convoy HG.48 with nineteen ships departed Gibraltar.
1940.12.12:||Convoy AN.10 Departed PORT SAID for PIRAEUS, Greece on 17 December 1940.|Estimate 9 merchants unknown escort.|DESMOULEA Br 8,120 tons
1940.12.12:||Convoy OB.258 departed Liverpool under heavy escort.
1940.12.12:||Convoy SL.60 Departed Freetown for Liverpool January 13, 1941.|Estimate 30 Vessels with ocean escort.|Benzine Oilcake Copper Ore Dates Cereals Crude-Oil
1940.12.14:||Convoy HX.96 departed Halifax at 1300 for Liverpool 12.30.
1940.12.15:||Convoy SC.16 departed Halifax at 1100 with ocean escort. Convoy SL.59 departed Freetown.
1940.12.15:||Convoy SC.16 Departed Halifax for Liverpool on 31 December 1940.|Estimate 15 merchants and 7 escorts.|General Lumber Grains Scrap Tractors.
1940.12.16:||Canadian troop convoy TC 8 departed Halifax.
1940.12.16:||Convoy TC.8 Departed Halifax for Clyde on 25 December 1940.|Estimate 4 merchants troops and 4 escorts.
1940.12.18:||Convoy BN.11 Aden for Suez on 25 December 1940.|Estimate 30 merchants 5 escorts.|6 merchants 7,000+ tons.
1940.12.22:||Convoy SLS.60 departed Freetown for Liverpool.
1940.12.23:||Convoy SC.17 Departed Halifax for Liverpool on 8 January 1941.|Estimate 22 merchants and 7 escorts.|Steel Phosphates Wheat Sugar Spoolwood.|MALOJA (Br) 20,914 tons AMC
1940.12.27:||Convoy BN.12 Departed Bombay for Suez on 9 January 1941.|Estimate 29 merchants and 6 escorts.|EL NIL (Eg) 7,775 tons|NORDANGER (Nor) 9,297 tons|5 merchants 7,000+ tons.
1940.12.29:||Convoy HG.49 Departed Gibraltar for Liverpool on 15 January 1941.|Estimate 24 merchants 7 escorts.|Wine Pyrites Pitprops Ore Fruit Sardines Onions Oranges
steelwarrior
02-05-13, 09:41 AM
I somehow do not find the patch for OHII - can someone post the link please?
I somehow do not find the patch for OHII - can someone post the link please?
http://www.gamefront.com/files/22794010/OHII+v2+Mission+Fix+WA.7z
THE_MASK
02-05-13, 05:06 PM
The convoys and teskforce etc do not work the same as single named ships.
Yes the unique ships will die and not return - so this can be achieved outside any layer.
The layers that control the convoys - have a reshoot option and cooldown.
So if we wanted a convoy to sail from a to b every week then we would set it to run between dates - say 1940 to 1941. We then tell it to cooldown for 7 days. This will result in the convoy going from a to b once per week.
If we want a unique convoy/taskforce (OHII has many) we set strick dates for it. So convoy HX123 will be set to sail from a to b and the date range will be set 10/05/1940 to 11/05/1940 and a coolddown of one day.
SO this turns the convoy its self into a unique convoy.
:yeah:Not really what i was after . So , is there a layer of unique destroyers that would sail from point a to b in a campaign that if i kill will not be replaced . Scenario , there is the usual traffic following the nodes but if i knock out some destroyers it might make the rest of the campaign a bit easier . Say you had a couple of pesky destroyers running up and down the east coast of England etc . Just another layer to make it harder :Kaleun_Salivating:
Something i don't understand:
In this mission, ok i've sinked full bar of merchants, but with the big Queen Elisabeth i sinked the day before, the warship bar didn't move :o
...and time is running out :shifty:
Oh, well, an other mission failed...but not my fault!
http://img15.hostingpics.net/pics/768300SH5Img20130206114321.jpg
THE_MASK
02-05-13, 08:48 PM
Whats that grey contact bottom left , if its the invasion convoy attack it when it enters the mission area .
Grey box contact is warship, yeah.
But current date is april 10, and mission limit is april 11...
Furthermore i saw at least 2 full task forces heading Narvik, one escorting the Queen Elisabeth battleship that i sunk, and an other one probably escorting a plane carrier (couldn't see it, but some planes patrolling the area. Way too far from British bases)
Problem is it seems the battleship didn't count!...
THE_MASK
02-05-13, 09:11 PM
Grey box contact is warship, yeah.
But current date is april 10, and mission limit is april 11...
Furthermore i saw at least 2 full task forces heading Narvik, one escorting the Queen Elisabeth battleship that i sunk, and an other one probably escorting a plane carrier (couldn't see it, but some planes patrolling the area. Way too far from British bases)
Problem is it seems the battleship didn't count!... I cannot offer anymore intelligence other than i spotted a task force with a lot of merchants . Try a bit harder next time hey .
Try a bit harder next time hey .
Don't know what to do else than sinking battleship of 31000 tons! :Kaleun_Mad:
Silent Steel
02-06-13, 03:23 AM
Just recently got the mod for my new computer and I'm getting grey textures for some but not all new ships and aircraft. Anyway to fix this?
Try this;
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6318
THE_MASK
02-06-13, 05:05 AM
Don't know what to do else than sinking battleship of 31000 tons! :Kaleun_Mad:Similar things have happen in my campaigns , i just carry on and try to forget it :Kaleun_Crying:
Trevally.
02-06-13, 12:44 PM
Not really what i was after . So , is there a layer of unique destroyers that would sail from point a to b in a campaign that if i kill will not be replaced . Scenario , there is the usual traffic following the nodes but if i knock out some destroyers it might make the rest of the campaign a bit easier . Say you had a couple of pesky destroyers running up and down the east coast of England etc . Just another layer to make it harder :Kaleun_Salivating:
Yes - this could be done, but
When making units unique - we do it to the class - so say we make A type DDs unique.
We need to name some DDs and when those names are gone - they are gone.
So we would need a large list on name or the cmapaign may run out later
Trevally.
02-06-13, 12:45 PM
Something i don't understand:
In this mission, ok i've sinked full bar of merchants, but with the big Queen Elisabeth i sinked the day before, the warship bar didn't move :o
...and time is running out :shifty:
Oh, well, an other mission failed...but not my fault!
Grey box contact is warship, yeah.
But current date is april 10, and mission limit is april 11...
Furthermore i saw at least 2 full task forces heading Narvik, one escorting the Queen Elisabeth battleship that i sunk, and an other one probably escorting a plane carrier (couldn't see it, but some planes patrolling the area. Way too far from British bases)
Problem is it seems the battleship didn't count!...
Don't know what to do else than sinking battleship of 31000 tons! :Kaleun_Mad:
:hmmm:
Be more aggressive:arrgh!:
Trevally.
02-06-13, 12:54 PM
http://img689.imageshack.us/img689/5138/38992159.jpg
There are two areas of operation for this objective.
The waters around Norway and the waters around Narvick
So your sinking of the BB did count for the Narvick area but not the Norway area
Sartoris
02-06-13, 03:02 PM
Trevally, how does refuelling work? I arrived at the spot (the yellow square with the fuel) and expected to find a milk cow, but there was nothing there. Bdu told me to request a resupply and that they would then send me coordinates of the milk cow, but how do I do this? Then, after I waited for some time, the yellow square disappeared and appeared somewhere else. I went there, but again nothing happened. This was during the attack on USA campaign, somewhere along the west coast.
Ok Trevally, i just understood what was wrong with me :up:
I thought first tonnage bar was for any merchants, and bottom bar for British war ships...only in Narvik area drawed on map! I was wrong :wah:
So the battle ship counted in the first tonnage bar! But was expecting it in the bottom one! Crap! My bad...
In this mission, i saw on map only the Narvik area cercled in blue (as usual) so i thought action would be ONLY in this area!
Never thought i could sink boats around all Norway (like your pict above) that would have counted for the bottom tonnage bar...
Usually, you have to sink boats within the area drawn on map to be counted :)
I probably didn't read enough between the lines of the mission task :nope:
My apologies for having a doubt on your amazing missions :sunny:
Trevally.
02-06-13, 04:39 PM
Trevally, how does refuelling work? I arrived at the spot (the yellow square with the fuel) and expected to find a milk cow, but there was nothing there. Bdu told me to request a resupply and that they would then send me coordinates of the milk cow, but how do I do this? Then, after I waited for some time, the yellow square disappeared and appeared somewhere else. I went there, but again nothing happened. This was during the attack on USA campaign, somewhere along the west coast.
You need to talk to the radio man and request resupply.
Then you will get a new icon showing where the tanker is.
When you get close - a tanker will spawn. Watch that he will be moving - so chase after it if you have too.
You need to get very close to it to get the resupply option.:yeah:
Remember and patch your exe with TDWs patcher - look for the resupply fix. This will let you request a resupply more than once:up:
Trevally.
02-06-13, 04:42 PM
Ok Trevally, i just understood what was wrong with me :up:
I thought first tonnage bar was for any merchants, and bottom bar for British war ships...only in Narvik area drawed on map! I was wrong :wah:
So the battle ship counted in the first tonnage bar! But was expecting it in the bottom one! Crap! My bad...
In this mission, i saw on map only the Narvik area cercled in blue (as usual) so i thought action would be ONLY in this area!
Never thought i could sink boats around all Norway (like your pict above) that would have counted for the bottom tonnage bar...
Usually, you have to sink boats within the area drawn on map to be counted :)
I probably didn't read enough between the lines of the mission task :nope:
My apologies for having a doubt on your amazing missions :sunny:
Thats ok Fifi - the objective instructions and not very clear on this one.
I should realy add a new patrol area to show what is required:)
Yeah, i think so...could be usefull for non English natives and stupid like me :haha:
Or maybe just adding a line in task text saying we can hunt around Norway coasts...
Sartoris
02-06-13, 05:41 PM
You need to talk to the radio man and request resupply.
Then you will get a new icon showing where the tanker is.
When you get close - a tanker will spawn. Watch that he will be moving - so chase after it if you have too.
You need to get very close to it to get the resupply option.:yeah:
Remember and patch your exe with TDWs patcher - look for the resupply fix. This will let you request a resupply more than once:up:
Thank you!
About radio messages, i'm receving lot of contacts and messages using square grid :hmmm:
http://img15.hostingpics.net/pics/742847Sanstitre.jpg
I can't localize them as i don't have square grid map...is there anything i missed?
Other thing Trevally, if i may ask...
Would it be possible to consider releasing an OHII Full special for real navigation, meaning with tonnage goals way reduced, and matching approximatively what was reality?
Just because real nav is wayyy harder than stock game!
About radio messages, i'm receving lot of contacts and messages using square grid :hmmm:
I can't localize them as i don't have square grid map...is there anything i missed?
I suggest you to enable illyustrator's KQM grid map, but beware that grey messages are there just for immersion :03:
Illyustrator
02-07-13, 06:47 AM
About radio messages, i'm receving lot of contacts and messages using square grid :hmmm:
http://img15.hostingpics.net/pics/742847Sanstitre.jpg
I understand that the "3169 AF" is the exact target designation? :hmmm:
I could not do MQK (Square within a Square).
This means that literally should take only the first two digits "31 .. AF". Next you need to understand yourself. Which may be the target with the numbers "69". This can be understood by looking at the numbered squares.
... This can be understood by looking at the numbered squares.
The following articles explain it all:
http://www.uboataces.com/articles-naval-grid.shtml
http://uboat.net/maps/grid.html
Maybe you should put a link to them into MarineQuadratKarte thread, Illyustrator :03: :up:
Illyustrator
02-07-13, 10:45 AM
The following articles explain it all:
http://www.uboataces.com/articles-naval-grid.shtml
http://uboat.net/maps/grid.html
Maybe you should put a link to them into MarineQuadratKarte thread, Illyustrator :03: :up:
Thank you, gap. Good help.:up:
Thank you, gap. Good help.:up:
My pleasure :salute:
Don't know if it's the right place to ask...but i think it's campaign related :yep:
In OHII, does the destoyers (and any kind of boats BTW) can run out of fuel?
Or do they have unlimited fuel?
Same goes for depth charges...does destroyers have unlimited depth charges?
Don't know if it's the right place to ask...but i think it's campaign related :yep:
In OHII, does the destoyers (and any kind of boats BTW) can run out of fuel?
Or do they have unlimited fuel?
Same goes for depth charges...does destroyers have unlimited depth charges?
Depth charges and ammo are limited, their loadouts being set in guns_radars_01.sim. But note that loadouts are reset to standard figures every time an unit gets outside the "rendered" SH5 world (20 or more km from player's position).
I am not sure about fuel, but it is probably unlimited.
Good to read, Gap :up:
About fuel, well...no big deal. Was worried most of all for charges :yep:
So i have to open guns_radars_01.sim to know how many each destroyer can launch on my head :ping:
Good to read, Gap :up:
About fuel, well...no big deal. Was worried most of all for charges :yep:
So i have to open guns_radars_01.sim to know how many each destroyer can launch on my head :ping:
Exactly: look for wpn_DCRack, wpn_Kgun, or wpn_Hedgehog controllers, open them and expand their ammo_storage group. :up:
First,
I have had the pleasure never to actually have to play the stock SH-5 campaign and, in fact, did not consider buying it until I read about this campaign enhancement getting rid of the terribly arcardish vanilla campaign.
But I have come across some oddities in my first campaign, which is now in December 1939, that I believe are related to this mod.
For instance, I once engaged a convoy in the British coastal area some time in October '39. It was unescorted, which seems right for this period, but almost all of the (merchant) ships in it were heavily armed which does not seem correct for this year. Also it had some Liberty-freighters in it, which I believe didn't exist back then.
Another thing, I just recently encountered a single Iclandic(!) passenger ship coming from Iceland going to England which kinda made me chuckle, since Iceland didn't even exist as a sovereign nation in 1939. Since it was also armed I naturally saw through the British ruse trying to confuse me with some fantasy flags and promply sunk it :arrgh!:
It was, btw, a Uekel small passanger ship. I seem to encounter an awful lot of these everywhere. Very few freighters as lone merchants but many many of these little buggers.
THE_MASK
02-13-13, 07:11 PM
First,
I have had the pleasure never to actually have to play the stock SH-5 campaign and, in fact, did not consider buying it until I read about this campaign enhancement getting rid of the terribly arcardish vanilla campaign.
But I have come across some oddities in my first campaign, which is now in December 1939, that I believe are related to this mod.
For instance, I once engaged a convoy in the British coastal area some time in October '39. It was unescorted, which seems right for this period, but almost all of the (merchant) ships in it were heavily armed which does not seem correct for this year. Also it had some Liberty-freighters in it, which I believe didn't exist back then.
Another thing, I just recently encountered a single Iclandic(!) passenger ship coming from Iceland going to England which kinda made me chuckle, since Iceland didn't even exist as a sovereign nation in 1939. Since it was also armed I naturally saw through the British ruse trying to confuse me with some fantasy flags and promply sunk it :arrgh!:
It was, btw, a Uekel small passanger ship. I seem to encounter an awful lot of these everywhere. Very few freighters as lone merchants but many many of these little buggers.What mods are you using ?
I'm essentially using your mod list ;)
Im also somewhat certain I have the most recent version of each mod. Downloaded the all-in-one file and replaced the outdated mods. I also have the Marinequadratkarte mod, but of all those only OH influences the campaign I believe.
One thing strange i noticed in OHII:
3 times i've encountered an hospital ship, 3 times he was slowing down to 3 knots as he closes me while i was underwater...just like if he spotted me each time :o
But i know it wasn't the case. He always keep same heading without trying to escape.
This is the only boat acting like this...Bug or?
One thing strange i noticed in OHII:
3 times i've encountered an hospital ship, 3 times he was slowing down to 3 knots as he closes me while i was underwater...just like if he spotted me each time :o
But i know it wasn't the case. He always keep same heading without trying to escape.
This is the only boat acting like this...Bug or?
Can't say about slowing the speed, but as for the behaviour (no trials for escape) - thats normal, also for all "neutrals":yep: And that is realistic behaviour:up:
I agree Vlad :yep:...but the slowing part was each time quite strange.
Trevally.
02-18-13, 01:24 PM
I also find it a little sad that StormFly's excellent thread has degenerated into politics. Agreeing or disagreeing with Silent Steel's sig is fine, but guns belong in General Topics.
I posted the here as I did not want to add to the degenerates of Stormfilys thread:O:
Anyway - the point I wanted to make was that nobody from SH5 uses the General Topics forum and should it not be that gun belong in an armoury:doh::D
I posted the here as I did not want to add to the degenerates of Stormfilys thread:O:
Anyway - the point I wanted to make was that nobody from SH5 uses the General Topics forum and should it not be that gun belong in an armoury:doh::D
Should I ask a moderator to move this thread (http://www.subsim.com/radioroom/showthread.php?t=198510&page=32) into the General Topics forum? :hmm2: :D
Rudeljaeger
02-18-13, 03:21 PM
Hi on the screenshots I see two U-Boats docked in the bunker, but when I just installed the mod there is still only one....Is this of some significance? Just want to make sure I dont start a new campaign and later discover I missed something.
volodya61
02-18-13, 03:30 PM
Two boats in the dock only in some campaigns :yep: not in the first one..
Rudeljaeger
02-18-13, 05:05 PM
Thanks!
Troutish
02-21-13, 10:10 PM
I have just tried to install this mod but no luck. I put the directories within JSGME and it simply is not patching (the new campaigns do not appear)
i installed JSGME within the SH5 root directory, and it SAYS that OHII is enabled, but its not
Any suggestions?
Troutish
THE_MASK
02-21-13, 10:52 PM
When you clicked on the yellow jsgme icon that was created in your main SH5 game folder (not the Ubisoft Game Launcher ) , did the mod enabler make a folder called MODS ? Did you put the Open Horisons folder in that MODS folder and then ebabled it ? Are you patched to 1.2 with the official patch ?
Trevally.
02-22-13, 07:58 AM
Finally started v2.1 :ping:
So far
Added flag fix for Russian ships by Rongel
Fixed missions within campaign WA
Fixed common layer - all campaigns
Fixed Willemstad and Oranjestad
Fixed many ports in SA, USA, Canada, UK, Denmark, Sweden and Spain. They will now show in game:oops:
:up:
Finally started v2.1 :ping:
:yeah: :woot:
volodya61
02-22-13, 09:47 AM
Great news, Trevally! :yeah:
I just recall this - http://www.subsim.com/radioroom/showpost.php?p=1946093&postcount=2113
Trevally.
02-22-13, 10:06 AM
I just recall this - http://www.subsim.com/radioroom/showpost.php?p=1946093&postcount=2113
Hi Volodya
Yes - I had not forgotten that.
Between you and Gap - I have a huge list of fixes still to do:arrgh!:
:O::D
Oh no! http://img.photobucket.com/albums/v64/GT182/faint.gif I can see another mod reinstall and a new campaign restart coming again. :yep:
Oh well... Keep up the good work Trev. :up: :salute:
Yes - I had not forgotten that.
Between you and Gap - I have a huge list of fixes still to do:arrgh!:
Take your time and let me know when you run short of ideas: my list of special operations is still uncomplete. :03: :D
If I remember correctly, so far it includes refittings in Spanish ports, refittings at sea, blockadebreakers/auxiliary cruisers escorts and weather boats escorts. Still to do:
- weather reporting duties
- spy/equipment dropping missions
- naval operations which involved Ubootwaffe :up:
Trevally.
02-22-13, 12:53 PM
:D
Fixing the common layer is the foundation for the resupply options etc we discussed:up:
Finally started v2.1 :ping:
:up: That's great news! Even though current version is already fantastic.
I'm so far away to finish it...it will take me many month to achieve it :)
volodya61
02-22-13, 03:50 PM
I'm so far away to finish it..
:haha:
My friend, I am interested this game for over a year and didn't go a step further the first three campaigns..
TheDarkWraith
02-22-13, 04:06 PM
I've never made it out of Total Germany :88)
Targor Avelany
02-22-13, 05:14 PM
I've never made it out of Total Germany :88)
I have never made it out of total germany or coastal waters, for that matter...
THE_MASK
02-22-13, 05:28 PM
http://www.youtube.com/watch?v=OyBSrBqogPY
redline202
02-22-13, 05:35 PM
http://www.youtube.com/watch?v=OyBSrBqogPY :O:
volodya61
02-22-13, 06:20 PM
Hi John!
Probably this will be interesting for you - http://www.subsim.com/radioroom/showpost.php?p=2014493&postcount=558
I've not made it out of the first campaign either. So a restart won't be all that bad.... especially if Trev and Doc have something interesting up their sleves we don't know about. :03:
Silent Steel
02-23-13, 01:04 AM
I have just tried to install this mod but no luck. I put the directories within JSGME and it simply is not patching (the new campaigns do not appear)
i installed JSGME within the SH5 root directory, and it SAYS that OHII is enabled, but its not
Any suggestions?
Troutish
Hi Troutish, try this
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6385
BTW - in the menu where you choose campaign - type; silentotto and all campaigns open up
Silent Steel
02-23-13, 01:19 AM
Finally started v2.1
:yeah:
Silent Steel
02-23-13, 01:23 AM
Oh no! http://img.photobucket.com/albums/v64/GT182/faint.gif I can see another mod reinstall and a new campaign restart coming
Check your PM :up:
Silent Steel
02-23-13, 01:57 AM
T... so far it includes refittings in Spanish ports, refittings at sea, blockadebreakers/auxiliary cruisers escorts and weather boats escorts. Still to do:
- weather reporting duties
- spy/equipment dropping missions
- naval operations which involved Ubootwaffe :up:
:o can't wait :up:
Silent Steel
02-23-13, 02:02 AM
Probably this will be interesting for you - http://www.subsim.com/radioroom/showpost.php?p=2014493&postcount=558
Or even these masterpieces; Charlie the unicorn (http://www.youtube.com/results?search_query=charlie+the+unicorn+1+2+3+4+a nd+5&oq=charlie+the+unicorn&gs_l=youtube.3.6.0l10.2483.5714.0.9801.12.5.0.7.7. 1.152.516.1j4.5.0...0.0...1ac.1.P6hOuXF4rYA)
Trevally.
02-23-13, 11:09 AM
Update:ahoy:
Fixed all "request mission" issues
Fixed the pen where a uboat would scrape your paintwork
Added two new ports - Cadiz and Las Palmas:rock:
Added new ability to resupply your boat from German supply ships docked neutral ports (Ferrol, Vigo, Cadiz & Las Palmas)
See here for info about resupply (http://www.subsim.com/radioroom/showpost.php?p=1944568&postcount=2078)
and here (http://www.subsim.com/radioroom/showpost.php?p=1945659&postcount=2101)
:|\\
Tonci87
02-23-13, 11:26 AM
Update:ahoy:
Fixed all "request mission" issues
Fixed the pen where a uboat would scrape your paintwork
Added two new ports - Cadiz and Las Palmas:rock:
Added new ability to resupply your boat from German supply ships docked neutral ports (Ferrol, Vigo, Cadiz & Las Palmas)
See here for info about resupply (http://www.subsim.com/radioroom/showpost.php?p=1944568&postcount=2078)
and here (http://www.subsim.com/radioroom/showpost.php?p=1945659&postcount=2101)
:|\\
Sounds great, how about giving the player some hint that he can refit in that port. A Radio message maybe?
Update:ahoy:
Awesome news, Trevally :yeah:
Sounds great, how about giving the player some hint that he can refit in that port. A Radio message maybe?
Good idea, if possible! :up:
P.S: shouldn't be possible to implement refitting availability dates as campaign-specific messages, making them into generic historical messages shouldn't be a big deal :up:
something like:
"from xx/xx/xx the oiler xxx will be at dock in the Spanish port of Xxx, and available for emergency refittings."
and
"from xx/xx/xx the oiler xxx won't be anymore available for refitting in Xxx port"
Some mention to the secrecy of the operation and to the required discretion, would increase immersion :03:
Trevally.
02-23-13, 12:10 PM
Foggy Cadiz
http://img841.imageshack.us/img841/6839/caliz.jpg
http://img29.imageshack.us/img29/1271/refit.jpg
Good idea guys - I will look at messages
There is a port icon that when clicked on will show a German port with the ships name:yep:
Foggy Cadiz
There is a port icon that when clicked on will show a German port with the ships name:yep:
Awesome! :sunny:
steelwarrior
02-27-13, 01:46 AM
Great - thanks - where to downlaod these updates - somehow could not find a link - I mena the updates since OHII full version... thanks a lot!
^^^^ Not avalaible yet! :)
finchOU
03-09-13, 12:04 AM
How long to patrol secondary mission area? I'm on NW approaches and have been within the 200km radius for about 55 hours now with no change.
Trevally.
03-09-13, 04:29 AM
72 hours
Trev, is there any way to include repairs being done when you Refit out side of your home port?
And one other thing I've never seen in OHII Full 2.0.... Lifeboats. No idea why they don't show up, unless a lifeboat mod has to be installed thru JSGME.
finchOU
03-09-13, 11:22 AM
72 hours
Thanks.....is it different for each mission?
Bothersome
03-09-13, 02:17 PM
I have question on a mission thingy...
I'm on the Monsun Gruppe and I have a long way to travel in a VIIC.
I radio for a supply ship and he is following me.
First time I did the refit and the refit happens and I sail on but the ship is still following me. Is that normal? I can't seem to refit from him again, so why is he still following me?
So I reloaded before accepting the refit. Figured, well since you gonna follow me anyway, might as well get all a I can from the situation. I'll try leading him away and around from hazardous areas till i get close to my objective area. Then accept the refit.
But my main question is, is the refit script broke?
My mod layout as follows...
FX_Update_0_0_21_ByTheDarkWraith
Remove Electric Torpedo Wakes
sobers see thru wake fix
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
OPEN HORIZONS II_full v2
NewUIs_TDC_7_1_0_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
TDW_Ship_Inertia_1_1_0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 3.b No Underwater Impurity Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
R.E.M. - hydrophone mute for player fix (TDW compatible)
The "sticky ship" is a known issue, Bothersome.
It can happen with both, friendly and enemy vessels. As far as I know, it is not related to OHII or to any other mod for that matter. Maybe an unfinished or lame stock feature? Who knows. Anyhow, saving and reloading usually solves the issue (...or, in another perspective, it breaks the feature!) :up:
Bothersome, I wonder if it's due to you having these 2 mods installed at the same time.... TDW_Ship_Inertia_1_1_0 and IRAI_0_0_39_Inertia_Damage, They could be causing a conflict.
I'm not using either one but it just seemed it could be the problem, seeing Inertia is the keyword in both mods. Maybe someone else can confirm.
Bothersome, I wonder if it's due to you having these 2 mods installed at the same time.... TDW_Ship_Inertia_1_1_0 and IRAI_0_0_39_Inertia_Damage, They could be causing a conflict.
I'm not using either one but it just seemed it could be the problem, seeing Inertia is the keyword in both mods. Maybe someone else can confirm.
No Gary, TDW Ship Inertia has nothing to do with the problem reported by Bothersome and, incidentally, IRAI_0_0_39_Inertia_Damage doesn't conflict with TDW_Ship_Inertia_1_1_0. On the contrary, it was developped for making IRAI compatible with the latter :03: :salute:
Thanks Gap... I did not know that. If I didn't ask...... ;)
Thanks Gap... I did not know that. If I didn't ask...... ;)
:up:
Bothersome
03-09-13, 07:42 PM
Thanks for the replies guys. I tried to sail around an airplane infested area. We dodged the first plane on it's way out and back. But the second plane came right at me. I saved the game at the point of contact on the second plane and tried different scenarios. First I tried to fight off the plane. That don't work too well. Upon reload, dive the boat, and observe refueler ship following. It goes into evasive maneuvers. Never does catch back up. Planes never attacked the ship though. I guess cause it was un-armed. Noble British and all. I had not accepted the supplies yet in that scenario. Next I reload and accept the supplies to top off the tanks. Dive the boat and observe. Ship goes to evade as before and eventually head directly away from planes last known position. Finally after I get about 50km away, it goes to stop and just sits there. After sailing on for several days, it's still sitting in same position. Either the enemy is constantly reporting its location to keep it on my map, or it's giving me it's location somehow (radio?). I'd hate to think it's props got blown off and it's all my fault. :shifty:
I'm only here now because a plane was sighted coming at me from the base on the horn of Africa. The program crashed to DT. So here I am.
I will now hope I don't have to sail too far from my last auto-save position.
@ Bothersome
You are probably the first OHII player who reported on a refitting from one of these:
http://www.subsim.com/radioroom/showthread.php?p=1950598#post1950598
:up: :woot:
keysersoze
03-09-13, 11:11 PM
@ Bothersome
You are probably the first OHII player who reported on a refitting from one of these:
http://www.subsim.com/radioroom/showthread.php?p=1950598#post1950598
:up: :woot:
Out of curiosity, to what extent has OHII modeled historical resupply operations? I know where we could find a chart with the dates and areas of operations for all the milk cows/resupply boats that were operational during the war. Would this be useful?
Bothersome
03-09-13, 11:14 PM
Thank you very much...
There is one thing I didn't mention in the earlier post about this refit thingy...
You can't just stop and do a long simulated refit as it would take in real life. This ship will try to run you over. You must keep moving and match it's speed and pretend to do a refuel and loading while moving. I know that didn't come along until some time later by the American Navy. But it beats getting run over. It will continue to try and run you over even after you have done the refit. So you can use the oportunity to play with it. It only turned around once an enemy plane got in visual range of it.
I didn't try the refit, save, reload, to see if that would change its mind.
I just thought some looking into the script on it might be in order to give it new orders after the refit was done.
Silent Steel
03-10-13, 02:14 AM
My mod layout as follows...
You could try this load order;
FX_Update_0_0_21_ByTheDarkWraith
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
NewUIs_TDC_7_1_0_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
TDW_Ship_Inertia_1_1_0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
OPEN HORIZONS II_full v2
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 3.b No Underwater Impurity Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
Remove Electric Torpedo Wakes
sobers see thru wake fix
R.E.M. - hydrophone mute for player fix (TDW compatible)
Bothersome
03-10-13, 02:44 AM
Steel, that's an interesting load order... Can you elaborate on why it should be that way?
The reason I loaded mine in the order I listed was because I was trying to make the newest mods (edited or updated) to be loaded more last. In this way, I was thinking that the authors would have taken into account changes to be compatible with mods already out there and probably being used.
Most notably Steel Viking's Interiors will overwrite some of the files from some of the new mods. And I didn't want an older mod messing up a newer released mod.
Is my thinking wrong here? Can anyone explain the why a mod should loaded before or after another? This is one the main reasons we the users are having so much trouble moding this game. We don't know what is being affected when a file gets over-written.
No offence, but i think you are wrong about release dates.
For instance if you let overwrite SteelViking interior mod by whatever latest other mod wich share same files, it could brake some of its nice features.
So sometimes, it's better to keep older mod last in list...all depending wich file is overwritten and what effect you want to see!
That's complicated :haha:
Trevally.
03-10-13, 04:42 AM
I have question on a mission thingy...
I'm on the Monsun Gruppe and I have a long way to travel in a VIIC.
Hi Bothersome
Im glad to hear any feedback about your Monsun campaign:salute:
When making it, Gap and I found some bugs with the refuelling within the game (you can only refuel once:o)
As so often happens here - our great SH5 community steps in with help.
FromHell made a mod called "sort of IX typr boat (http://www.subsim.com/radioroom/downloads.php?do=file&id=3452)" (it is also now an add on for OHII) - this gives us the greater distance etc
TDW then fixed the bug and we can refuel as often as we like (patcher fix (http://www.subsim.com/radioroom/showthread.php?t=181433) required)
.Campaign Monsun Gruppe
This campaign was added in version 1.9 and adds the Indian Ocean. Many new harbours, nations and shipping had to be added. Anyone looking to edit this campaign - the files are not common with other campaigns, so must not be shared.
As the campaign is based on the Monsun Boats (http://en.wikipedia.org/wiki/Monsun_Gruppe), I have tried to follow this as much as I could but there are some limitations with the game as it is now.
IX Type boats.
Due to the large distances to get to the Indian Ocean - the IX type boat was used due to its greater range and load out. This type of boat is not in the game yet and if it ever does make it, I will add it then. But for now we are stuck with the type VIIC41.
Refueling.
Refueling and spares was one of the biggest challenges that the boat faced (other than air attacks) and OHII tries to add this. Resupply tankers are used in most objectives in the campaign, but a game limitation restricks you to one refuel only (I had always wanted to use two) per patrol (leaving and returning to dock).
EDIT: Resupply is now fixed by TDW - Use his patcher (http://www.subsim.com/radioroom/showthread.php?t=181433) to fix this bug
If you are caught out with low fuel and can not get a resupply - I have a work around:-
Quote:
Save game and note the time that you saved and then exit to desktop.
Open your docs and goto here - C:\Users\Owner\Documents\SH5\data\cfg\SaveGames
Look for your save game (by date and time that you noted). It may not be the top one as those are auto saves - normally 3rd one down.
Open that folder and look for - GameplaySettings.cfg
open that file with notepad and it will look like this:-
[Current]
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true <<<<<<< change true to false
RealisticRepairTime=true
ManualTargetingSystem=true
NoMapUpdate=true
RealisticSensors=true
DudTorpedoes=true
RealisticReload=true
NoEventCamera=true
NoExternalView=false
NoStabilizeView=true
MPShowPlayerNames=false
MPShowTorpedoes=false
NoShipHealthBar=true
NoGunProjectilePath=true
Change the line to say "LimitedFuel=false"
save file.
Load your save game and you will have unlimited fuel so you can reach port and either dock or refit.
You can then change your fuel settings back to limited.
There is also a mod that can be used to give your boat the spec of a IX.
See here for the mod by FromHell Boat Type IX (http://www.subsim.com/radioroom/downloads.php?do=file&id=3452)
The "sticky ship" is a known issue, Bothersome.
It can happen with both, friendly and enemy vessels. As far as I know, it is not related to OHII or to any other mod for that matter. Maybe an unfinished or lame stock feature? Who knows. Anyhow, saving and reloading usually solves the issue (...or, in another perspective, it breaks the feature!) :up:
Yes there are two types of sticky ship in the game.
One where a warship (friend or foe) will stick about 8 to 10 km away. Sink it, attack it (or it gets attcked) or save/load is the only fix so far.
The other is as you are seeing Bothersome - a stick tanker. This one act just as you are saying and will RAM you if it gets a chance. I have so far only found 1 fix for this and that is to our run it:o - run full speed until you are more than 30km away:shifty:
Im sure TDW will be able to fix this when he is finished with gr2 files:up:
Trevally.
03-10-13, 04:55 AM
@ Bothersome
You are probably the first OHII player who reported on a refitting from one of these:
http://www.subsim.com/radioroom/showthread.php?p=1950598#post1950598
:up: :woot:
Out of curiosity, to what extent has OHII modeled historical resupply operations? I know where we could find a chart with the dates and areas of operations for all the milk cows/resupply boats that were operational during the war. Would this be useful?
Where gameplay allowed real refuel areas and times are factored into the campaign.
With some campaigns (Monsun is one) refueling is also scripted into the action and there is a chance you will be attacked from the air when your are dangerously exposed.
http://bc.aircadetleagueofcanada.ca/builder/uploads/plane-animation.gif (http://www.google.com/url?sa=i&source=images&cd=&cad=rja&docid=8hUx-kQ8cEL2kM&tbnid=vUIMssxvDnBy7M:&ved=0CAgQjRwwADga&url=http%3A%2F%2Fbc.aircadetleagueofcanada.ca%2Fai rcrewResources.php&ei=gVg8UfrnCKfe7AarqYGYBA&psig=AFQjCNFiIshP559fgS9mXy9LiycJXp2DgQ&ust=1362995713197920)
THE_MASK
03-10-13, 06:40 AM
I am going to catch you tomorrow Trevally . I have a nice big blade lure waiting for you . Back at the end of the week , cheers .
Trevally.
03-10-13, 07:15 AM
I am going to catch you tomorrow Trevally . I have a nice big blade lure waiting for you . Back at the end of the week , cheers .
http://blogs.agu.org/landslideblog/files/2010/10/gone-fishin.jpg (http://www.google.com/url?sa=i&rct=j&q=&esrc=s&frm=1&source=images&cd=&cad=rja&docid=j1Y2yf8pc_w0SM&tbnid=ZRy94JLBD3JETM:&ved=0CAUQjRw&url=http%3A%2F%2Fblogs.agu.org%2Flandslideblog%2F2 008%2F07%2F09%2Fgone-fishing%2F&ei=R3k8UZ_5M8fS0QWk4YDoBQ&bvm=bv.43287494,d.ZGU&psig=AFQjCNECk0Z7sgBCWpgD37sGaaFHZAFsqA&ust=1363004069316040)
http://img69.imageshack.us/img69/1244/ofb2.jpg
Out of curiosity, to what extent has OHII modeled historical resupply operations? I know where we could find a chart with the dates and areas of operations for all the milk cows/resupply boats that were operational during the war. Would this be useful?
Where gameplay allowed real refuel areas and times are factored into the campaign.
With some campaigns (Monsun is one) refueling is also scripted into the action and there is a chance you will be attacked from the air when your are dangerously exposed.
Hi keysersoze,
the information on special resupply operations that OHII is based on, is found in the following posts:
U-boat Refitting at Sea Part I: German tankers interned in Spanish Ports (http://www.subsim.com/radioroom/showthread.php?p=1944568#post1944568) (see also this post (http://www.subsim.com/radioroom/showthread.php?p=1945193#post1945193))
U-boat Refitting at Sea Part II: Surface units in the Atlantic and Indian Ocean (http://www.subsim.com/radioroom/showthread.php?p=1950598#post1950598) (see also this post (http://www.subsim.com/radioroom/showthread.php?p=1950607#post1950607))
A third part regarding resupplies from U-boat to U-boat (Milk Cows + others) was planned but never done. Notice that resupply availability dates suggested by me are based on refitting operations that actually took place an that I was aware of. It is possible that their timespan, as planned by BdU, was longer.
If you have more/better data than me, please feel free to complete and/or correct my information. Hopefully, Trevally will be able to implement your corrections with few tweaks, where possible. :up:
On a side note, resupply operations are part of a larger project regarding special U-boat operations. Data collected so far:
Special U-boat Missions Part I: Escort Duties (Auxiliary Cruisers/Blockade Runners/Supply Ships (http://www.subsim.com/radioroom/showthread.php?p=1953500#post1953500))
Special U-boat Missions Part I: Escort Duties (Blockade Runners/Weather Boats (http://www.subsim.com/radioroom/showthread.php?p=1954296#post1954296); see also this post (http://www.subsim.com/radioroom/showthread.php?p=1956009#post1956009))
Planned:
Weather report duties
Weather stations installment missions
Spy/saboteurs dropping missions
Reckon missions
Detailed Axis/Allied orders of battle for several naval operations involving U-boats' partecipation, including Operation Weserübung (Operationsbefehl Hartmut), Operation Rheinübung (battle of Denmark Strait and Sinking of the Bismark), Operation Wunderland, Operation Rösselsprung, etc.
Bothersome
03-10-13, 12:45 PM
If there's one think I'd like in the new missions....
When you have completed all your objectives, not to end the campaign mission automatically. I worked real hard to get all that done in time so that I'd have time to spare to "play around" in areas that I wanted to investigate. But the mission ends and you then have to pick a new mission era from the campaign screen.
What would happen if I didn't complete everything?
I already go out without mission orders because I hate having to wait around 5 days in some area when I know there's not much out in that area. So what if I just sluff off doing my own thing instead of worrying about mission objectives? Do I get relieved of duty? Does simple tonnage not count for anything?
Trevally.
03-10-13, 01:48 PM
If there's one think I'd like in the new missions....
When you have completed all your objectives, not to end the campaign mission automatically. I worked real hard to get all that done in time so that I'd have time to spare to "play around" in areas that I wanted to investigate. But the mission ends and you then have to pick a new mission era from the campaign screen.
What would happen if I didn't complete everything?
I already go out without mission orders because I hate having to wait around 5 days in some area when I know there's not much out in that area. So what if I just sluff off doing my own thing instead of worrying about mission objectives? Do I get relieved of duty? Does simple tonnage not count for anything?
:haha:
No - you can do what you want Bothersome,
Only the campaign objective are important:up:
keysersoze
03-10-13, 02:46 PM
Hi keysersoze,
the information on special resupply operations that OHII is based on, is found in the following posts:
U-boat Refitting at Sea Part I: German tankers interned in Spanish Ports (http://www.subsim.com/radioroom/showthread.php?p=1944568#post1944568) (see also this post (http://www.subsim.com/radioroom/showthread.php?p=1945193#post1945193))
U-boat Refitting at Sea Part II: Surface units in the Atlantic and Indian Ocean (http://www.subsim.com/radioroom/showthread.php?p=1950598#post1950598) (see also this post (http://www.subsim.com/radioroom/showthread.php?p=1950607#post1950607))
A third part regarding resupplies from U-boat to U-boat (Milk Cows + others) was planned but never done. Notice that resupply availability dates suggested by me are based on refitting operations that actually took place an that I was aware of. It is possible that their timespan, as planned by BdU, was longer.
If you have more/better data than me, please feel free to complete and/or correct my information. Hopefully, Trevally will be able to implement your corrections with few tweaks, where possible. :up:
On a side note, resupply operations are part of a larger project regarding special U-boat operations. Data collected so far:
Special U-boat Missions Part I: Escort Duties (Auxiliary Cruisers/Blockade Runners/Supply Ships (http://www.subsim.com/radioroom/showthread.php?p=1953500#post1953500))
Special U-boat Missions Part I: Escort Duties (Blockade Runners/Weather Boats (http://www.subsim.com/radioroom/showthread.php?p=1954296#post1954296); see also this post (http://www.subsim.com/radioroom/showthread.php?p=1956009#post1956009))
Planned:
Weather report duties
Weather stations installment missions
Spy/saboteurs dropping missions
Reckon missions
Detailed Axis/Allied orders of battle for several naval operations involving U-boats' partecipation, including Operation Weserübung (Operationsbefehl Hartmut), Operation Rheinübung (battle of Denmark Strait and Sinking of the Bismark), Operation Wunderland, Operation Rösselsprung, etc.
It looks like you already have an excellent start on resupply and special operations. Last night, I started typing a chart that includes the patrols, areas of operation (Kriegsmarine grid squares), and U-boats supplied for all Type XIVs and Type VIIFs. This morning, I realized that this information is all available on uboat.net, so maybe it wouldn't be very useful.
In the meantime, I spent the last several hours compiling a list of all the U-boat "special operations" I could find. You will find date, U-boat(s) involved, and type of operation. I'm sorry for the poor format. I really didn't realize the project would become as large as it did. Here's the link:
http://www.mediafire.com/view/?9oglro2fcwc6boa
PS: I've never used mediafire before, so let me know if the above link doesn't work.
Bothersome
03-10-13, 03:57 PM
The trip to Penang looks well worth the trip.
Here are a few screen shots showing Penang Harbor
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_15.47.41.jpg
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_15.48.06.jpg
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_15.48.26.jpg
I may just have to take a visitors tour around these Asian lands just to take in the sights. :D
Bothersome
03-10-13, 04:37 PM
Not nagging or anything, but I noticed a bit of a bug on this Monsun Gruppe thingy.
here is a screenshot
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_16.31.09.jpg
Notice anything unusual about the time? I'm looking mostly straight up.
This is a great mod, just trying to get the little things fixed too. :D
THE_MASK
03-10-13, 04:54 PM
Not nagging or anything, but I noticed a bit of a bug on this Monsun Gruppe thingy.
here is a screenshot
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_16.31.09.jpg
Notice anything unusual about the time? I'm looking mostly straight up.
This is a great mod, just trying to get the little things fixed too. :DIn new zealand in summer at queenstown i noticed that the sun was still up at 9 PM :hmm2:
Bothersome
03-10-13, 05:27 PM
Also one more thingy,
This should be in the early morning.
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_17.20.58.jpg
Notice the compass heading and the time. The sun is coming up from the west. The stopwatch is basically local time not GMT. Planet turning backwards?
I was sort of waiting on an early morning sunrise. But waited a bit too long. But noticed all this anyway.
I didn't know if this should be reported here or in DynEnv thread.
OK I'll just go play now. :)
Edit... well, nevermind... maybe I've been up too long playing this... I'll recheck. I guess going around the world has got my am/pm thing mixed up.. oops.
Trevally.
03-10-13, 05:35 PM
It looks like you already have an excellent start on resupply and special operations. Last night, I started typing a chart that includes the patrols, areas of operation (Kriegsmarine grid squares), and U-boats supplied for all Type XIVs and Type VIIFs. This morning, I realized that this information is all available on uboat.net, so maybe it wouldn't be very useful.
In the meantime, I spent the last several hours compiling a list of all the U-boat "special operations" I could find. You will find date, U-boat(s) involved, and type of operation. I'm sorry for the poor format. I really didn't realize the project would become as large as it did. Here's the link:
http://www.mediafire.com/view/?9oglro2fcwc6boa
PS: I've never used mediafire before, so let me know if the above link doesn't work.
Thanks keysersoze:salute:
This will be very helpful:up:
The trip to Penang looks well worth the trip.
Here are a few screen shots showing Penang Harbor
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_15.47.41.jpg
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_15.48.06.jpg
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_15.48.26.jpg
I may just have to take a visitors tour around these Asian lands just to take in the sights. :D
Glad you are liking it - send us a postcard,:sunny:
Don't let SailorSteve see that bunker in Penang:D
Not nagging or anything, but I noticed a bit of a bug on this Monsun Gruppe thingy.
here is a screenshot
https://dl.dropbox.com/u/54171727/SH5/SH5Img%402013-03-10_16.31.09.jpg
Notice anything unusual about the time? I'm looking mostly straight up.
This is a great mod, just trying to get the little things fixed too. :D
This type issue can happen in single mission games:hmmm: - I need to check if it is the same issue
7Infanterie19
03-10-13, 06:05 PM
Thanks for the upgrade Trevally! Good job!!! Much appreciated! :salute:
I usually play a few months at a time a couple of times per year. I finally made the move from 1.8, but now I see you are working on a 2.1 update to this already .. lol .. we'll have to change the mod name to OHII 1939-1941, since I never get any further than that without having to restart again because of a new update :). Too bad we can't do a true update that doesn't require a campaign restart!
I have to say that doing the missions without associated (visible) tonnage has been great! Ya, we have to fill that bar to complete the mission, but it doesn't have that same arcade feeling. It's more SH3-like for me. It just feels better to work within a time frame and sink ships of any size. Now it feels intense dealing with weather and hunting around and not finding anything for a week or two without worrying about the math. I can't count how many times I have mumbled "verdammt!" to myself :huh:. hehehe
Everything has been working great, but here are just a few things I have encountered:
I upgraded to 2.1 along with upgrading TDW UI to 7.1.0 and finally got things working after a week or so of mod juggling. I tried to add the mtns mods (full and lite in the proper order), but had nothing but problems, so I ended up not using them.
Since upgrading OHII and TDW UI, I can't use TDW's sub exhaust anymore :wah:. I'll probably have to post that problem in his thread (and Sub AI since that crashes as well).
I started using your Harbour Addition Environment Enhancement Mod for OHII. I read somewhere that the cranes and things like that are active, but everything I see is stationary. Looks good otherwise!
Also, somewhere in late 1939, I noticed a uboat parked in the way between the Wilhelmshaven pen and the exit, so when using the harbour pilot, my uboat headed right for it while turning towards the exit. I had to stop, backup, and guide it out on my own. This happened for two missions, but now the uboat is sitting further down, so it isn't a problem anymore from that point onwards.
Take your time with 2.1 .. no really .. take your time .. ;)
Cheers! :yeah:
Edit: Just started Happy Times .. Wilhelmshaven docks are alive with moving cranes and vehicles now. Nothing changed except starting this new mission.
7Infanterie19
03-10-13, 06:09 PM
And one other thing I've never seen in OHII Full 2.0.... Lifeboats. No idea why they don't show up, unless a lifeboat mod has to be installed thru JSGME.
I believe you still have to apply Rongel's lifeboats mod (after OHII).
Trevally, maybe you should merge that into OHII if Rongel is ok with it.
Since upgrading OHII and TDW UI, I can't use TDW's sub exhaust anymore :wah:. I'll probably have to post that problem in his thread (and Sub AI since that crashes as well).
I'm currently using both with OHII Full and TDW NewUIs 7.1.0...without issue :yep:
7Infanterie19, I was told that lifeboats are in OHII Full, but as I've said before, I've never had them spawn.
Now if we could update OHII from one verision to a new one without restarting our campaigns, that would be fantastic. I know the order of installing mods and then changing them around will neccessitate a restart, I wonder if there's a way around that. That would be on if the greatest fixes of SH5 for everyone.
Silent Steel
03-11-13, 12:51 AM
Steel, that's an interesting load order... Can you elaborate on why it should be that way?
I'll try to explain why arranged your list that way.
The load order for the three mods;
* FX Update/NewUIs/IRAI/IRAI Ship Inertia is correct and should run properly this way
* The Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120 only affects the data\UPCDataGE\UPCCrewData\SpecialAbilities.upc file and could be activated after the NewUIs_TDC_7_1_0_ByTheDarkWraith as well but I just left it where it was in your list
* Any interior mod should be activated after any UI mod and let overwrite yhe UI mod or there is a chance you don't get all the features of the (in this case) SteelViking's Interior Mod
* Open Horizons is a very complex mod affecting lots of features and as such it should be left alone as much as possible, i.e. (generally speaking) the further down a mod list you activate a mod the more likely is the mod not affected by any other mod
* The two OPEN HORIZONS II full/Dyn Env v2.9 mods I prefer to load in this order just because I know they run properly this way
* The 'Remove Electric Torpedo Wakes', 'sobers see thru wake fix' and ' R.E.M. don't mess with 'Dyn Env' or any other of the mods further up in your list and can be activated after OPEN HORIZONS II full/Dyn Env v2.9. That is - as stated by Gap in his info on the 'DynEnv' mod - they don't come with any of the files he states are not compatible with any other mod containing the ClimateZones.cfg, ClimateZones.tga, EnvColors_*.cfg, Weather_*.cfg files
To sum up - to make sure you really get all features included in a certain mod (i.e. unaffected by some other mod activated after it) - the further down in the mod list it should be activated. Newer or updated or not. And, unless a certain mod's author tells what files are modded in his mod there is no other way than simply check it yourself.
As you've for sure already have noticed - the longer the list the more likely some mods will overwrite some mods further up in the list.
It's all about to find out a load order that will let the mods run as properly as possible and eventually don't get CTD's.
BTW; If you, like many of us around here, get annoyed by the lengthy intro when you launch SH5 you should put the RemoveLogoIntroTheDarkWraith (http://www.subsim.com/radioroom/downloads.php?do=file&id=3870) as #1 in your list.
:up:
Bothersome
03-11-13, 03:14 AM
Thanks much Silent Steel. I'll try to investigate it a little bit more. It seems like all the guages in the boat seem to be working and I guess that's what SteelViking's mod has done. Make those work. I don't know what else it fixed or changed. But I need functionality more than eye candy.
I guess I was thinking that an interior mod might mess up DynEnv 2.9 mod. Since Gap was and is still currently working on improving DynEnv, I would think he has taken into account the overwriting of the SV's mod. I have also been helping test his weather some so I need his stuff to absolutely be correct in its files. DynEnv is a big mod with lots of stuff going on to make things look right.
Silent Steel
03-11-13, 04:41 AM
Actually I'm not running SteelViking's Interior so I can't tell whether all gauges work properly in it.
I use the Naights Submarine Textures (interior) (http://www.subsim.com/radioroom/showthread.php?t=171658) plus silentmichal's new interior mod (http://www.subsim.com/radioroom/showthread.php?t=200862) activated in that order.
To get some gauges work I use the WoGaDi Mod (http://www.subsim.com/radioroom/showthread.php?t=170421) (maybe there are some other and better mods for this? Anyone?)
You're right about an interior mod, that's why I want to activate it before the DynEnv.
IF you want to run tests on Gap's DynEnv weather tweaks I suggest you activate the DynEnv last.
This way no mod will overwrite and interfere with the DynEnv. Just stick to the load order you already have for the Dyn Env.
Anyway, I can tell that both the interior mods I use (see above) work flawlessly when activated before DynEnv. You could just replace SteelViking's Interior with these two if you'd like to check them out.
Trevally.
03-11-13, 01:29 PM
Edit: Just started Happy Times .. Wilhelmshaven docks are alive with moving cranes and vehicles now. Nothing changed except starting this new mission.
Thanks 7Infanterie19, Glad you got it working.
It is a nice addon mod for OHII - more people should try it
DOWNLOAD (http://www.4sync.com/archive/kK5GNAx5/Harbour_Mod_Hans_reworked_for_.html)
It looks like you already have an excellent start on resupply and special operations. Last night, I started typing a chart that includes the patrols, areas of operation (Kriegsmarine grid squares), and U-boats supplied for all Type XIVs and Type VIIFs. This morning, I realized that this information is all available on uboat.net, so maybe it wouldn't be very useful.
In the meantime, I spent the last several hours compiling a list of all the U-boat "special operations" I could find. You will find date, U-boat(s) involved, and type of operation. I'm sorry for the poor format. I really didn't realize the project would become as large as it did. Here's the link:
http://www.mediafire.com/view/?9oglro2fcwc6boa
PS: I've never used mediafire before, so let me know if the above link doesn't work.
Very well done keysersoze! :rock:
I had a close look at the information collected by you, and I got to say that you did an oustanding work with it, as usual. My only remark, is that (similar to what I have done with my reports) maybe we can complete your data with a concise description of each special mission and of the other duties carried out during the same patrol. In this way, it would be easier for Trevally to write the short briefings associated with game missions, and to place each mission in the most appropriate campaign/objectve.
As for the remaining special missions that I had planned to cover, only weather report duties and naval operations are left. I have two questions for Trevally on this subject:
1. is it possible to make the order to "proceed to the x area and report weather every n hours for m days" into a game mission?
2. the wikipedia article on Operation Hartmut (http://en.wikipedia.org/wiki/Operationsbefehl_Hartmut) is quite well done and gave me many ideas. I know we have already an Operation Weserubung objective, but I have noticed tha U-boat's order of battle for it, envisaged several submarine groups, each with its orders. Would it be possible to make them into as much objectives within the same timeline? If possible, the player should be forced to pick only one of them, even better if only one of them, randomly chosen, would become available. :hmm2:
keysersoze
03-11-13, 09:42 PM
Very well done keysersoze! :rock:
I had a close look at the information collected by you, and I got to say that you did an oustanding work with it, as usual. My only remark, is that (similar to what I have done with my reports) maybe we can complete your data with a concise description of each special mission and of the other duties carried out during the same patrol. In this way, it would be easier for Trevally to write the short briefings associated with game missions, and to place each mission in the most appropriate campaign/objectve.
Good idea—I think I should be able to do this without too much trouble.
For some operations, I only have general information like date, boat(s) involved, and destination. Even so, I think we could probably create a standard template based on the mission type that could then be embellished on a case-by-case basis if additional information is available. For the spy/commando infiltration operations, I have lots of information about the agents involved and U-boat sailing instructions.
I've started making a chart to make it easier to read (I know, the original was a mess). How should I structure it? So far, I have columns for date, mission type, U-boat(s), location/destination, and mission description.
For the last column, I am including the names of agents, codewords, and any other operational details I can find through uboat.net and my other sources. Will this work? Any other suggestions?
Trevally.
03-12-13, 01:24 PM
I have two questions for Trevally on this subject:
1. is it possible to make the order to "proceed to the x area and report weather every n hours for m days" into a game mission?
Yes - using the patrol area without leaving for x time with radio message explaining the weather reports required:hmmm::up:
2. the wikipedia article on Operation Hartmut (http://en.wikipedia.org/wiki/Operationsbefehl_Hartmut) is quite well done and gave me many ideas. I know we have already an Operation Weserubung objective, but I have noticed tha U-boat's order of battle for it, envisaged several submarine groups, each with its orders. Would it be possible to make them into as much objectives within the same timeline? If possible, the player should be forced to pick only one of them, even better if only one of them, randomly chosen, would become available. :hmm2:
These groups could be scripted into the missions where they can overlap the requirments for the campaign objective - OW:hmmm:
Yes - using the patrol area without leaving for x time with radio message explaining the weather reports required:hmmm::up:
I see. I know that patrolling an area for x time is a valid mission requirement. What about clicking the 'send weather report' button when requested to do so? Could it be also a required condition? I know this is just a small detail, but it would add to the immersion.
These groups could be scripted into the missions where they can overlap the requirments for the campaign objective - OW:hmmm:
yes, this one could be a valid option, as long as objective's requirements are made as generic as possible. At the correct timing, you could be prompted with a message saying that "you have been assigned to the group x". But what about making the game to randomly pick one group, and only one, from a pool of possible options? Being free to choose the group/mission we prefer, or worse to accept more than one, wouldn't make much sense in this case :hmm2:
Good idea—I think I should be able to do this without too much trouble.
For some operations, I only have general information like date, boat(s) involved, and destination. Even so, I think we could probably create a standard template based on the mission type that could then be embellished on a case-by-case basis if additional information is available. For the spy/commando infiltration operations, I have lots of information about the agents involved and U-boat sailing instructions.
I've started making a chart to make it easier to read (I know, the original was a mess). How should I structure it? So far, I have columns for date, mission type, U-boat(s), location/destination, and mission description.
For the last column, I am including the names of agents, codewords, and any other operational details I can find through uboat.net and my other sources. Will this work? Any other suggestions?
yes :D
I don't think we need to add much information. Just some basic details:
the code name of the operation, when given/available;
a bit of background, if possible;
waypoints/area of the operation: when not stated, they can be roughly appraised from uboat.net's daily position logs;
other duties eventually carried out, i.e. tonnage duties or other: again, they can be approximately deduced from the followed route, or from descriptive patrol logs available from many sources (I often used the aforementioned u-boat.net, and u-historia.com);
at which moment of the patrol the special mission was carried out (i.e: before or after the normal tonnage duties);
if possible, at which moment the order for the special mission was given (i.e. at base, or during mid patrol);
other notable events that could be scripted into the mission, especially enemy attacks. As you know, from mid-war Allies managed to decipher the enigma code, and their presence in the theatre of U-boat operations wasn't exactly fortuitous :03:
@Trevally, what do you think?
would this information prove useful for you? I there any important information that I have omitted?
guys, with the needed time, we will plot such an historically informed campaign that GWX's one will pale in comparison :O: :-j
keysersoze
03-12-13, 04:28 PM
yes :D
I don't think we need to add much information. Just some basic details:
the code name of the operation, when given/available;
a bit of background, if possible;
waypoints/area of the operation: when not stated, they can be roughly appraised from uboat.net's daily position logs;
other duties eventually carried out, i.e. tonnage duties or other: again, they can be approximately deduced from the followed route, or from descriptive patrol logs available from many sources (I often used the aforementioned u-boat.net, and u-historia.com);
at which moment of the patrol the special mission was carried out (i.e: before or after the normal tonnage duties);
if possible, at which moment the order for the special mission was given (i.e. at base, or during mid patrol);
other notable events that could be scripted into the mission, especially enemy attacks. As you know, from mid-war Allies managed to decipher the enigma code, and their presence in the theatre of U-boat operations wasn't exactly fortuitous :03:
@Trevally, what do you think?
would this information prove useful for you? I there any important information that I have omitted?
Here is what I have so far:
http://www.mediafire.com/view/?iucv3cd6r735f84
Is this format okay? These are mainly missions dealing with transporting weather teams and setting up weather stations in the Arctic. When I get to the infiltration missions, I will be able to provide more background detail. The lat/long coordinates are only approximations based on a comparison of uboat.net patrol logs and mission information from other sources. They should not be considered the precise landing point for these weather teams, although some seem to be pretty close.
I also have a bunch of side projects that might benefit OHII. The first one is a collection of all the US Eighth Air Force bombing raids against U-boat ports. I'm not sure if it is possible to add this to the campaign layer (or maybe it already is?), but I think it would add tremendously to the immersion to be leaving La Rochelle just as a massive bombing raid shows up. Sadly, I don't have data for British raids yet. If anyone knows where I could find it, please let me know. Link:
http://www.mediafire.com/view/?w7uus10dz1uksd0
I went ahead and finished the chart of milk cow resupply operations. The first link also includes notes on the mechanics of resupplying at sea. I'm not sure if they would be helpful, but I included them just in case. The second link is just the milk cow chart in excel format, in case you just want the data.
http://www.mediafire.com/view/?q1u1hrgdih2hm1t
http://www.mediafire.com/view/?99io0g388harkyg
guys, with the needed time, we will plot such an historically informed campaign that GWX's one will pale in comparison :O: :-j
I love the ambition! :up: :up: :up:
Although SH3 GWX is a more polished game than SH5 right now, SH5 has so much more potential with special missions and mid-patrol orders. If it was possible to have an SH3-style grid square assignment be the default patrol order (instead of an open-ended campaign like "patrol the Western Approaches), combined with the dynamic special missions of OHII, I think we would have a perfect campaign.
Trevally.
03-12-13, 04:55 PM
I see. I know that patrolling an area for x time is a valid mission requirement. What about clicking the 'send weather report' button when requested to do so? Could it be also a required condition? I know this is just a small detail, but it would add to the immersion.
I will not be able to use the send weather report button for any trigger within the missions. Only using radio messages to inform player to send the message, but the campaign will not know if the message was sent or not.
The campaign can add random chance factors to a patrol area wher planes or ships could be spawned and enter the area - this could be due to overuse of radio transmissions.
yes, this one could be a valid option, as long as objective's requirements are made as generic as possible. At the correct timing, you could be prompted with a message saying that "you have been assigned to the group x". But what about making the game to randomly pick one group, and only one, from a pool of possible options? Being free to choose the group/mission we prefer, or worse to accept more than one, wouldn't make much sense in this case :hmm2:
Random missions can be used by the request mission button. This is the only way to add a mission script to the campaign other than adding it as a layer.
So if scripted missions are added with the request mission button and are due to start on the same date - they will be random
Trevally.
03-12-13, 05:02 PM
yes :D
I don't think we need to add much information. Just some basic details:
the code name of the operation, when given/available;
a bit of background, if possible;
waypoints/area of the operation: when not stated, they can be roughly appraised from uboat.net's daily position logs;
other duties eventually carried out, i.e. tonnage duties or other: again, they can be approximately deduced from the followed route, or from descriptive patrol logs available from many sources (I often used the aforementioned u-boat.net, and u-historia.com);
at which moment of the patrol the special mission was carried out (i.e: before or after the normal tonnage duties);
if possible, at which moment the order for the special mission was given (i.e. at base, or during mid patrol);
other notable events that could be scripted into the mission, especially enemy attacks. As you know, from mid-war Allies managed to decipher the enigma code, and their presence in the theatre of U-boat operations wasn't exactly fortuitous :03:
@Trevally, what do you think?
would this information prove useful for you? I there any important information that I have omitted?
guys, with the needed time, we will plot such an historically informed campaign that GWX's one will pale in comparison :O: :-j
I think the mission scripting is the best part of modding the campaign and the area I like working the most:D
So yes this is very useful. There are some restrictions that will prevent following history by the letter.
Mission dates may need to be stretched to ensure the mission gets a chance to be given:hmmm: However - if the current missions were mostly left in - these extra missions could be a rare occurrence:hmmm:
Trevally.
03-12-13, 05:15 PM
Here is what I have so far:
http://www.mediafire.com/view/?iucv3cd6r735f84
Is this format okay? These are mainly missions dealing with transporting weather teams and setting up weather stations in the Arctic. When I get to the infiltration missions, I will be able to provide more background detail. The lat/long coordinates are only approximations based on a comparison of uboat.net patrol logs and mission information from other sources. They should not be considered the precise landing point for these weather teams, although some seem to be pretty close.
Yes - this format is good and is easy for me to follow:up:
I also have a bunch of side projects that might benefit OHII. The first one is a collection of all the US Eighth Air Force bombing raids against U-boat ports. I'm not sure if it is possible to add this to the campaign layer (or maybe it already is?), but I think it would add tremendously to the immersion to be leaving La Rochelle just as a massive bombing raid shows up. Sadly, I don't have data for British raids yet. If anyone knows where I could find it, please let me know. Link:
http://www.mediafire.com/view/?w7uus10dz1uksd0
This is something I would love to add and have tried many times.
There are some issues that I have not been able to solve - the ctds:shifty:
When even one aeroplane enter a harbour area and starts shooting - port traffic will return fire. risk of ctd=50%
More the one plane attacking adds to the ctd risk.
I have spent a lot ot time keeping planes away from harbours
I went ahead and finished the chart of milk cow resupply operations. The first link also includes notes on the mechanics of resupplying at sea. I'm not sure if they would be helpful, but I included them just in case. The second link is just the milk cow chart in excel format, in case you just want the data.
http://www.mediafire.com/view/?q1u1hrgdih2hm1t
http://www.mediafire.com/view/?99io0g388harkyg
Very good keysersoze thanks:salute:
When adding resupply ships/u-boats to the campaign - I can do it in two main ways.
The first is by zone - this is where you request resupply by radio and is the most common and flexible way to do it.
It can only be done by campaign layer with no date control - So I can say what ship to use, its name etc - but not when to stop - it will be there for the whole campaign section.
The secomd way is to script them into a mission where it will be triggered. This gives full control but needs to fit with a mission
Here is what I have so far:
http://www.mediafire.com/view/?iucv3cd6r735f84
Is this format okay? These are mainly missions dealing with transporting weather teams and setting up weather stations in the Arctic. When I get to the infiltration missions, I will be able to provide more background detail.
Excellent :up:
I would only add information on the area patrolled before or after accomplishing the special mission, if any: i.e. British coastal waters, western approaches north of Ireland, Caribbean, West Africa, etc. This way, Trevally would get a rough idea of which one of the yet scripted OHII objectives can realistically feature the suggested mission.
As for the rest, the information resumed by you is more than enough. What do you think Trevally?
On a side note, I see you provided information on mine laying missions. Unfortunately mines were not yet modded in SH5, and I don't see how minelaying could be made in a "mission accomplished" triggering condition. But who knows, maybe one day... :03:
The lat/long coordinates are only approximations based on a comparison of uboat.net patrol logs and mission information from other sources. They should not be considered the precise landing point for these weather teams, although some seem to be pretty close.
As I see it, approximate coordinates are absolutely bearable. Who could notice that they are not 100% historically correct by the way?
I also have a bunch of side projects that might benefit OHII. The first one is a collection of all the US Eighth Air Force bombing raids against U-boat ports. I'm not sure if it is possible to add this to the campaign layer (or maybe it already is?), but I think it would add tremendously to the immersion to be leaving La Rochelle just as a massive bombing raid shows up. Sadly, I don't have data for British raids yet. If anyone knows where I could find it, please let me know.
IIRC correctly, SH5 got issues with bombing raids (game gets unstable). Unfortunately Trevally had to limit Allied planes ranges, just tro prevent them from attacking home ports
I went ahead and finished the chart of milk cow resupply operations. The first link also includes notes on the mechanics of resupplying at sea. I'm not sure if they would be helpful, but I included them just in case. The second link is just the milk cow chart in excel format, in case you just want the data.
man, you rock :rock:
unfortunately resupplying procedures are enormously semplified in SH5: just move toward the resupplying unit and click the refit button when close enough. Nonetheless I hope Trevally can profit from your documents for improving a bit refittings at sea.
P.S: have you seen any account of resuppying units trying to ram into the resupplied U-boat? Was this the ormal protocol? If yes, there are chances tha it can be simulated in game :D
I love the ambition! :up: :up: :up:
Although SH3 GWX is a more polished game than SH5 right now, SH5 has so much more potential with special missions and mid-patrol orders. If it was possible to have an SH3-style grid square assignment be the default patrol order (instead of an open-ended campaign like "patrol the Western Approaches), combined with the dynamic special missions of OHII, I think we would have a perfect campaign.
I think that Illyustrator's MQK grid will make a nice addition to Open Horizon's campaign :up:
I will not be able to use the send weather report button for any trigger within the missions. Only using radio messages to inform player to send the message, but the campaign will not know if the message was sent or not.
I wonder why devs created an option for sending weather reports, since it is not used. Probably another unfinished feature...
Anyhow, I think we can live with it :up:
The campaign can add random chance factors to a patrol area wher planes or ships could be spawned and enter the area - this could be due to overuse of radio transmissions.
besides the enemy attacks tha you can script for simulating radio interceptions, I think that by default the game woul roll dices for determining if any of the messages sent by our radio operator was intercepted by the enemy. Or at least it should be so. Do you know if this feature actually works in campaign? :hmmm:
Random missions can be used by the request mission button. This is the only way to add a mission script to the campaign other than adding it as a layer.
So if scripted missions are added with the request mission button and are due to start on the same date - they will be random
Maybe a better way to mimic random group assignation, could be adding hidden and mutually excluding mission triggers to the objective. It wouldn't be totally random, but since the player wouldn't know the trigger for each group, the result would be the same :hmm2:
I think the mission scripting is the best part of modding the campaign and the area I like working the most:D
So yes this is very useful. There are some restrictions that will prevent following history by the letter.
Mission dates may need to be stretched to ensure the mission gets a chance to be given:hmmm: However - if the current missions were mostly left in - these extra missions could be a rare occurance:hmmm:
In my opinion, being proposed a singular "special missions" should be a rare evenience. But since there would be many missions of each type, during our career we would still have some chances to cope with the requirements of at least few of them. Widening their availability dates, but not too much, would ensure that each time we play again a campaign, there are chances that we will be assigned different duties from the last time we played it... :salute:
keysersoze
03-12-13, 06:28 PM
Yes - this format is good and is easy for me to follow:up:
Okay, I'll keep working on adding the other special missions.
This is something I would love to add and have tried many times.
There are some issues that I have not been able to solve - the ctds:shifty:
When even one aeroplane enter a harbour area and starts shooting - port traffic will return fire. risk of ctd=50%
More the one plane attacking adds to the ctd risk.
That's too bad. Maybe someday there will be a way to implement it without frying a computer.
When adding resupply ships/u-boats to the campaign - I can do it in two main ways.
The first is by zone - this is where you request resupply by radio and is the most common and flexible way to do it.
It can only be done by campaign layer with no date control - So I can say what ship to use, its name etc - but not when to stop - it will be there for the whole campaign section.
The secomd way is to script them into a mission where it will be triggered. This gives full control but needs to fit with a mission
Hmmm. I admit I don't know very much about the campaign structure in SH5 and didn't realize the comparative advantages and disadvantages of scripted missions vs. campaigns. SH5 seems to offer a lot of flexibility with special missions, but the campaign section format introduces new problems of its own. It's always been a bit of an immersion-breaker to have to choose a campaign, instead of being ordered to a grid like in SH3. I can't think of any U-boat operations, other than perhaps the collaboration between Dönitz and Prien before the Scapa raid, in which a U-boat commander got to choose his area of operation. I don't mean this as a criticism of OHII—quite the contrary, OHII is one of the most important mods for SH5. But I'm still trying to wrap my head around the campaign format.
keysersoze
03-12-13, 07:08 PM
Excellent :up:
I would only add information on the area patrolled before or after accomplishing the special mission, if any: i.e. British coastal waters, western approaches north of Ireland, Caribbean, West Africa, etc. This way, Trevally would get a rough idea of which one of the yet scripted OHII objectives can realistically feature the suggested mission.
Okay, I'll try to add this information whenever I can find it. For a lot of the operations, the U-boat sailed directly to its destination, dropped off a weather team (or laid mines, etc.), and then took up a regular patrol. I'll try to make it more explicit, though.
On a side note, I see you provided information on mine laying missions. Unfortunately mines were not yet modded in SH5, and I don't see how minelaying could be made in a "mission accomplished" triggering condition. But who knows, maybe one day... :03:
I know mines are not included in SH5... maybe this was just wishful thinking :03: One thing that was striking when I read Clay Blair's Hitler's U-boat War was how often U-boats performed minelaying operations. I don't have the hard statistics nearby, but IIRC approximately 50% of U-boat patrols for 1939 were minelaying missions, not search-and-destroy grid patrols. Minelaying was so common, that we should probably refer to it as a normal patrol mission, rather than as a "special operation."
I'm sure implementing minelaying would be tricky. One objection that I've seen is that it would be impossible to credit tonnage sunk by mines to the U-boat that laid them, once that boat sailed away. Actually, I think the lack of credit would be perfectly historical: U-boat crews hated laying mines firstly because it was dangerous to get so close to enemy harbors, but also because they rarely got credit for a sinking unless B-Dienst could confirm it through wireless intercepts.
I've often wondered whether a script could check to see whether mines were placed at the correct depth. If they were, then there could be a random (but low) chance that we would be credited for sinking a random ship after returning to port. This would also remove the necessity of making the mines actually explode, since everything would be done through probabilities behind the scenes. It's not like a U-boat on a minelaying mission would stick around a harbor to watch the results anyway.
Sorry for my ramblings...I like to dream of these things, even if they're not possible right now :03:
P.S: have you seen any account of resuppying units trying to ram into the resupplied U-boat? Was this the ormal protocol? If yes, there are chances tha it can be simulated in game :D
:har: :har: I think the devs put British agents onboard the resupply ships...British intelligence was really good, but not that good :O:
I think that Illyustrator's MQK grid will make a nice addition to Open Horizon's campaign :up:
:yeah: this would be great. the MQK grid mod has tons of potential to increase immersion.
In my opinion, being proposed a singular "special missions" should be a rare evenience. But since there would be many missions of each type, during our career we would still have some chances to cope with the requirements of at least few of them. Widening their availability dates, but not too much, would ensure that each time we play again a campaign, there are chances that we will be assigned different duties from the last time we played it... :salute:
One other thing to keep in mind is that the frequency with which "special missions" were assigned depended greatly on the area of operation. Because the Kriegsmarine and Luftwaffe relied heavily on Arctic weather information to plan operations, it appears that the boats operating out of Norway constantly received orders to transport weather teams and set up weather stations. So for these boats, weather missions should be relatively common. Obviously, it would be less practical to have boats based out of France sail to Spitzbergen for the same mission.
7Infanterie19
03-13-13, 11:58 AM
I'm currently using both with OHII Full and TDW NewUIs 7.1.0...without issue :yep:
I have no idea why it doesn't work for me :hmmm:. I'll have to figure it out someday, because I like the exhaust, and the sub AI would be a nice feature to replace the ghost-ship uboats.
7Infanterie19, I was told that lifeboats are in OHII Full, but as I've said before, I've never had them spawn.
I tested it out by deactivating the lifeboat mod. Result = no lifeboats. So, if it's a part of OHII (which I didn't know), then something is not working, but at least it works with the standalone mod.
Now if we could update OHII from one verision to a new one without restarting our campaigns, that would be fantastic. I know the order of installing mods and then changing them around will neccessitate a restart, I wonder if there's a way around that. That would be on if the greatest fixes of SH5 for everyone.
+1 Wouldn't that be sweet! :D I'd finally be able to get to 1942 .. hehehe
Thanks 7Infanterie19, Glad you got it working.
It is a nice addon mod for OHII - more people should try it
DOWNLOAD (http://www.4sync.com/archive/kK5GNAx5/Harbour_Mod_Hans_reworked_for_.html)
Thanks! I'm glad too :). It certainly is a nice addition, and I agree that more people should try it. Maybe it's because a lot of people just don't know about it. At the moment, I think it's only buried in these threads, so if someone doesn't see it, they miss it. I stumbled on your post about it deep in "Harbour Addition_Environment Enhancement Mod v0.5" just by chance. Perhaps you should put it up on its own [REL] thread and also link to it in the first page of the OHII thread, so that people can see it. That would give it the exposure it deserves. :yeah:
volodya61
03-13-13, 12:28 PM
I tested it out by deactivating the lifeboat mod. Result = no lifeboats. So, if it's a part of OHII (which I didn't know), then something is not working, but at least it works with the standalone mod.
Gary was wrong.. this is not the part of OHII.. this is standalone mod..
Captain73
03-14-13, 03:38 AM
Hi Trevally :salute:
You can add in the future ships of the modes mehr Traffic, Nationen und Schiffe 1.8 in OH II?
That would be great! :sunny:
P.S. Unfortunately comrade Uekel not attend forum subsidies and mega-mod Schleichfahrt! has no further development! :wah: :/\\!!
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