Log in

View Full Version : [REL] Open Horizons II


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 [14] 15 16 17 18 19 20 21 22 23 24 25

Trevally.
05-12-13, 01:08 PM
Another masterpiece signed Trevally! :yeah: :woot:

I am sorry for having delayed that much the new units. I have been busy with other stuff lately both in RL and SH world :oops:

I will send you the remaining part of the Polish navy as soon as possible. I hope it will be easy for you to merge them in Baltic Operations and release them as a patch.

:):sunny:

volodya61
05-12-13, 01:08 PM
I think we are good to go again with the download section:up:

Any changes in the .tsr files?

Trevally.
05-12-13, 01:15 PM
Any changes in the .tsr files?

only C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Missions\Total_G ermany_M\ TG_OW_Patrol0:-

[Text]
Message1=Attack any Polish shipping entering or leaving the Danzig Bay area
Message2=Rebase in Kiel for new orders
Patrol the specified area=New patrol area assigned. Reposition and continue operation
MissionBriefing=Intercept/report the Polish taskforce
Update objective=Update objective
Spawn stukas1=Spawn stukas1
MissionTitle=Intercept/report the Polish taskforce
Reposition and patrol the designated area=Reposition and continue patrol operations
spawn mine1=spawn mine1
spawn mine2=spawn mine2
Destroy the Polish Taskforce and any other shipping=Destroy the Polish Taskforce and any other shipping
Patrol the designated area=Patrol the designated area
Intercept/report the Polish taskforce=Intercept/report the Polish taskforce

Modders version here
OHII v2.2 changes only (http://www.4sync.com/archive/IYe4XzVP/OHIIv22_changes_only.html) :up:

7thSeal
05-12-13, 01:17 PM
Thanks Trevally and the others for the work on this, downloading it now and about to give it a go. Again, great work guys. :salute:

volodya61
05-12-13, 01:20 PM
only C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Missions\Total_G ermany_M\ TG_OW_Patrol0:-

Thanks :up:
Campaign.tsr?

Modders version here
OHII v2.2 changes only (http://www.4sync.com/archive/IYe4XzVP/OHIIv22_changes_only.html) :up:

And thanks :up:
Russian translate will be here soon :)

Trevally.
05-12-13, 01:21 PM
+ radio message
data\RadioMessages\English\1939\09



19390901 0300 19390903 1700 1 30 1 0 0 -1 player Your base has been moved to Wilhelmshaven | Report there at patrol end

Choum
05-12-13, 02:36 PM
In my version (oh2.2 full)

All RadioMessages\English\1939\09

19391001 0300 19391003 1700 1 30 1 0 0 -1 player Your base has been moved to Wilhelmshaven | Report there at patrol end

look like a bad copy paste from the \10 folder which have the same line.

vlad29
05-12-13, 02:41 PM
Thanks for the great development of the great mod, Trevally and Co:yeah:
Also suggest to add to DOWNLOAD section for additional mods to OH II (first post) link to your Harbour Pilot mod :yep:

EDIT: the DL link for "OHIIv.2.2 full" is still not working (blocked):hmmm:

volodya61
05-12-13, 03:08 PM
EDIT: the DL link for "OHIIv.2.2 full" is still not working (blocked):hmmm:

Try again, Vlad :up:
just tried, it works, at least for me :salute:

Fifi
05-12-13, 03:16 PM
Thanks for the new 2.2 version guys! :yeah:

For the 10566 times, have to start over again :haha:
Stop the updates!!! :O:

vlad29
05-12-13, 03:35 PM
Try again, Vlad :up:
just tried, it works, at least for me :salute:

Tried, but again have a 'vBulletin message' (though do not have any problems with downloading other mods in SUBSIM DL section):hmmm:

Tonci87
05-12-13, 03:42 PM
Yeah the download section seems to have some problems today. I could only download 3 Files before the downloadlimit kicked in. I´m currently trying to get back into SH5 but I guess it will take me a month to download sobers mod list at this speed :nope:
Why can´t he have a download with all his small mods inside, they are only a few kb each....

Fifi
05-12-13, 03:48 PM
If it can help, the link of first post isn't working...had to go directly in download section of subsim, and get OHII v2.2 there. Download was fine then...

vlad29
05-12-13, 03:54 PM
If it can help, the link of first post isn't working...had to go directly in download section of subsim, and get OHII v2.2 there. Download was fine then...

Yes, thanks for the good idea Fifi, that made a trick:up::salute:

Sjizzle
05-12-13, 05:13 PM
after a few hours of cat and mouse hunting i managed to sunk this U-Boat with this new version OH II nice job guys ...

280

Fifi
05-12-13, 05:45 PM
Is it normal german side get already 2 boats sinked at the very first bunker exit?

http://img15.hostingpics.net/thumbs/mini_988925Memel.jpg (http://www.hostingpics.net/viewer.php?id=988925Memel.jpg)

volodya61
05-12-13, 05:55 PM
I haven't found NML Grif's .sim, so I decided that it's the same as NDD Rocket.. am I right?

If so, question for Gap -
Gabriele, what's wrong with its .sim? I wanted to add HanSolo's funnel smoke but.. once I clicked on the smoke controller as .sim changes immediately.. I just don't have time to change anything :hmmm:

7thSeal
05-12-13, 05:57 PM
Is it normal german side get already 2 boats sinked at the very first bunker exit?

http://img15.hostingpics.net/thumbs/mini_988925Memel.jpg (http://www.hostingpics.net/viewer.php?id=988925Memel.jpg)

I had one boat sink on my start and it looks like the water is really shallow in the area... maybe the size of waves affect it. Lots of collision noise when I started and ship was laying on its side next slot over from me.

Cybermat47
05-12-13, 06:03 PM
Congrats on the update :up:

But was Memel ever used as a U-boat base?

I hope that there are some Lithuanian ships there!

VacantName
05-12-13, 07:46 PM
Anyone else having a ctd error when talking to crew? First play I spoke to everyone except Herbert and Olaf and ctd'd while talking to Willi (motor guy), 2nd time only managed to speak to Dieter and ctd'd as soon as I tried to talk to Erich...

after a few hours of cat and mouse hunting i managed to sunk this U-Boat with this new version OH II nice job guys ...

280


Is that the boat that seems to run back and forth along the northern side of the Hel Peninsula? On 2.1 I stuck my periscope out the water to check all was clear before surfacing only to find him about 500m away right behind me. Launched my stern tube for an easy mission complete and my first (and thus far only) submarine kill :D

THE_MASK
05-12-13, 11:02 PM
You sir , have rekindled my enjoyment of SH5 .

Trevally.
05-13-13, 06:32 AM
after a few hours of cat and mouse hunting i managed to sunk this U-Boat with this new version OH II nice job guys ...

280

Nice pic Sjizzle:up:

Is it normal german side get already 2 boats sinked at the very first bunker exit?

http://img15.hostingpics.net/thumbs/mini_988925Memel.jpg (http://www.hostingpics.net/viewer.php?id=988925Memel.jpg)

I had one boat sink on my start and it looks like the water is really shallow in the area... maybe the size of waves affect it. Lots of collision noise when I started and ship was laying on its side next slot over from me.

or we have Lithuanian saboteurs:arrgh!:

Trevally.
05-13-13, 06:39 AM
Congrats on the update :up:

But was Memel ever used as a U-boat base?

I hope that there are some Lithuanian ships there!

See below after two mins with google:D


As tensions in pre-war Europe continued to grow, it was expected that Germany would make a move against Lithuania to reacquire the region. German Foreign Minister Joachim von Ribbentrop (http://en.wikipedia.org/wiki/Joachim_von_Ribbentrop) delivered an ultimatum (http://en.wikipedia.org/wiki/1939_German_ultimatum_to_Lithuania) to the Lithuanian Foreign Minister on 20 March 1939, demanding the surrender of Klaipėda. Lithuania, unable to secure international support for its cause, submitted to the ultimatum and, in exchange for the right to use the new harbour facilities as a Free Port, ceded the disputed region to Germany in the late evening of 22 March 1939. Adolf Hitler (http://en.wikipedia.org/wiki/Adolf_Hitler) personally visited the harbour and delivered a speech to the city residents. This was Hitler's last territorial acquisition prior to World War II.



Hi

Memel was in East Prussia, today called Klaipeda and part of Lithuania: [en.wikipedia.org (http://en.wikipedia.org/wiki/Klaip%C4%97da)]

It was used as base for combat U-boats only in September 1939 during the attack on Poland, afterwards it was the home of the 24th (Training) Flotilla until the port was evacuated in October 1944 when the Soviet Army was approaching the town. There were no U-boat bunkers in this port.

Best regards
Rainer

Crew member of uboat.net

Trevally.
05-13-13, 06:40 AM
Anyone else having a ctd error when talking to crew? First play I spoke to everyone except Herbert and Olaf and ctd'd while talking to Willi (motor guy), 2nd time only managed to speak to Dieter and ctd'd as soon as I tried to talk to Erich...

Is that the boat that seems to run back and forth along the northern side of the Hel Peninsula? On 2.1 I stuck my periscope out the water to check all was clear before surfacing only to find him about 500m away right behind me. Launched my stern tube for an easy mission complete and my first (and thus far only) submarine kill :D

:up:

You sir , have rekindled my enjoyment of SH5 .

Thanks Sober:yeah:

Trevally.
05-13-13, 06:42 AM
RUS for v 2.2 - http://www.mediafire.com/download.php?fcaozj6lxkj2cc2

Post one updated
Thanks Volodya:yeah:

arnahud2
05-13-13, 07:06 AM
Thanks you Trevally, to spend so much times keeping OHII up to date ! :up: and :salute:

volodya61
05-13-13, 07:48 AM
Hi Trevally :salute:

Am I right here - http://www.subsim.com/radioroom/showpost.php?p=2055708&postcount=3267

are NML Grif and NDD Rocket the same model?

gap
05-13-13, 07:59 AM
I haven't found NML Grif's .sim, so I decided that it's the same as NDD Rocket.. am I right?

If so, question for Gap -
Gabriele, what's wrong with its .sim? I wanted to add HanSolo's funnel smoke but.. once I clicked on the smoke controller as .sim changes immediately.. I just don't have time to change anything :hmmm:

Hi Trevally :salute:

Am I right here - http://www.subsim.com/radioroom/showpost.php?p=2055708&postcount=3267

are NML Grif and NDD Rocket the same model?

I had to change some parent Id's in the sim file. Reason is I have changed parent bone of some gun linking bones (they had as parent wrong subsets in the 3d model, and when the unit broke in two parts, some guns were levitating and moving together with the distant part of the hull). I can merge HanSolo's settings in the new sim file, and release it as a patch, but what settings are affected by funnel smoke?

Captain73
05-13-13, 09:30 AM
:yeah: Great job Trevally! Thanks Gap and Volodya!
In the future I hope to see the capture of Narvik and the D-Day!:salute:

volodya61
05-13-13, 10:12 AM
I can merge HanSolo's settings in the new sim file, and release it as a patch, but what settings are affected by funnel smoke?

I can merge it too.. after all I already did this with the previous file :hmm2:.. but something wrong with .sim, look -

http://s19.postimg.org/rq3siff27/grif1.jpg (http://postimg.org/image/rq3siff27/) . http://s19.postimg.org/3nmynjyf3/grif2.jpg (http://postimg.org/image/3nmynjyf3/) . http://s19.postimg.org/a2lzk854v/grif3.jpg (http://postimg.org/image/a2lzk854v/)

as you can see on the first two screens everything still fine, on the third screen once I clicked on line to change it as file changed itself.. I haven't had to change anything yet :hmmm:

EDIT: never mind :03:, I've done it using S3D.. :)

gap
05-13-13, 10:50 AM
:yeah: Great job Trevally! Thanks Gap and Volodya!
In the future I hope to see the capture of Narvik and the D-Day!:salute:

:up:

I can merge it too.. after all I already did this with the previous file :hmm2:.. but something wrong with .sim, look -

as you can see on the first two screens everything still fine, on the third screen once I clicked on line to change it as file changed itself.. I haven't had to change anything yet :hmmm:

This would happen because you didn't merge the file where smoke FX are located... bazaFX.dat or particles.dat, I dont reember exactly which one of them

EDIT: never mind :03:, I've done it using S3D.. :)

Yes, sometimes S3D is more handy than Goblin :up:

volodya61
05-13-13, 12:39 PM
This would happen because you didn't merge the file where smoke FX are located... bazaFX.dat or particles.dat, I dont reember exactly which one of them..

Stock particles.dat contains stock funnel smoke..
Yes, you are right :up:, if I merged stock particles.dat also, everything fine with the .sim file :yep:

@ Trevally

To make Harbour Addition compatible with v2.2 is it sufficiently to edit/add a line to the Total_Germany.pj? right?

Sjizzle
05-13-13, 12:44 PM
any1 can dock with OHII v2.2 ? cos i can't ...

volodya61
05-13-13, 12:46 PM
any1 can dock with OHII v2.2 ? cos i can't ...

dock where?

Sjizzle
05-13-13, 12:55 PM
dock where?

aftert the first mission at Kiel :)

Trevally.
05-13-13, 12:56 PM
Stock particles.dat contains stock funnel smoke..
Yes, you are right :up:, if I merged stock particles.dat also, everything fine with the .sim file :yep:

@ Trevally

To make Harbour Addition compatible with v2.2 is it sufficiently to edit/add a line to the Total_Germany.pj? right?

Yes

To update - add the new lines from v2.2 to the TG.pj
You must use the version that I updated as the actual version from Hansolo has much more than the one I updated.


I will do an update this evening:up:

Trevally.
05-13-13, 01:00 PM
aftert the first mission at Kiel :)

What is the date:06:
Can you see the bunker icon on the map (blue marker)?
Is there an icon to click "dock"?

...:up:

Sjizzle
05-13-13, 01:01 PM
What is the date:06:
Can you see the bunker icon on the map (blue marker)?
Is there an icon to click "dock"?

...:up:
yup i can see the bunker on the map.
the date is 02.09.1939 and the dock icon it's not active .....
i will try with TDW_ui cos now ill use Magui Interface

Trevally.
05-13-13, 01:05 PM
yup i can see the bunker on the map.
the date is 02.09.1939 and the dock icon it's not active .....
i will try with TDW_ui cos now ill use Magui Interface

:up:

As a matter on interest - what time is it?
It could be a time zone issue - ensure you are past 01:00 on the 2nd Sept:yep:

volodya61
05-13-13, 01:06 PM
Yes
To update - add the new lines from v2.2 to the TG.pj

OK, thanks :up:
I already did it but decided to ask :)

You must use the version that I updated as the actual version from Hansolo has much more than the one I updated.

Of course yours, I know :yep:

Sjizzle
05-13-13, 01:39 PM
:up:

As a matter on interest - what time is it?
It could be a time zone issue - ensure you are past 01:00 on the 2nd Sept:yep:

problem solved ... sorry for inconvenience i
must buy some glasses :har: i must read some manuals for what are the eyes and how to use them :hmm2:

have a nice day
Sjizzle

Trevally.
05-13-13, 01:43 PM
Harbour_Mod_by_HanSolo78_reworked_for_OHII_v2_2_by _Trevally (http://www.4sync.com/archive/_1ZATUw4/Harbour_Mod_by_HanSolo78_rewor.html)

:yeah:

Trevally.
05-13-13, 01:44 PM
problem solved

:woot::up:

Sjizzle
05-13-13, 01:49 PM
Harbour_Mod_by_HanSolo78_reworked_for_OHII_v2_2_by _Trevally (http://www.4sync.com/archive/_1ZATUw4/Harbour_Mod_by_HanSolo78_rewor.html)

:yeah:

hell ya.... nice work Trevally :):rock:

Bathrone
05-14-13, 12:34 AM
Hi Trevally

In the full 2.2 archive I dont see TDW_Mines_Subnets_Detectable_in_hydro

Thanks

volodya61
05-14-13, 04:50 AM
Hi Trevally
In the full 2.2 archive I dont see TDW_Mines_Subnets_Detectable_in_hydro
Thanks

It's the same as in previous versions :yep:

Tonci87
05-17-13, 02:44 PM
It's the same as in previous versions :yep:

Could you, or someone else please upload this little Addon? I deleted the old OH versions.

I just played the Scapa Flow mission and ran into a subnet on my way out. Torpedo room flooded, barely made it back to Wilhelmshafen. :doh:

volodya61
05-17-13, 02:56 PM
Could you, or someone else please upload this little Addon? I deleted the old OH versions.

I just played the Scapa Flow mission and ran into a subnet on my way out. Torpedo room flooded, barely made it back to Wilhelmshafen. :doh:

Mines&Subnets - http://www.mediafire.com/?09b884j544dvm29

bandit484
05-18-13, 12:06 AM
Trevally, the new version works very well and I like the base at Memel that you incorporated. I also noticed that you fixed the positioning of the type 2 sub that was blocking the entryway and exit out wilhelhmhaven. Very nicely done sir!!!:salute:

bandit484
05-18-13, 12:32 AM
The flags look so much better now that they actually fluter in the breeze I am really impressed with your work. You truly are an artist thank you so very much bud.

Tonci87
05-18-13, 06:58 AM
Mines&Subnets - http://www.mediafire.com/?09b884j544dvm29

Thank you Volodya

volodya61
05-18-13, 07:44 AM
My pleasure :salute:

Delta Wolf
05-18-13, 01:58 PM
Hey Guys, :salute:

So i seem to be having an issue with the first mission "Baltic Operations".
I have been told to attack shipping in Danzig bay.

I have sunk a total of six merchant ships for a total of 24456 tons and have completed both primary and secondary objectives.

Thing is my progress bar has not filled at all, i have received a radio message telling me to report to Kiel for new orders, So i went back to kiel assuming this might be a bug. It's now the 5th Sep and the mission deadline has passed and this mission is still incomplete.

Do i need to sink warships to complete this mission?, i apologise if im missing something really simple, its just with the primary and secondary objectives complete i felt that i would have done enough for this mission.

I did a search on this issue and found this thread
http://www.subsim.com/radioroom/showthread.php?t=196736

I can assure you that i have started this campaign the correct way as per this thread, and i have even started a new one again just to be sure... but still have the same issue :hmmm:


I have some screen shots to show you guys my stats

http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-05-18_192758_zpsb18328ce.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-05-18_192758_zpsb18328ce.png.html)

http://i1275.photobucket.com/albums/y443/TiberiusXIV/SH5Img2013-05-18_192819_zpsc500970d.png (http://s1275.photobucket.com/user/TiberiusXIV/media/SH5Img2013-05-18_192819_zpsc500970d.png.html)

My Mod list

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

Accurate German Flags
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.a Wave Mechanics - Breeze
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
sobers best ever fog V22 SH5
Capthelms Audio+SV Touch Ups
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fix SteelViking-HotSoup-WaterDrips
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
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision_Black_Ski n
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
SubFlags_0_0_8_byTheDarkWraith
OPEN HORIZONS II_full v2.2
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
EUF_UBoat_FX_v0_0_3_ byTheBeast
TDW_GenericPatcher_v_1_0_94_0


Thanks guys :salute:

volodya61
05-18-13, 02:24 PM
Hey Guys, :salute:

So i seem to be having an issue with the first mission "Baltic Operations".
I have been told to attack shipping in Danzig bay.

I have sunk a total of six merchant ships for a total of 24456 tons and have completed both primary and secondary objectives.

Thing is my progress bar has not filled at all....

Have you Orbit Listener patches enabled in the Generic Patcher?

Delta Wolf
05-18-13, 02:58 PM
Hey Volodya :salute:

Have you Orbit Listener patches enabled in the Generic Patcher?

Yes

Should i have not enabled them? :doh:

volodya61
05-18-13, 03:07 PM
Yes

Should i have not enabled them? :doh:

Look at this post and the several following - http://www.subsim.com/radioroom/showpost.php?p=2051348&postcount=3136

Delta Wolf
05-18-13, 03:14 PM
Look at this post and the several following - http://www.subsim.com/radioroom/showpost.php?p=2051348&postcount=3136


Silly me :doh:

Thanks Volodya :yeah:

THE_MASK
05-18-13, 05:02 PM
Dont enable the orbit listener with the TDW_SH_NClient_Patch.s5p because you can not load a save game .
Dont enable the other 2 orbit listener patches with the TDW_SH5_Patches.s5p or the progress bar will not fill .

Cybermat47
05-18-13, 06:35 PM
Hey Guys, :salute:

So i seem to be having an issue with the first mission "Baltic Operations".
I have been told to attack shipping in Danzig bay.

I have sunk a total of six merchant ships for a total of 24456 tons and have completed both primary and secondary objectives.

Thing is my progress bar has not filled at all, i have received a radio message telling me to report to Kiel for new orders, So i went back to kiel assuming this might be a bug. It's now the 5th Sep and the mission deadline has passed and this mission is still incomplete.

Do i need to sink warships to complete this mission?, i apologise if im missing something really simple, its just with the primary and secondary objectives complete i felt that i would have done enough for this mission.

I did a search on this issue and found this thread
http://www.subsim.com/radioroom/showthread.php?t=196736

I can assure you that i have started this campaign the correct way as per this thread, and i have even started a new one again just to be sure... but still have the same issue :hmmm:




The objective is to sink warships, not merchants. It does say 'Sink any warship in Danzig bay', after all.

Delta Wolf
05-18-13, 07:31 PM
The objective is to sink warships, not merchants. It does say 'Sink any warship in Danzig bay', after all.

Strange :hmmm:

Mine say's " Attack shipping in Danzig Bay"

But i have it sorted now thanks guys, after i disabled the Orbit listener Just two Merchant ships sunk and im done and on my way to Kiel. :D

Thanks again :salute:

volodya61
05-18-13, 07:33 PM
The objective is to sink warships, not merchants. It does say 'Sink any warship in Danzig bay', after all.

It was in version 2.1, Cybermat.. in version 2.2 you can sink any targets.. :yep:

Cybermat47
05-18-13, 07:36 PM
It was in version 2.1, Cybermat.. in version 2.2 you can sink any targets.. :yep:

Well my version says attack warships and behaves likewise... another mod I'm running is probably the cause.

Trevally.
05-19-13, 03:49 AM
Well my version says attack warships and behaves likewise... another mod I'm running is probably the cause.

You should restart your career for v2.2 to rewrite the campaign files - worth doing as v2.2 is much better than v2.1:yep:

Trevally, the new version works very well and I like the base at Memel that you incorporated. I also noticed that you fixed the positioning of the type 2 sub that was blocking the entryway and exit out wilhelhmhaven. Very nicely done sir!!!:salute:

Thanks Bandit:sunny:

Cybermat47
05-19-13, 03:52 AM
You should restart your career for v2.2 to rewrite the campaign files - worth doing as v2.2 is much better than v2.1:yep:
:

I am running v2.2, it's just that another mod of my own has the v2.1 objectives.

volodya61
05-19-13, 09:47 AM
I am running v2.2, it's just that another mod of my own has the v2.1 objectives.

Your own mod overwrites campaign.cfg and campaign.tsr? what for?

gap
05-19-13, 10:27 AM
The objective is to sink warships, not merchants. It does say 'Sink any warship in Danzig bay', after all.

Strange :hmmm:

Mine say's " Attack shipping in Danzig Bay"

But i have it sorted now thanks guys, after i disabled the Orbit listener Just two Merchant ships sunk and im done and on my way to Kiel. :D

Thanks again :salute:

It was in version 2.1, Cybermat.. in version 2.2 you can sink any targets.. :yep:

The main objective of "Baltic Operations" should be directing Luftwaffe raids and Kriegsmarine destroyers over their targets, i.e. the few Polish warships and submarines active in the the Bay of Danzig during the very first days of WWII. Unfortunately, SH5 campaign requirements can't abstract from sunk tonnage, but tonnage requirements should be kept as low as possible. Moreover, Polish merchant traffic should be limited to few small or very small coastal vessels, and timeframe should be very short (at most, one week for accomplishing all the objective of the campaign).

Trevally can't avoid that you sink some Polish merchants, but transforming this campaign in a merchant tonnage patrol, would be like pretending that during Operation Weserubung we had to sink as many merchant vessels as possible. :yep:

bandit484
05-20-13, 07:53 PM
Guys I know this is off topic but could you guys please say a prayer for those people in my state that were killed by a massive tornado today. At least 30 children died from drowning in a basement at their school today. The death toll is expected to continue to rise.thank you,Bandit.

Mikemike47
05-20-13, 08:29 PM
Guys I know this is off topic but could you guys please say a prayer for those people in my state that were killed by a massive tornado today. At least 30 children died from drowning in a basement at their school today. The death toll is expected to continue to rise.thank you,Bandit.

I all ready have before your request against all human suffering. I will continue to do so. New York is hearing reports that 1-2 mile wide tornadoes are around Oklahoma City.

bandit484
05-20-13, 10:18 PM
Guys, now the death toll is up to 51 confirmed deaths and still rising. :/\\!!

Bathrone
05-21-13, 03:03 AM
Im not a theist but my wishes go out to those effected by the natural disaster

Captain73
05-21-13, 11:50 AM
Guys I know this is off topic but could you guys please say a prayer for those people in my state that were killed by a massive tornado today. At least 30 children died from drowning in a basement at their school today. The death toll is expected to continue to rise.thank you,Bandit.

In Russia this disaster shows on all channels!
This is a terrible tragedy!
Children are our angels!

Trevally.
05-21-13, 01:01 PM
Very sad

Delta Wolf
05-22-13, 10:37 AM
I must say this really is a fantastic Mod

Great job guys, really enjoying it :yeah:

Trevally.
05-22-13, 12:05 PM
Thanks TiberiusXIV:sunny:

Fifi
05-23-13, 08:22 PM
Little bug i wanted to report at Memel, looking left hand when leaving bunker:

http://img15.hostingpics.net/thumbs/mini_128905Flyinghouse.jpg (http://www.hostingpics.net/viewer.php?id=128905Flyinghouse.jpg)

No big deal, but strange :)

THE_MASK
05-23-13, 08:50 PM
Little bug i wanted to report at Memel, looking left hand when leaving bunker:

http://img15.hostingpics.net/thumbs/mini_128905Flyinghouse.jpg (http://www.hostingpics.net/viewer.php?id=128905Flyinghouse.jpg)

No big deal, but strange :)
Memel Terrain fix for OH2 V2.2
http://www.gamefront.com/files/23339331/Memel+Terrain+fix+for+OH2+V2.2.7z

volodya61
05-24-13, 12:32 AM
Memel Terrain fix for OH2 V2.2
http://www.gamefront.com/files/23339331/Memel+Terrain+fix+for+OH2+V2.2.7z

:up:

Thank you, sir :salute:

Silent Steel
05-24-13, 01:23 AM
Memel Terrain fix for OH2 V2.2

Quicker than a viper :yeah:

THE_MASK
05-24-13, 01:45 AM
Scapa Terrain fix V4 for OH2 V2.2
Fixed a terrain anomolie . Finale version if no more anomolies found .
Any of my terrain fixes can go into the next version of OH2 if Trevally wants them .
http://www.gamefront.com/files/23340158/Scapa+Terrain+fix+V4++for+OH2+V2.2.7z

volodya61
05-24-13, 02:20 AM
Scapa Terrain fix for OH2 V2.2
http://www.gamefront.com/files/23339669/Scapa+Terrain+fix+for+OH2+V2.2.7z

Something wrong with Scapa too, Sober?

EDIT: not all of us can/able to download from gamefront.. just reminded :)

THE_MASK
05-24-13, 03:07 AM
Something wrong with Scapa too, Sober?

EDIT: not all of us can/able to download from gamefront.. just reminded :)No , just for your sailing pleasure .

volodya61
05-24-13, 03:19 AM
No , just for your sailing pleasure .

Thanks :up:

EDIT:
Scapa Terrain fix V2 for OH2 V2.2

Is it a new fix? or the same as an hour ago?

THE_MASK
05-24-13, 03:48 AM
Thanks :up:

EDIT:


Is it a new fix? or the same as an hour ago?That ones old now :rotfl2:

volodya61
05-24-13, 04:03 AM
That ones old now :rotfl2:

OK, I'll wait for the final release :haha:

No , just for your sailing pleasure .

Could you tell us what exactly was changed in Scapa?

THE_MASK
05-24-13, 04:55 AM
OK, I'll wait for the final release :haha:



Could you tell us what exactly was changed in Scapa?The view .

volodya61
05-24-13, 05:16 AM
Finale version if no more anomolies found .

:yeah:
:salute:

Trevally.
05-24-13, 06:58 AM
Little bug i wanted to report at Memel, looking left hand when leaving bunker:

http://img15.hostingpics.net/thumbs/mini_128905Flyinghouse.jpg (http://www.hostingpics.net/viewer.php?id=128905Flyinghouse.jpg)

No big deal, but strange :)

Levitating is easy. For my next trick:-


https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQGtKw7DpZJPiB7y3vnxCPysZgTS6gdd CvSrAVfJQ9KuYxPpvtH0Q


Memel Terrain fix for OH2 V2.2
http://www.gamefront.com/files/23339331/Memel+Terrain+fix+for+OH2+V2.2.7z

Scapa Terrain fix V4 for OH2 V2.2
Fixed a terrain anomolie . Finale version if no more anomolies found .
Any of my terrain fixes can go into the next version of OH2 if Trevally wants them .
http://www.gamefront.com/files/23340158/Scapa+Terrain+fix+V4++for+OH2+V2.2.7z

Thanks Sober
I will merge and add as a patch:up:

DerMo
05-24-13, 07:33 AM
Is there a German speech mod for OHII 2.2?
The one in the first post is for 2.0 and doesnt work anymore (error in SH menue and CTD)
I´m using sobers mega mod

Sjizzle
05-24-13, 07:36 AM
Ty sober for thoes 2 fixes :)

have a nice day
Sjizzle

Silent Steel
05-24-13, 08:54 AM
EDIT: not all of us can/able to download from gamefront.. just reminded :)


Привет Володя

If you're using Firefox maybe this one can help; AnonymoX - AddOn for Firefox (https://addons.mozilla.org/sv-SE/firefox/addon/anonymox/?src=ss)

And - this one is very good when going to DL sites; NoRedirect (https://addons.mozilla.org/sv-SE/firefox/addon/noredirect/?src=ss)

:up:

Silent Steel
05-24-13, 09:04 AM
Is there a German speech mod for OHII 2.2?
The one in the first post is for 2.0 and doesnt work anymore (error in SH menue and CTD)
I´m using sobers mega mod

Try this order;

1. OHII

2. Activate this one - German U-Boat Crew Language Pack (http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23)

3. Then activate this (Base mod + optional mods of your choice) - Stormy`s DBSM collection SH5 (http://www.subsim.com/radioroom/showthread.php?t=164552)

volodya61
05-24-13, 09:51 AM
Привет Володя
If you're using Firefox maybe this one can help; AnonymoX - AddOn for Firefox (https://addons.mozilla.org/sv-SE/firefox/addon/anonymox/?src=ss)
And - this one is very good when going to DL sites; NoRedirect (https://addons.mozilla.org/sv-SE/firefox/addon/noredirect/?src=ss)
:up:

Hej Silent!
Tack :salute:

I already use a plugin for anonymous access :up:
Just said, because many don't use it and don't know what is it :)

Silent Steel
05-24-13, 10:40 AM
Hej Silent!
Tack :salute:

I already use a plugin for anonymous access :up:
Just said, because many don't use it and don't know what is it :)


Вас понял капитан, конечно им нужно :up:

DerMo
05-24-13, 10:50 AM
Try this order;

1. OHII

2. Activate this one - German U-Boat Crew Language Pack (http://www.subsim.com/radioroom/showpost.php?p=1465509&postcount=23)

3. Then activate this (Base mod + optional mods of your choice) - Stormy`s DBSM collection SH5 (http://www.subsim.com/radioroom/showthread.php?t=164552)


Sorry, i wasn´t very precise.
I already have german voices but it´s the Menue, text and UserInterface that is in english, i´d like to have it in german:oops:


Also, has anybody tried the 32bit system workaround on XP?
http://www.subsim.com/radioroom/showthread.php?t=185409&highlight=oh+II+support&page=22

When i enter "bcdedit /set IncreaseUserVA 3072" (without quotes) in the commands promt (as admin) i get the message -can not be found-

Mikemike47
05-24-13, 11:03 AM
Not a concern if you are using bridge view and navigate around buoys; but from attached thumbnail view you do look landlocked. Not a concern if using Trevally Harbour & Kiel Canal Pilot v3.1, but some subsimmers might not be using that mod. Purely for visual appeal.

volodya61
05-24-13, 11:30 AM
Also, has anybody tried the 32bit system workaround on XP?
...
When i enter "bcdedit /set IncreaseUserVA 3072" (without quotes) in the commands promt (as admin) i get the message -can not be found-

This is for 64 bit systems..
For 32 bit systems you need the following:

go to the root of your system disk (C:\ by default)
open up boot.ini with notepad (backup first)
you should to edit it like this one (in yellow)

[boot loader]
timeout=30
default=multi(0)disk(0)rdisk(0)partition(1)\WINDOW S
[operating systems]
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional RU" /execute /fastdetect/3GB /userva=3072

Sjizzle
05-24-13, 02:15 PM
this texture bug it's only by me or it's a general bug ( Memel port )

http://attila-kevin.de/var/resizes/Silent-Hunter-5/Memel%20ship%20bug.jpg?m=1369422867

DerMo
05-24-13, 02:44 PM
This is for 64 bit systems..
For 32 bit systems you need the following:

go to the root of your system disk (C:\ by default)
open up boot.ini with notepad (backup first)
you should to edit it like this one (in yellow)

Thank you very much for your help volodya!

THE_MASK
05-24-13, 04:46 PM
Sneaking out of Scapa Flow .
http://i40.tinypic.com/4h426g.jpg

Fifi
05-24-13, 05:13 PM
this texture bug it's only by me or it's a general bug ( Memel port )

http://attila-kevin.de/var/resizes/Silent-Hunter-5/Memel%20ship%20bug.jpg?m=1369422867

I don't have it :-?

Silent Steel
05-25-13, 02:20 AM
...but it´s the Menue, text and UserInterface that is in english, i´d like to have it in german:oops:


Hallo DerMo

Hier kannst Du die Datei herunterladen; menu.txt - German (http://rapidshare.com/files/1626126883/menu.txt)

Du kennst es wohl aber die sollte hier sein; C:\Ubisoft\Silent Hunter 5\data\Menu
Falls Du möchtest - vergiß nicht ein Backup der originale Datei zu machen

Gute Jagd Herr Kaleun

Sjizzle
05-25-13, 02:45 AM
I don't have it :-?

the i must do fresh sh5 and mods install :)

gap
05-25-13, 04:38 AM
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch (http://www.mediafire.com/?9ep6c50rwab010o)

The name says it all :up:

Trevally.
05-25-13, 04:43 AM
Not a concern if you are using bridge view and navigate around buoys. Not a concern if using Trevally Harbour & Kiel Canal Pilot v3.1, but some subsimmers might not be using that mod. Purely for visual appeal.

Is anyone else seeing their map of Memel area like this:06:

Mine looks fine - perhaps I have missed a file for this, bur I am sure that the map auto updates when terrain changes are made.
Only objects added (memel post and bunker etc) need map files to show in the ME2 map:hmmm:

OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch (http://www.mediafire.com/?9ep6c50rwab010o)

The name says it all :up:

:yeah:

gap
05-25-13, 04:58 AM
Memel Terrain fix for OH2 V2.2

Scapa Terrain fix V4 for OH2 V2.2


Thanks Sober
I will merge and add as a patch:up:

Thank you Sober and Trevally! :salute:


EDIT: not all of us can/able to download from gamefront.. just reminded :)


If you're using Firefox maybe this one can help; AnonymoX - AddOn for Firefox (https://addons.mozilla.org/sv-SE/firefox/addon/anonymox/?src=ss)

And - this one is very good when going to DL sites; NoRedirect (https://addons.mozilla.org/sv-SE/firefox/addon/noredirect/?src=ss)

:up:

This one helps as well:

http://bind2.com/

anonymous, very fast, 100% reliable and you don't need to install any plug-in on your computer: just copy/paste the URL of the file you are trying to download :up:

Random Nonsense
05-25-13, 11:29 AM
I keep getting corrupt files when extracting Open Horizons into my SH5 mods directory... Anyone help?

volodya61
05-25-13, 12:17 PM
I keep getting corrupt files when extracting Open Horizons into my SH5 mods directory... Anyone help?

Use 7zip (http://www.7-zip.org/) to extract files/mods..

Random Nonsense
05-25-13, 12:40 PM
I did. Both 7zip and winrar are giving errors :(

Trevally.
05-25-13, 12:46 PM
Try a new download:yep:

Random Nonsense
05-25-13, 01:41 PM
Fresh DL doesnt help either! 2248 errors out of 3290 files :(

Random Nonsense
05-25-13, 02:37 PM
Downloaded from another link on another forum, no errors!

Mikemike47
05-25-13, 08:36 PM
Is anyone else seeing their map of Memel area like this:06:Mine looks fine - perhaps I have missed a file for this, bur I am sure that the map auto updates when terrain changes are made.
Only objects added (memel post and bunker etc) need map files to show in the ME2 map:hmmm:
:yeah:

I am sending another update. Same problem where Memel is landlocked on the navigation map for the sub to leave and southeast of the subpens. This time I shortened my modlist to make sure my mods did not cause a problem.
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V5 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Capthelms Audio+SV Touch Ups
NewUIs_TDC_7_4_1_ByTheDarkWraith
NewUIs_TDC_7_4_1_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_4_1_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_1_jimimadrids_map_tools
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
OHII V2.2 Memel Terrain
OH II Minefield map for TDWs Ui
Voice, Sounds & Help
Thanks sober for the Scapa and Memel Terrain fix:up: No more floating buildings as reported by me and Fifi.

Bathrone
05-25-13, 08:57 PM
Just wondering about the wooden life boat mod and OH II

I get the following mod enabler warnings

Folder "data\Roster\Albania" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Albania\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Argentina\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Belgium\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Brazil\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Bulgaria" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Bulgaria\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\China" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\China\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Colombia" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Colombia\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Cuba\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Denmark\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Egypt" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Egypt\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Estonia" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Estonia\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Faroe Island\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Finland" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Finland\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\France\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeBelgium" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeBelgium\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeDenmark" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeDenmark\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeFinland" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeFinland\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeFrench\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeGreece" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeGreece\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeNetherland" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeNetherland\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeNorway" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeNorway\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreePoland" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreePoland\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeSweden" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\FreeSweden\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Iceland\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\India" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\India\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Ireland\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Japan" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Japan\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Latvia" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Latvia\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Lithuania\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Mexico\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Nicaragua" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Nicaragua\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Panama\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Portugal" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Portugal\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\RedCross" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\RedCross\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Romania\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Russia\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\SouthAfrica" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\SouthAfrica\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Spain\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Sweden" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Sweden\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Turkey" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Turkey\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Uruguay" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Uruguay\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Venezuela" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Venezuela\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Yugoslavia" has already been added by the "OPEN HORIZONS II_full v2.2" mod.
Folder "data\Roster\Yugoslavia\Sea" has already been added by the "OPEN HORIZONS II_full v2.2" mod.

Trevally.
05-26-13, 03:10 AM
Just wondering about the wooden life boat mod and OH II

I get the following mod enabler warnings



All those warnings are that folders (not files) are shared. This is ok:yep:
The wooden lifeboat mod is a great mod to add to your game:up:

Bathrone
05-26-13, 03:29 AM
Thanks mate for the confirmation. Im still learning the ins and outs and while obviously I understand file systems like ntfs, I wasnt sure what the mod enabler actually meant about reporting the warning of the folder

Trevally.
05-26-13, 02:08 PM
Added Sobers fix as patch 1 for OHIIv2.2 to post 1:up:

Thanks Sober:salute:

Trevally.
05-26-13, 02:26 PM
I am sending another update. Same problem where Memel is landlocked on the navigation map for the sub to leave and southeast of the subpens. This time I shortened my modlist to make sure my mods did not cause a problem.
Thanks sober for the Scapa and Memel Terrain fix:up: No more floating buildings as reported by me and Fifi.

Here is my map view for Memel area:-

http://img198.imageshack.us/img198/4313/sh5img20130526201752.jpg

http://img822.imageshack.us/img822/3357/sh5img20130526201835.jpg

http://img854.imageshack.us/img854/2703/sh5img20130526201901.jpg

As you can see - my view is ok
Does anyone else have a correct map:06:

Sjizzle
05-26-13, 02:32 PM
As you can see - my view is ok
Does anyone else have a correct map:06:

my map it's oky same as yours Trevally

7thSeal
05-26-13, 02:39 PM
Is anyone else seeing their map of Memel area like this:06:




Mine shows the land connected across that area aswell. I use your pilot script though so its not a biggie for me. :)

Fifi
05-26-13, 04:08 PM
Does anyone else have a correct map:06:

Yes, correct map here. Memel isn't sea locked.

divingbluefrog
05-26-13, 05:42 PM
Should I understand from the first post that OHII v2.2 parts is still in progress?

volodya61
05-26-13, 05:53 PM
Should I understand from the first post that OHII v2.2 parts is still in progress?

Yes..

...(still trying to fix OHII base v2.2:arrgh!:):D

divingbluefrog
05-26-13, 06:08 PM
np, still a lot of work to do, could easily wait....
Keep up the good work :03:

Bathrone
05-26-13, 09:23 PM
Thanks for the patch Trevally Im testing

I notice OH II gives a mod warning with the mod accurate germen flags. Do we still need accurate german flags with OH II?

Mikemike47
05-26-13, 11:10 PM
Is anyone else seeing their map of Memel area like this:06:Mine looks fine - perhaps I have missed a file for this, bur I am sure that the map auto updates when terrain changes are made.
Only objects added (memel post and bunker etc) need map files to show in the ME2 map:hmmm:

Mine shows the land connected across that area as well. I use your pilot script though so its not a biggie for me. :)

I forgot to mention that I had TDW_GenericPatcher_v_1_0_94_0 enabled. I have no rendering enabled since others have stated that, some not all, rendering patches cause CTDs. Changes 4-9 deal with map issues.

@7thSeal - what rendering do you use?
@Trevally - what rendering do you use?

Fifi
05-27-13, 12:55 AM
Sober's work for Scapa terrain is awesome :up:

http://img15.hostingpics.net/thumbs/mini_815378NewScapacoast.jpg (http://www.hostingpics.net/viewer.php?id=815378NewScapacoast.jpg)

New cliff!

THE_MASK
05-27-13, 02:04 AM
With the Scapa flow terrain patch you can now look at the navigation map and check terrain heights using the diffrent colors for terrain height on the map . The land is not flat everythere anymore . Especially useful if using no external cameras and real navigation . You can estimate where you are if the weather is bad and the navigator cannot give you a celestial fix . This mod is not only for visual effects , but useful for navigating Scapa in certain weather conditions .

7thSeal
05-27-13, 05:36 AM
I forgot to mention that I had TDW_GenericPatcher_v_1_0_94_0 enabled. I have no rendering enabled since others have stated that, some not all, rendering patches cause CTDs. Changes 4-9 deal with map issues.

@7thSeal - what rendering do you use?


Just 1, 2 and 3 are the only ones I have enabled.

Trevally.
05-27-13, 06:44 AM
Great work on the terrain Sober:yep:

http://img15.hostingpics.net/pics/815378NewScapacoast.jpg (http://img15.hostingpics.net/pics/815378NewScapacoast.jpg)

[/URL]

[URL="http://www.google.com/url?sa=i&source=images&cd=&cad=rja&docid=SglswsaMfeacoM&tbnid=jsRu5ApLMmfZDM:&ved=0CAgQjRwwADgm&url=http%3A%2F%2Fladyayesha.blogspot.com%2F2007_07 _07_archive.html&ei=SUajUb2vMYaT0QWJwYG4AQ&psig=AFQjCNETybeUMw8dMkEfPjFoXIH88SlWcg&ust=1369741257851482"]http://2.bp.blogspot.com/_2M6sSWnkHxQ/Ro-caNuAuEI/AAAAAAAAAS8/OF9LXgV5mPs/s400/0629+03+Hoy+Sound.JPG (http://www.google.com/url?sa=i&source=images&cd=&cad=rja&docid=_NydWU8xtw-YuM&tbnid=mRCAY-1bWX-sVM:&ved=0CAgQjRwwAA&url=http%3A%2F%2Fwww.flickr.com%2Fphotos%2Fcullya-quoy%2F5040320890%2F&ei=IkajUamBLuPv0gWHiIGIDA&psig=AFQjCNGuK-9Hqukcxp6t7j_eAtJ9qjYCOA&ust=1369741218876515)

https://lh4.googleusercontent.com/-ot2iogYYayc/UaD4XzmfJTI/AAAAAAAAA-w/Fgmh-HG7mKI/w506-h380-o/IMG_20130525_163916.jpg (https://plus.google.com/photos/101990320867230653338/albums/5881974196861773185/5881974201218180402?authkey=COjtrNGd1PSJ4wE)

gap
05-27-13, 07:38 AM
@ Sober and Trevally

Love it. :up:

Are you guys working for the Orkney Tourist Board? :D

volodya61
05-27-13, 08:10 AM
@ Sober and Trevally

Love it. :up:

:agree:

Are you guys working for the Orkney Tourist Board? :D

:haha:

Trevally.
05-27-13, 09:07 AM
@ Sober and Trevally

Love it. :up:

Are you guys working for the Orkney Tourist Board? :D

I could not imagine a more beautiful place to come and see some U-boat history. Add some fine foods, relaxing pace of life and nice friendly people

http://www.stromnessorkney.com/slideshows/images/home1.jpg (http://www.stromnessorkney.com/)


http://www.orkneyattractions.com/walk-stromness-coastal.html
http://divescapaflow.co.uk/index.php/en/
http://www.visitorkney.com/culture_and_history.asp
http://www.orkneyuncovered.co.uk/guestbook.html

http://www.orkneyholidayhome.co.uk/

:hmmm:

gap
05-27-13, 09:44 AM
I could not imagine a more beautiful place to come and see some U-boat history. Add some fine foods, relaxing pace of life and nice friendly people


Are you guys working for the Orkney Tourist Board? :D

Okay, you do :D

yet you convinced me, next time I will come in UK I'll pay you a visit :up:

Choum
05-27-13, 01:57 PM
I have a ctd everytime I try to identify this boat (though newui icon).

All other ship in this convoy are ok.

http://uppix.net/6/8/5/5d1024200ab52651073d70254d638tt.jpg (http://uppix.net/6/8/5/5d1024200ab52651073d70254d638.html)

Trevally.
05-27-13, 02:03 PM
I have a ctd everytime I try to identify this boat (though newui icon).



What boat is it:06:


:arrgh!::D

Trevally.
05-27-13, 02:07 PM
I have a ctd everytime I try to identify this boat (though newui icon).

All other ship in this convoy are ok.



Can you run "SH5 Validator" and post your results:up:

Choum
05-27-13, 02:56 PM
here's the log and mod list :https://mega.co.nz/#!qYlRxIzb!JbPFriSxIy1fK2ZgIbXTJReNIAUKtVYncW0x01b m1Qo

Trevally.
05-27-13, 04:11 PM
Bug free:03: and ready:up:

OHII base and parts v2.2
see post 1 for dowload

divingbluefrog
05-27-13, 04:17 PM
Great! :yeah:

Trevally.
05-27-13, 04:27 PM
here's the log and mod list :https://mega.co.nz/#!qYlRxIzb!JbPFriSxIy1fK2ZgIbXTJReNIAUKtVYncW0x01b m1Qo

:hmmm: I don't see any errors
Try OHII last in your list

Great! :yeah:

Thanks:sunny:

Cybermat47
05-27-13, 04:39 PM
I could not imagine a more beautiful place to come and see some U-boat history. Add some fine foods, relaxing pace of life and nice friendly people

http://www.stromnessorkney.com/slideshows/images/home1.jpg


Looks sunny for Scotland. I take it that the photo has been tampered with :O:

Is the Royal Oak or some Kaiserlichemarine battleships still out there (my grammar Nazi sense is tingling on the bit behind me :hmmm:), or have they all been lifted and scrapped?

Trevally.
05-27-13, 04:48 PM
Looks sunny for Scotland. I take it that the photo has been tampered with :O:


Not much - don't assume the weather in Orkney is like in Gaps mod:O:

Ok ok unedited
http://img51.imageshack.us/img51/5375/home1tm.jpg

Here is a poem by a bored naval officer stationed in Orkney in the war (Hamish Blair)



Bloody Orkney


This bloody town's a bloody cuss
No bloody trains, no bloody bus,
And no one cares for bloody us
In bloody Orkney.

The bloody roads are bloody bad,
The bloody folks are bloody mad,
They'd make the brightest bloody sad,
In bloody Orkney.



All bloody clouds, and bloody rains,
No bloody kerbs, no bloody drains,
The Council's got no bloody brains,
In bloody Orkney.

Everything's so bloody dear,
A bloody bob, for bloody beer,
And is it good? - no bloody fear,
In bloody Orkney.

The bloody 'flicks' are bloody old,
The bloody seats are bloody cold,
You can't get in for bloody gold
In bloody Orkney.

The bloody dances make you smile,
The bloody band is bloody vile,
It only cramps your bloody style,
In bloody Orkney.

No bloody sport, no bloody games,
No bloody fun, the bloody dames
Won't even give their bloody names
In bloody Orkney.

Best bloody place is bloody bed,
With bloody ice on bloody head,
You might as well be bloody dead,
In bloody Orkney

volodya61
05-27-13, 04:54 PM
Not much - don't assume the weather in Orkney is like in Gaps mod:O:

Ok ok unedited

:har:

Captain73
05-28-13, 10:24 AM
Hello captains! :salute:
I have included Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Тревалли after OHII v2.2 and at the entrance to the territorial waters of Poland getting CTD!
Any advice?
[MODS]
RemoveLogoIntroTheDarkWraith
Loading Screens Mod puma1x
NDB,NDH OM#1 - No Dialog Indicator
Parts Magui V 3.01 by DrJones(edited)
Parts Magui v3.01 RUS Localization Patch
Optional Binocular 2
Conus' Graphic Mod(edited)
U-Boat Interior Mod(light)&(edited)
silentmichal's interior mod 1.2.1
ImprovedWaves_Improved Pitch&Roll
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Sound Das Boot(edited)
FX_Update_0_0_21_ByTheDarkWraith(edited)
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - No U-Mark
New Wake Torp
MarineQuadratKarte
IO_MapCourseLine_normal pencil_mod
Gisement
TDW_No_Contact_Colors_1_1_0
SH5 Longer Repairs v.1
Critical hits 1.1 Torpedos
Cerberus62 Corrected Depth Charge Projector 1.0
AI_sub_crew_1_0_2_TheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith-Patch
IRAI_0_0_39_Inertia_Damage
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v2.2(edited)
RUS v 7.0 for OPEN HORIZONS-II v 2.2
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally
IO_StrategicMap_4_3_for_Parts Magui V 3.0 by DrJones
ShapeTextures_NO
Fonts_patch
SH5Lifeboat_Wooden ver. 0.2
smaller flags for Warships 1_0b
Wave_Mechanics2
Uniforms U-96
AMMO_v1.0_SH5_by_Raven_2012
sobers bad weather deck gun V1 SH5
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
SubFlags_0_0_9_byTheDarkWraith

Captain73
05-28-13, 10:45 AM
And how to fix a problem with the ship hospital?

http://i5.pixs.ru/thumbs/6/7/9/SH5Img2013_2833449_8077679.jpg (http://pixs.ru/showimage/SH5Img2013_2833449_8077679.jpg)

Hi Trevally :salute:
You can add in future versions of the ports more ships with flags of neutral and friendly countries?
For example, in Memel: Estonian, Finnish, Swedish or Soviet ships.

http://i.pixs.ru/thumbs/7/9/5/SH5Img2013_7381779_8077795.jpg (http://pixs.ru/showimage/SH5Img2013_7381779_8077795.jpg)

http://i5.pixs.ru/thumbs/9/1/8/SH5Img2013_4971826_8077918.jpg (http://pixs.ru/showimage/SH5Img2013_4971826_8077918.jpg)

volodya61
05-29-13, 10:00 AM
Hi Trevally :salute:

Each time in Memel's harbour there are some troubles with the ships like on the screens below.. also, sometimes hospital ship appears without any textures like on the screen in previous post..
As I remember, long ago Sober has made mod for Scapa mission, something like this - Sober's dredging project.. is it possible to make something similar for the Memel's port? :hmm2:

http://s19.postimg.org/ibzqro73z/memel1.jpg (http://postimg.org/image/ibzqro73z/) . http://s19.postimg.org/ba1t5h3i7/memel2.jpg (http://postimg.org/image/ba1t5h3i7/) . http://s19.postimg.org/gmqnjlren/memel3.jpg (http://postimg.org/image/gmqnjlren/) . http://s19.postimg.org/kr0t3l24f/memel3_1.jpg (http://postimg.org/image/kr0t3l24f/) . http://s19.postimg.org/vwv44jcan/memel4.jpg (http://postimg.org/image/vwv44jcan/)

Trevally.
05-29-13, 12:17 PM
And how to fix a problem with the ship hospital?

Hi Trevally :salute:
You can add in future versions of the ports more ships with flags of neutral and friendly countries?
For example, in Memel: Estonian, Finnish, Swedish or Soviet ships.


Hi Trevally :salute:

Each time in Memel's harbour there are some troubles with the ships like on the screens below.. also, sometimes hospital ship appears without any textures like on the screen in previous post..
As I remember, long ago Sober has made mod for Scapa mission, something like this - Sober's dredging project.. is it possible to make something similar for the Memel's port? :hmm2:

[/URL] . (http://postimg.org/image/ibzqro73z/) . . (http://postimg.org/image/gmqnjlren/) . [URL="http://postimg.org/image/vwv44jcan/"]

Thanks guys:salute:

I will look at Memel fixes in the next patch or version:up:

divingbluefrog
05-29-13, 01:40 PM
Great Mod! :yeah:
Same problem here with the hospital ship, no texture.
Unrelated, but as the camera (mine, at least) is exactly as the same height as the piers, I got horrible antialising all along the canal.
Last : I find the piers facing too clean, as the concrete was poured yesterday... (which in a way is true :D)

Are the two explosions and the two ships sinking just after the begining of the mission a feature or a bug? If it's a feature, what it is supposed to represent?

version : base + env

Sjizzle
05-29-13, 02:14 PM
Thanks guys:salute:

I will look at Memel fixes in the next patch or version:up:


there are also some levitating box :) or David Blain it's living in Memel port :)))

take a look

http://attila-kevin.de/var/resizes/Silent-Hunter-5/magui-459300762.jpg?m=1369854804

volodya61
05-29-13, 02:48 PM
...Are the two explosions and the two ships sinking just after the begining of the mission a feature or a bug? If it's a feature, what it is supposed to represent?

If you mean explosions and sinking ships in the Memel's port, that's a bug..

gap
05-29-13, 05:12 PM
Are the two explosions and the two ships sinking just after the begining of the mission a feature or a bug? If it's a feature, what it is supposed to represent?

Trevally's hatred toward nazi vessels? :hmm2:

Cybermat47
05-29-13, 05:16 PM
Trevally's hatred toward nazi vessels? :hmm2:

:har:

Trevally.
05-30-13, 12:16 PM
Trevally's hatred toward nazi vessels? :hmm2:

:hmmm:
Is my cover blown:arrgh!:

THE_MASK
06-03-13, 12:28 AM
The Baltic mission :hmm2: merchants with guns and german war ships patrolling around :nope: How dare you make this game realistic and fun to play :yep:

Trevally.
06-03-13, 06:47 AM
Thanks Sober:sunny:

mikehcl
06-03-13, 08:49 AM
:yeah:

Sjizzle
06-03-13, 11:33 AM
another strange thing found idk if it's only be me no radio messages at the first mission when i intercept a task force
take a look here

any1 know why ?
http://attila-kevin.de/var/resizes/Silent-Hunter-5/taskforce1.jpg?m=1370277078

http://attila-kevin.de/var/resizes/Silent-Hunter-5/taskforce.jpg?m=1370277078

Fifi
06-05-13, 01:01 AM
Trevally, is it normal i encounter a Polish boat (hence ennemy!) in Kiel harbor?
I had to sink him, because all Germans boats docked were suddently kind of mad (firing white shells and spot lights everywhere) and german planes around were diving and firing at him! :o
It was starting second mission (just after Dantzig) at night, and weird thing is i get a CTD each time i try to leave harbour (just after sinking him)
http://img15.hostingpics.net/thumbs/mini_133507OHIIsecondmission.jpg (http://www.hostingpics.net/viewer.php?id=133507OHIIsecondmission.jpg)

Edit: never mind the CTD...it's because now i'm running SH5 in 2560X1440 resolution, and in OHII harbor with so much stuff around (furthermore what happened with the Polish boat!) i can't accelerate time as before...have just to be carefull with TC now. Outside harbour, it's like before and can X1024.

Adriatico
06-05-13, 06:07 AM
I just accomplished "air gap" and "wester approaches" within Happy Times... (2 x 50.000 tons)

Under main Happy Times title I have two more empty crosses to fill in... but I have no more mission objectives...

What should I do to accomplish the last part of Happy Times (to fill the last 2 remaining empty crosses under title) ?
:hmm2:

Trevally.
06-05-13, 02:36 PM
Trevally, is it normal i encounter a Polish boat (hence ennemy!) in Kiel harbor?


The whole map is set up with nodes that form the paths that ships take. The ship can take any path from a to b. Some times this may also be through the canal - thus you will see polish ships etc

I could make the ships follow ridged paths, but this would be a pita and not worth the few times a ship is found in an odd place


What should I do to accomplish the last part of Happy Times (to fill the last 2 remaining empty crosses under title) ?
:hmm2:


Strategic Supplies
01/11/40 - 01/03/41


http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2

:up:

Adriatico
06-05-13, 03:06 PM
But how do I get the mission Strategic Supplies ?

The officer in the port repeats the same story... and I depart from Lorient without mission ?

Trevally.
06-05-13, 04:49 PM
What date is it in your campaign:06:

Adriatico
06-05-13, 05:46 PM
What date is it in your campaign:06:
It is January 7th 1941 ...?!?
Should "Strategic Supplies" be activated ?

:hmm2:
What should I do?
:shifty:

Bathrone
06-06-13, 05:23 AM
http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2

:up:

Many thanks for that link mate

Thats very handy to know whats coming and whats not

Im between missions at the moment in Sept 1940 so I went on a scapa run for fun and got a knights cross :rock::arrgh!:

Trevally.
06-06-13, 07:32 AM
It is January 7th 1941 ...?!?
Should "Strategic Supplies" be activated ?

:hmm2:
What should I do?
:shifty:

Goto:-

C:\Users\Owner\Documents\SH5\data\cfg\SaveGames

Look at the folders dates - open the one with the newest date.
Open the campaign folder.
Open the campaign.cfg (with notpad)
copy and paste the text here

This will show what has gone wrong with your campaign:up:



Many thanks for that link mate

Thats very handy to know whats coming and whats not

Im between missions at the moment in Sept 1940 so I went on a scapa run for fun and got a knights cross :rock::arrgh!:

:sunny:

Adriatico
06-06-13, 07:38 AM
Could you be more specific... to copy what text ?

:oops:
I am not sure...

Trevally.
06-06-13, 12:00 PM
Could you be more specific... to copy what text ?

:oops:
I am not sure...

See here -

http://img9.imageshack.us/img9/7848/57771443.jpg

post the text and use the # to set as code when you do

Adriatico
06-06-13, 03:07 PM
Many, Many Thanks for your effort Maestro:up::know::o

But... if I copy&paste the text from>to the same file : campaign.cfg - what difference it would make...? It will remain the same file content...?
:timeout:
i.e. what did you mean with "to your post" ...???
:o
(If I'm becoming "thread spoiler" we should switch to PM...)

Trevally.
06-06-13, 03:19 PM
here is mine, wrapped in code quotes (#)


[Campaign]
NameId=TotalGermany39
Title=Campaign.Title
Description=Campaign.Description
StartDate=19390831
EndDate=19400601
IsStartingCampaign=true
RequiredSubTypes=SSTypeIIA,SSTypeVIIA,SSTypeVIIB,S STypeVIIC
RequiredProfileAchievements=
RequiredCareerAchievements=
[Campaign.CampObj]
Name=Campaign.CampObj.Name
ValuePointsRequired=8
ValuePointsMajorVictory=10
DateMajorVictory=19400601
DateHistoricalVictory=19400601
IsCompleted=false
IsFailed=false
DateOfCompletion=0
[Campaign.CampObj.MacroObj 1]
ObjectiveID=TG_Scapa_Flow
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=Scapa_Raid
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19390910
EndDate=19391015
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=
[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Special_Operation_P
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=
IsCompleted=false
[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=1
[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Class=BBRoyalSovereign
Type=11
TargetType=0
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Class=BCRenown
Type=10
TargetType=0
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Class=BBQueenElizabeth
Type=11
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=20
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=Scapa_Raid
[Campaign.CampObj.MacroObj 2]
ObjectiveID=TG_Norway_Invasion
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=NorwayInvasion
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19400320
EndDate=19400411
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=
[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Attack_ships_in_Narvik_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=Area_Narvik,Line_Norway_Invasi on2
IsCompleted=false
[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=5
[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 3]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 4]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 5]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 6]
Type=11
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 7]
Type=7
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 8]
Type=6
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 9]
Type=8
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 10]
Type=9
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 11]
Type=3
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 12]
Type=10
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=0
ToNode=Narvik
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2]
TargetIdType=2
MapZone=DefendNorway
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3]
TargetIdType=3
PatrolNode=NARVIK_Patrol_1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4]
TargetIdType=0
ToNode=NARVIK_Patrol_1
[Campaign.CampObj.MacroObj 2.PersObj 2]
PersObjType=0
Name=Attack_British_ship_entering_Norway_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 2.Description
RelatedMapLocations=Line_Norway_Invasion
IsCompleted=false
[Campaign.CampObj.MacroObj 2.PersObj 2.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2
[Campaign.CampObj.MacroObj 2.PersObj 2.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 2]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 3]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 4]
Type=20
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 5]
Type=11
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 6]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 7]
Type=3
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 8]
Type=7
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 9]
Type=6
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 10]
Type=9
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 11]
Type=8
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 12]
Type=13
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetType 13]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 1]
TargetIdType=2
MapZone=Norway1
[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 2]
TargetIdType=2
MapZone=Norway2
[Campaign.CampObj.MacroObj 3]
ObjectiveID=TG_British_Supplies
Name=Campaign.CampObj.MacroObj 3.Name
MapZone=BritishSupplies
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo
StartDate=19400101
EndDate=19400601
IsCompleted=false
IsFailed=false
IsUnlocked=false
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ Carriers removed
[Campaign.CampObj.MacroObj 3.PersObj 1]
PersObjType=0
Name=Patrol_South_Western_Approaches
Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description
RelatedMapLocations=Area_Southwestern
IsCompleted=false
[Campaign.CampObj.MacroObj 3.PersObj 1.Amount]
IsTonnage=true
Tonnage=90000
NumOfShips=0
[Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6]
Type=13
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=St. Nazaire
FromNode=Bristol
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Bristol
FromNode=St. Nazaire
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Bristol
FromNode=Lorient
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=Liverpool
FromNode=Gibraltar
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Liverpool
FromNode=Kingston
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 7]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Southend
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 8]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Liverpool
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 9]
TargetIdType=1
ToNode=Gibraltar
FromNode=OG_RALLY
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 10]
TargetIdType=1
ToNode=Liverpool
FromNode=Freetown
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 11]
TargetIdType=2
MapZone=South_Western
[Campaign.CampObj.MacroObj 4]
ObjectiveID=TG_Blockade_of_Germany
Name=Campaign.CampObj.MacroObj 4.Name
MapZone=NorthPatrol
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 4.FurtherInfo
StartDate=19390921
EndDate=19400401
IsCompleted=false
IsFailed=false
IsUnlocked=false
GenAchiev=OBJ Carriers removed
GenAchievOnFail=OBJ Carriers removed
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ British Coastal Waters Succesful
[Campaign.CampObj.MacroObj 4.PersObj 1]
PersObjType=0
Name=Patrol_the_British_Western_Coast
Description=Campaign.CampObj.MacroObj 4.PersObj 1.Description
RelatedMapLocations=Line_BNP
IsCompleted=false
[Campaign.CampObj.MacroObj 4.PersObj 1.Amount]
IsTonnage=true
Tonnage=80000
NumOfShips=1
[Campaign.CampObj.MacroObj 4.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 2]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 3]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 4]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 5]
Type=11
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 6]
Type=6
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 7]
Type=7
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 8]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 9]
Type=3
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 10]
Type=8
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 11]
Type=9
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetType 12]
Type=13
TargetType=1
[Campaign.CampObj.MacroObj 4.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=North_Western
[Campaign.CampObj.MacroObj 5]
ObjectiveID=TG_British_Coastal_Waters
Name=Campaign.CampObj.MacroObj 5.Name
MapZone=Coastal_Shipping
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 5.FurtherInfo
StartDate=19390904
EndDate=19391201
IsCompleted=false
IsFailed=false
IsUnlocked=true
GenAchiev=OBJ British Coastal Waters Succesful
GenAchievOnFail=OBJ British Coastal Waters Succesful
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=
[Campaign.CampObj.MacroObj 5.PersObj 1]
PersObjType=0
Name=Hunt_around_the_British_Eastern_Coast
Description=Campaign.CampObj.MacroObj 5.PersObj 1.Description
RelatedMapLocations=Line_BCW
IsCompleted=false
[Campaign.CampObj.MacroObj 5.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000
NumOfShips=0
[Campaign.CampObj.MacroObj 5.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 2]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 3]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 4]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 5]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetType 6]
Type=13
TargetType=1
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Methil
FromNode=Bergen
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Methil
FromNode=Southend
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Southend
FromNode=Methil
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=Southend
FromNode=Tyne
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Methil
FromNode=Narvik
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Narvik
FromNode=Methil
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 7]
TargetIdType=2
MapZone=Coasta_Traffic
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 8]
TargetIdType=2
MapZone=Coasta_Traffic2
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 9]
TargetIdType=2
MapZone=Coastal_Traffic3
[Campaign.CampObj.MacroObj 5.PersObj 1.TargetIdentif 10]
TargetIdType=2
MapZone=Coastal_Traffic4
[Campaign.CampObj.MacroObj 6]
ObjectiveID=TG_Baltic
Name=Campaign.CampObj.MacroObj 6.Name
MapZone=BalticObjective
ValuePointsProvided=1
FurtherInfo=Campaign.CampObj.MacroObj 6.FurtherInfo
StartDate=19390831
EndDate=19390905
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=3472891448195762004
AssocMissionsCompleted=
ObjActivationAchievements=
[Campaign.CampObj.MacroObj 6.PersObj 1]
PersObjType=0
Name=Danzig_Bay
Description=Campaign.CampObj.MacroObj 6.PersObj 1.Description
RelatedMapLocations=Baltic zone
IsCompleted=false
[Campaign.CampObj.MacroObj 6.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2
[Campaign.CampObj.MacroObj 6.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 1]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 2]
Class=SSUndine
Type=200
TargetType=0
[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 3]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 4]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 5]
Type=5
TargetType=1
[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 6]
Type=12
TargetType=1
[Campaign.CampObj.MacroObj 6.PersObj 1.TargetType 7]
Class=MLGryf
Type=102
TargetType=0
[Campaign.CampObj.MacroObj 6.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=BalticSea

Adriatico
06-06-13, 03:25 PM
[Campaign]
NameId=Happytimes40
Title=Campaign.Title
Description=Campaign.Description
StartDate=19400615
EndDate=19410301
IsStartingCampaign=false
RequiredSubTypes=SSTypeIIA,SSTypeVIIB
RequiredProfileAchievements=
RequiredCareerAchievements=TotalGermany39_Defeat
[Campaign.CampObj]
Name=Campaign.CampObj.Name
ValuePointsRequired=8
ValuePointsMajorVictory=10
DateMajorVictory=19410301
DateHistoricalVictory=19410301
IsCompleted=false
IsFailed=false
DateOfCompletion=0
[Campaign.CampObj.MacroObj 1]
ObjectiveID=HT_British_Supplies
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=British_Supplies
ValuePointsProvided=4
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19400601
EndDate=19410131
IsCompleted=true
IsFailed=false
IsUnlocked=true
GenAchiev=OBJ War Supplies
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=
[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Sink_50,000_tons_in_North_Atlantic
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=Area_BS,Line_Great_Circle
IsCompleted=true
[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=true
Tonnage=50000
NumOfShips=0
[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=50343
NumOfShips=0
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=109
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 5]
Type=3
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 6]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 2]
TargetIdType=2
MapZone=British_Supplies_Zone
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Halifax
FromNode=Liverpool
[Campaign.CampObj.MacroObj 2]
ObjectiveID=HT_Strategic_Supplies
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=Strategic_Supplies
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19410201
EndDate=19410301
IsCompleted=false
IsFailed=false
IsUnlocked=false
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies
[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Sink_2_oil_tankers
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=
IsCompleted=false
[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=2
[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Liverpool
FromNode=Gibraltar
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Liverpool
FromNode=Kingston
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Liverpool
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Liverpool
FromNode=OG_RALLY
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Liverpool
FromNode=Freetown
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 7]
TargetIdType=2
MapZone=SS
[Campaign.CampObj.MacroObj 3]
ObjectiveID=HT_Strong_Escorts
Name=Campaign.CampObj.MacroObj 3.Name
MapZone=Convoys2
ValuePointsProvided=4
FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo
StartDate=19401001
EndDate=19410201
IsCompleted=true
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies
[Campaign.CampObj.MacroObj 3.PersObj 1]
PersObjType=0
Name=Sink_50.000_tons_in_the_Western_Approach_area
Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description
RelatedMapLocations=Area_BSS,Line_Great_Circle
IsCompleted=true
[Campaign.CampObj.MacroObj 3.PersObj 1.Amount]
IsTonnage=true
Tonnage=50000
NumOfShips=1
[Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=51676
NumOfShips=0
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3]
Type=109
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5]
Type=3
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 7]
Type=7
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 8]
Type=6
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 9]
Type=11
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=ConvoyA
#########
:oops:
This is content of the file... :hmmm:

Trevally.
06-06-13, 03:39 PM
It is January 7th 1941 ...?!?
Should "Strategic Supplies" be activated ?

:hmm2:
What should I do?
:shifty:

Hi Adriatico,

I have found the problem - my post with the dates is not correct.
See here from your campaign.cfg

StartDate=19410201
EndDate=19410301


As you can see the nest objective will start 19410201 and end 1 month later.

I will update my post 2 to fix the error:up:

Trevally.
06-06-13, 03:46 PM
@Adriatico

What version of OHII are you using:06: It must be an old one.
Here is the campaign info for that objective in v2.2

[Campaign.CampObj.MacroObj 2]
ObjectiveID=HT_Strategic_Supplies
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=Strategic_Supplies
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19401101
EndDate=19410301
IsCompleted=false
IsFailed=false
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies,OBJ HTWA

So my post 2 was correct after all - I will change it back

volodya61
06-06-13, 03:50 PM
@Adriatico

What version of OHII are you using:06:

Hi Trevally :salute:

If I remember correctly, this date (01/02/41) was actual for this mission in the OHII v1.9 or v2.0 :)

Trevally.
06-06-13, 03:55 PM
Hi Trevally :salute:

If I remember correctly, this date (01/02/41) was actual for this mission in the OHII v1.9 or v2.0 :)

:haha:

What version of OHII are you using:06:

This should have been my first question:har: 1.9 is my bet:D

@Adriatico
Still all you need to do is advance time to Feb 1941 and the next objective will start. It will be worth the 2 stars you are missing:up:

If you finish HappyTimes - save your game and update OHII to v2.2
With the newer version, I have removed that part where you have to wait for many of the objective to start

Adriatico
06-06-13, 03:58 PM
I am using Full OH 1.6... like it... play occaisonally... don't rush to upgrade.

So should I wait till 01.02.41... :ping:

(...or should I go back to port... and upgrade OH ?)

Trevally.
06-06-13, 04:02 PM
I am using Full OH 1.6... like it... play occaisonally... don't rush to upgrade.

So should I wait till 01.02.41... :ping:

(...or should I go back to port... and upgrade OH ?)

See my edit to the post above.
Best to play using v1.6 until you finish happy times and then update to v2.2 before selecting your next campaign (mare nost / western app)

v2.2 is much better than v1.6:yep:

volodya61
06-06-13, 04:02 PM
This should have been my first question:har: 1.9 is my bet:D..

You lose a bet.. me too :D

Trevally.
06-06-13, 04:11 PM
You lose a bet.. me too :D

yes:rotfl2:

v1.6 - just went and read the upgrade notes
ahh the memories.....

Trevally.
06-06-13, 04:17 PM
Added link to post 1 for Multiple French mod translation by Choum
http://www.subsim.com/radioroom/showthread.php?p=2068122#post2068122

:yeah:

Adriatico
06-06-13, 04:18 PM
See my edit to the post above.
Best to play using v1.6 until you finish happy times and then update to v2.2 before selecting your next campaign (mare nost / western app)

v2.2 is much better than v1.6:yep:

So, to finish the issue... my "officer" will remain zombie till February "41... than i can expect the final mission of Happy Times ??? Right...?
:ping:

(I apologize to all members for truckload of stupid questions... but my work and family obligations don't leave me much time for examination of campaign...)

Trevally.
06-06-13, 04:28 PM
So, to finish the issue... my "officer" will remain zombie till February "41... than i can expect the final mission of Happy Times ??? Right...?
:ping:

Yes:up:

(I apologize to all members for truckload of stupid questions... but my work and family obligations don't leave me much time for examination of campaign...)

Thats ok Adriatico - I should have asked what version you used first (step one in trouble shooting) and not assumed everyone uses the new version

gap
06-07-13, 05:40 PM
@ Trevally

While digging into old posts, I chanced upon this tool:

http://www.subsim.com/radioroom/showpost.php?p=523480&postcount=1

I wonder if it would work with SH5 campaign, and if it would ease your work on it :hmmm:

divingbluefrog
06-08-13, 12:08 AM
One question : in the campaign mode, are the convoys changing speed on waypoints?
I remember that in SHIII it was doable, but you have to edit all WPs manually to set in the new value.

I notice in JSGME that the OHII_v2.2_base_zones.cfg overwrites the AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith_zones.cfg
This one is found in the last version of Generic Patcher as an add-on. It overwrites itself the
FX_Update_0_0_21_ByTheDarkWraith_zones.cfg which is identical to OHII_v2.2_base_zones.cfg.

Btw, zones.cfg is also in OHII_V2.2_enviro, identical.

Trevally.
06-08-13, 02:00 AM
@ Trevally

While digging into old posts, I chanced upon this tool:

http://www.subsim.com/radioroom/showpost.php?p=523480&postcount=1

I wonder if it would work with SH5 campaign, and if it would ease your work on it :hmmm:

Thanks Gap - I will have a look:up:

So far I have only had to do one large update changing many values - Uekels fix for traffic/convoy speed. He used text crawler to filter and than add a random speed change.

But I see that this may have many more uses:sunny:

Trevally.
06-08-13, 02:07 AM
One question : in the campaign mode, are the convoys changing speed on waypoints?
I remember that in SHIII it was doable, but you have to edit all WPs manually to set in the new value.

Sometimes for one time hit convoys and taskforces.
This is where routes are set and convoy/taskforce is set to follow it.

Otherwise the ships follow the common node grid. Here node can have speed setting added. Kiel canel, harbous etc is where this was used. For the most part - ships are set to go from a to b as they will with a max convoy speed set that will depend on the slowest ship.


I notice in JSGME that the OHII_v2.2_base_zones.cfg overwrites the AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith_zones.cfg
This one is found in the last version of Generic Patcher as an add-on. It overwrites itself the
FX_Update_0_0_21_ByTheDarkWraith_zones.cfg which is identical to OHII_v2.2_base_zones.cfg.
Btw, zones.cfg is also in OHII_V2.2_enviro, identical.


Update 22/04/2013
OHII V2.1

Updated the zone.cfg with the new one from TDWs "FX_Update_0_0_21_TheDarkWraith"

:up:

Stew U-582
06-08-13, 09:48 PM
Hi guys,

Ive been playing your Lite version of open horizons for some time.
Any chance it may be updated in the future?
Or is version 3 final.

By the way awsome work when I can afford a new PC
I look forward to the Full version.

thanks

Stu

SgtPotato
06-09-13, 04:56 PM
this texture bug it's only by me or it's a general bug ( Memel port )

http://attila-kevin.de/var/resizes/Silent-Hunter-5/Memel%20ship%20bug.jpg?m=1369422867

I have that problem when I started the game after the fresh install and mods installed. :hmmm:

Echolot
06-09-13, 05:12 PM
I have that problem when I started the game after the fresh install and mods installed.

Me too.

Sjizzle
06-10-13, 08:28 AM
that merchant just distroyed a plane ... nice work Trevally with this OH II

http://attila-kevin.de/var/resizes/Silent-Hunter-5/sh5-36.jpg?m=1370373200

http://attila-kevin.de/var/resizes/Silent-Hunter-5/sh5-33.jpg?m=1370373201

Silent Steel
06-10-13, 10:16 AM
Me too.

What's the problem? :hmm2:

volodya61
06-10-13, 10:36 AM
What's the problem? :hmm2:

Hospital ship without any textures..

Silent Steel
06-10-13, 11:10 AM
Hospital ship without any textures..


Спасибо за ответ Володя
Kak обычно, у теья сумасшедшая и надёжная реакция, сейчас всё понятно :up:

Пока

Echolot
06-10-13, 11:13 AM
What's the problem?

Hospital ship without any textures..

From far away with external cam I can see the texture but not from a closer view.

Silent Steel
06-10-13, 11:20 AM
From far away with external cam I can see the texture but not from a closer view.


OK, Echo
Das Textur von einem Schiff aber - ganz genau - wann passiert's?
Tatsächliches Datum, Kampagne/Auftrag und Position?

Echolot
06-10-13, 11:28 AM
OK, Echo
Das Textur von einem Schiff aber - ganz genau - wann passiert's?
Tatsächliches Datum, Kampagne/Auftrag und Position?First mission in Memel port (31. August 1939). Please take a look at post 3437.

Regards.

Echolot.

Silent Steel
06-10-13, 11:45 AM
First mission in Memel port (31. August 1939). Please take a look at post 3437.

Regards.

Echolot.

Alles klar was Du sagst aber seltsam...
Laß mich mal denken
:hmm2:

Trevally.
06-10-13, 12:28 PM
Hi guys,

Ive been playing your Lite version of open horizons for some time.
Any chance it may be updated in the future?
Or is version 3 final.

By the way awsome work when I can afford a new PC
I look forward to the Full version.

thanks

Stu

No update planned for OHII light - it is the most basic campaign mod you can get. In fact it should not be called OHII anymore but "reworked and extended campign mod":arrgh!:

I am even thinking that I will no longer support OHII base and part:hmmm: It is a lot of work keeping all these versions up to date:arrgh!:

I have that problem when I started the game after the fresh install and mods installed. :hmmm:

Me too.

Perhaps Rongel will have a look at this.:hmm2:


that merchant just distroyed a plane ... nice work Trevally with this OH II


Thanks Sjizzle and way to go the Polish seamen. the less nazi planes in the sky the better:yeah: (oops)

Echolot
06-10-13, 01:02 PM
Hospital ship without any textures.. Perhaps Rongel will have a look at this.Maybe the players with missing texture can post video card model, I have AMD 5870 1GB, Catalyst 13.4.

:hmmm:

Tonci87
06-10-13, 01:32 PM
Sometimes I see those missing textures as well, even on convoy ships.

volodya61
06-10-13, 01:42 PM
Maybe the players with missing texture can post video card model, I have AMD 5870 1GB, Catalyst 13.4.

:hmmm:

I don't think it's video card because nVidia here :hmmm:

Echolot
06-10-13, 01:54 PM
I don't think it's video card because nVidia here

Thank you, volodya61.

Then maybe we should post the ship types in which this occurs.

divingbluefrog
06-10-13, 01:56 PM
No it's not related to video cards. It comes from the .dat file which tries to load the wrong texture. I changed the xxxT01.dds to .tga and modify the .dat file with S3d, and I got it.

Echolot
06-10-13, 02:20 PM
No it's not related to video cards. It comes from the .dat file which tries to load the wrong texture. I change the xxxT01.dds to .tga and modify the .dat file with S3d, and I got it.

:Kaleun_Thumbs_Up:

Fifi
06-10-13, 10:42 PM
I think Dantzig operations don't keep us busy enough in this area.
Meaning we can easily get all the objectives done, and be in Kiel base before September 4th...and don't get any new mission!
Twice i had to wait in harbor to see the new mission objective icon appearing, before ending patrol. Cause otherwise, each time i ask the officer, there isn't new mission to ask for...
This is a bit annoying, even heading Kiel at normal speed.
To get new mission avalaible, do not end patrol before END of September 4th!
(even September 4th morning with icon on nav map, i don't get new mission in officer window)

Trevally.
06-11-13, 08:25 AM
Now my question is: there's two versions i could use of the Harbour_Addition_Environment_Enhancement MOD v0.5
so my question is, can i have Magnum Opus v0.0.1 + patch and OHII, and if i actually can, wich would be the installing order so that the two mods can work in harmony, and 2nd, wich version of the above mentioned mod should i use.

Yes OHII will work with MO

Install OHII full after TDWs UI
and my updated version of the harbour mod after OHII:up:

Trevally.
06-11-13, 08:27 AM
I think Dantzig operations don't keep us busy enough in this area.
Meaning we can easily get all the objectives done, and be in Kiel base before September 4th...and don't get any new mission!
Twice i had to wait in harbor to see the new mission objective icon appearing, before ending patrol. Cause otherwise, each time i ask the officer, there isn't new mission to ask for...
This is a bit annoying, even heading Kiel at normal speed.
To get new mission avalaible, do not end patrol before END of September 4th!
(even September 4th morning with icon on nav map, i don't get new mission in officer window)

:o

You can do the danzig mission and make it all the way over to Kiel within 4 days. Where did you find your engineer:hmmm:

Sjizzle
06-11-13, 09:30 AM
:o

You can do the danzig mission and make it all the way over to Kiel within 4 days. Where did you find your engineer:hmmm:


i think fifi's u-boat have NOS :) :06:

chun
06-11-13, 09:40 AM
every time I walk into Polish territorial waters in the first mission, near Danzig CTD:/\\!!

volodya61
06-11-13, 09:54 AM
every time I walk into Polish territorial waters in the first mission, near Danzig CTD:/\\!!

Yes.. the same here.. it happens on low specs PCs.. air-raids and so on..
Just save your game before crash point and completely quit the game.. re-load last save.. everything will be fine :up:

gap
06-11-13, 11:19 AM
I think Dantzig operations don't keep us busy enough in this area.
Meaning we can easily get all the objectives done, and be in Kiel base before September 4th...

This is historically correct. Three type VIIA left from Memel on 27 Aug (U-31, U-32 and U-35), and after stationing briefly in the Bay of Danzig, all of them were called back at Kiel or Wilhelmshaven, where they arrived between 1 and 2 Sep without seeing much action in the Baltic. The Baltic Operations objective is a little extra that Trevally kindly donated us, but don't pretend it to last more than a few days. That would be forcing history too much.:yep:

If you think that its requirements are a bit too easy, we ask Trevally to make them harder, but deadline for accomplishing them should be short anyway. Don't forget that we got a date with British convoys in the Atlantic, and we don't want to be late, while they are poorly defended :03:


...and don't get any new mission!

Imo, as soon as the campaign stars, the four objectives 'Baltic Operations', 'Eastern British Coastal Waters', 'North Western Approaches' and 'South Western Approaches' should get available at once. This way, one would be free to just skip the Baltic objective, and to head straight for the Atlantic. :hmmm:

Trevally.
06-11-13, 12:12 PM
Yes.. the same here.. it happens on low specs PCs.. air-raids and so on..
Just save your game before crash point and completely quit the game.. re-load last save.. everything will be fine :up:

Good tip Volodya:yeah:

I have also heard that if you are underwater - this ctd will not happen

Imo, as soon as the campaign stars, the four objectives 'Baltic Operations', 'Eastern British Coastal Waters', 'North Western Approaches' and 'South Western Approaches' should get available at once. This way, one would be free to just skip the Baltic objective, and to head straight for the Atlantic. :hmmm:

Yes - this is correct
If you are in Kiel before the start of the next objective - just head out to the North Sea. The new objective will start whether you are in the bunker or not. Just go to the east coast of the UK.

Requesting a mission in the bunker from the KMO is only every a secondary mission and will not count towards your campaign goals

volodya61
06-11-13, 12:29 PM
Good tip Volodya:yeah:

I have also heard that if you are underwater - this ctd will not happen...

Nope.. at least not in this case or not for me in this case.. as soon as aircrafts approach to the border of the game spawn area (about 40 km) CTD happens..

Trevally.
06-11-13, 01:04 PM
Nope.. at least not in this case or not for me in this case.. as soon as aircrafts approach to the border of the game spawn area (about 40 km) CTD happens..

Ah - ok
I was informed by pm that this was the case

Fifi
06-11-13, 03:42 PM
If you think that its requirements are a bit too easy, we ask Trevally to make them harder, but deadline for accomplishing them should be short anyway. Don't forget that we got a date with British convoys in the Atlantic, and we don't want to be late, while they are poorly defended :03:


Oh, no, they aren't too easy.
In fact, catching those patrolling destroyers are even quite hard for very first mission! :D
Once i caught them all (by night), but many time, i have trouble approaching by day :haha:

I was just reporting this, to help some players who want to get secondary task in next mission docking at Kiel.
Best is to dock in the afternoon of September 4th to get secondary task on map :03:

volodya61
06-11-13, 04:32 PM
I did it, and i get CTD when i test it on TDC Tutorial (my classical test mission) and in your RAOBF mission as well (my second favorite test mission) but i get ctd when the UIs should load -on the black screen and then the 3d engine- i also tried installing OHII right after MO and at last on the mod list and nothing worked, i've tried also installing it after IRAI, FX, UIs, and nothing :c what could it be? i really want to complete my own mod soup creation xD but i feel i need this great mod as well ;c

As always thx for replying c:

Two questions -
Have you started a new campaign to check? because OHII is a campaign mod and should be tested in the campaign mode..
What are your computer's specs?

Fifi
06-11-13, 05:38 PM
Didn't even know we can play SH5 with 2Gb RAM :o
I occasionaly get CTDs with 16Gb...but mainly because of my high reso.
Anyway, latest OH version is no CTD free like the previous one :yep:

volodya61
06-11-13, 07:05 PM
Yes, i tried new campaign, loading a started campaign, several historical missions, changed installing order of mods, nothing work. The mod works with my current mod list in the listed order -see previous page- till the New UI's, but when i add the other mods like REM and IRAI everything crashes.
My specs:
Win 7 32 Bits - actually i used the fix -not a mod but a sh5.exe "fix"- for the 32bit system listed on the OHII thread because i was having a lot of random CTD and it solved my problems.
2 Gb DDR3 Ram (2x 1gb.)
Nvidia GForce GTS 250 Core Edition 1Gb 738Hz
Intel Core Duo E8400 @3.0Ghz
Msi G41MP26 MOBO
3HDD (1x40Gb for OS; 1x80Gb for simulators; 1x80Gb for games) --> i know i need to change this.. u.u

Dont think is a specs issue, i play Crysis 1 and 2 maxed out with 30fps minimun, and SH5 as modded as it is listed on my mod list runs like a charm.

Yes.. it's specs issue.. too many mods for 2 Gb RAM.. and in this case better to use WinXP.. it requires much less memory for system use..

Didn't even know we can play SH5 with 2Gb RAM :o
I occasionaly get CTDs with 16Gb...but mainly because of my high reso.
Anyway, latest OH version is no CTD free like the previous one :yep:

I told you earlier, I'm using XP and 2Gb RAM and my list is not much less than yours :03:
But!.. I use a lot of optimization tools :yep:

7thSeal
06-11-13, 07:28 PM
Didn't even know we can play SH5 with 2Gb RAM :o
I occasionaly get CTDs with 16Gb...but mainly because of my high reso.
Anyway, latest OH version is no CTD free like the previous one :yep:

SH5 isn't 64bit so it can't make use of anything over 3-4gigs, if you check your memory usage while the game is running you'll find that's its usually not over 2gigs of memory being used for it.

volodya61
06-11-13, 07:41 PM
well my res is not big, 1280x960 but i like 4:3, anyway with all those mods my sh5 have about 60-70 fps -more than 40 for sure- at all times, its just when u add the OHII when i get the CTD.

I don't see a depending between your low RAM and FPS..

Well... i think it might be some uncompatibility betwen either IRAI, FX, REM and the OHII, i'm sure its not a memory issue...

I repeat, it's low memory problem

EDIT: 4 Gb virtual memory :D.. if you mean swap, forget it.. what is the data transfer rates of your fastest HDD and your RAM?.. just compare these two numbers..

SH5 isn't 64bit so it can't make use of anything over 3-4gigs, if you check your memory usage while the game is running you'll find that's its usually not over 2gigs of memory being used for it.

OK.. that's great.. then why I can play with Win7-64-8 Gb RAM without any CTDs and can't do that with WinXP-32-3 Gb RAM? with identical mod lists :03:

7thSeal
06-11-13, 08:39 PM
OK.. that's great.. then why I can play with Win7-64-8 Gb RAM without any CTDs and can't do that with WinXP-32-3 Gb RAM? with identical mod lists :03:

Because XP is old school.... :haha:

Just kidding. :D

Bathrone
06-11-13, 09:08 PM
SH5 isn't 64bit so it can't make use of anything over 3-4gigs, if you check your memory usage while the game is running you'll find that's its usually not over 2gigs of memory being used for it.

The correct values are for 64bit windows 7/8 running 32 bit user applications not in kernel mode is:

2 GB with IMAGE_FILE_LARGE_ADDRESS_AWARE cleared (default)

4 GB with IMAGE_FILE_LARGE_ADDRESS_AWARE set

In kernel mode on 64 bit processes the limit is actually 8 TB

However, modern windows OS's like 7 and 8 will also cache using modern cache technology unlike XP. So you end up having all of SH5 game files cached into RAM when you have enough RAM. I find the 11 GB of SH5 files ends up cached when I play.

Windows XP just needs to die. For those people who actually understand windows internals so much has changed in modern OS's that XP is the stone age.

7thSeal
06-11-13, 09:22 PM
I have Win7 64bit with 4gigs of mem so that's likely why I don't see as many files being cached. I have two more empty slots on my MB for more memory but never have taken advantage of it.... humm another 4gigs of mem would make a good Father's Day gift. :)

chun
06-12-13, 06:52 AM
Hello, Trevally a question, in previous versions, the type of some units, such KMCSAkita formerly UnitType = 102 and now I see
UnitType = 108, is this correct?
has changed the nature of some units?
In previous missions with edited versions to load into the editor now with this version of Open Horizons fails.
So I ask if you have changed the type of certain units,
has noticed this?
Thank you.

http://i42.tinypic.com/2ms4n5x.jpg

Trevally.
06-12-13, 07:00 AM
Hi Chun

I do not recall doing this:hmmm:
I use type 102 (larger) for ships crossing the atlantic and 108 (smaller) for ships in coastal waters.

Where did you find the cfg that had it as 102? - what version of OHII?

Do you get errors when you run sh5 validator?
What are the errors in ME2?

:up:

chun
06-12-13, 07:33 AM
Where did you find the cfg that had it as 102? - what version of OHII?

Do you get errors when you run sh5 validator?
What are the errors in ME2?


from version 1.7 to version 2.0
I only noticed the change of type of units in this latest versión
in this example is a mission that calls murmanks and edit with earlier versions

http://i42.tinypic.com/n395dz.jpg

http://i40.tinypic.com/j5y2js.jpg

As in the image and a few more units
Sorry for my bad English, I use translator

chun
06-12-13, 07:42 AM
can check by looking in the folder and look Sea NKMCS_Akita.cfg unit, this as type 108 today

Trevally.
06-12-13, 12:22 PM
Hi Chun - I am not sure where that layer "murmanks" came from:hmmm:
I don't think it is part of OHII

OHII does change some ship types from the stock game and thus will cause issues when you open a layer that has a placed ship type that does not match your cfg. So poeple making missions that do not have OHII installed - will not work correctly with people who do.

Mikemike47
06-18-13, 12:54 PM
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
I have the resupply issue enabled in TDW patcher. I used the radioman "request resupply" command in the Monsun Gruppe and resupply works.

I have tried using request resupply on other campaigns, other than Monsun Gruppe, and I was denied. I am not sure anymore if the request resupply was ever granted on any campaign, other than Monsun Gruppe, or some individual mission within a campaign. All years. I do not remember anymore.

Is something written into the open horizons campaign structure or each individual mission to trigger an approved resupply? If so, where for my own curiosity? Is the request resupply written on a historical basis only, similar to the type XIV milkcow U-boats and only available in the regions that happened in real history? Is resupply only hardcoded into the vanilla version, which TDW fixed, and has nothing to do with Open Horizons?

I can not determine what % values of low torpedoes or low fuel trigger a "request resupply" acceptance.

jasondude7116
06-19-13, 11:36 AM
First of all: Thanks for the awesome mod. :)
I just wanted to point out a couple of issues I'm having to see if there is maybe a fix.
1 - When on the first mission (Baltic operations?) in Danzig Bay, my ballast tanks sounds get real glitchy. One of two things happens: either the ballast sounds will play several times during a dive or surface, or they won't play at all. When they play several times, it's not like the sound is just repeating....it is actually being triggered more than usual. For example: if I go for a dive to say 30m from surface, the ballast sound will normally play once for flood tanks....then go down. (If I am using vanilla and this mod only it will play the tank blow sound at 30m for leveling out, but since I use TDW's UI it doesn't normally play the tank blow sound for level because the sub sim properties are different and it just settles at the desired level - this is right, it's for the depth keep fix) However, when the ballast tank sounds get glitchy in the Danzig Bay area, it will play the tanks flooding sound maybe 3 times going from surface to 30m, and then play the tanks blow sound maybe 10 times for surface. Or, they could just not play at all.
This drove me nuts trying to find where the bug was coming from. Spent about 4-5 days trying to isolate it. Eventually, I reinstalled SH5 after completely cleaning stuff from old install. Then I did 1.2 update. Then I installed OH2 v2.2. Then I started a new campaign from Memel harbor. I did all this to make sure there were no other influences causing the issue.
I can repeat the bug over and over again by going into Danzig Bay area. Once I leave that area, everything is good again. (I haven't played through much more after that to test other locations, but so far that's it)

2 - Small issue: After leaving the bunker at Memel, looking to the right (west I guess) at the docks at Memel bunker area, there is a somewhat larger ship that has no texture. This is with the same clean install setup as described above. Win7 64bit 8Gb ram. I don't think it's a memory issue like some people have had with loading textures. I have turned down all my other vid settings to see. I think the texture is actually not there.

Sorry for the long winded approach. Tried to make it small as possible and still give enough details. :)

Thanks for the awesome mod!
If anyone has an idea what is causing the ballast tank sound bug around Danzig Bay, let me know....Please! :)

Trevally.
06-20-13, 07:03 AM
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
I have the resupply issue enabled in TDW patcher. I used the radioman "request resupply" command in the Monsun Gruppe and resupply works.

I have tried using request resupply on other campaigns, other than Monsun Gruppe, and I was denied. I am not sure anymore if the request resupply was ever granted on any campaign, other than Monsun Gruppe, or some individual mission within a campaign. All years. I do not remember anymore.

Is something written into the open horizons campaign structure or each individual mission to trigger an approved resupply? If so, where for my own curiosity? Is the request resupply written on a historical basis only, similar to the type XIV milkcow U-boats and only available in the regions that happened in real history? Is resupply only hardcoded into the vanilla version, which TDW fixed, and has nothing to do with Open Horizons?

I can not determine what % values of low torpedoes or low fuel trigger a "request resupply" acceptance.

Resupply is controlled by layers within each campaign or by triggered events.
If the campaign has it set to allow (and you have enabled TDWs fix), then you will always get a resupply when you ask.

When and where - search for Gaps posts for v2.1 to see full details for the refuel:up:

Trevally.
06-20-13, 07:08 AM
First of all: Thanks for the awesome mod. :)

Thanks Jason and welcome to Subsim :salute:


I just wanted to point out a couple of issues I'm having to see if there is maybe a fix.
1 - When on the first mission (Baltic operations?) in Danzig Bay, my ballast tanks sounds get real glitchy. One of two things happens: either the ballast sounds will play several times during a dive or surface, or they won't play at all. When they play several times, it's not like the sound is just repeating....it is actually being triggered more than usual. For example: if I go for a dive to say 30m from surface, the ballast sound will normally play once for flood tanks....then go down. (If I am using vanilla and this mod only it will play the tank blow sound at 30m for leveling out, but since I use TDW's UI it doesn't normally play the tank blow sound for level because the sub sim properties are different and it just settles at the desired level - this is right, it's for the depth keep fix) However, when the ballast tank sounds get glitchy in the Danzig Bay area, it will play the tanks flooding sound maybe 3 times going from surface to 30m, and then play the tanks blow sound maybe 10 times for surface. Or, they could just not play at all.
This drove me nuts trying to find where the bug was coming from. Spent about 4-5 days trying to isolate it. Eventually, I reinstalled SH5 after completely cleaning stuff from old install. Then I did 1.2 update. Then I installed OH2 v2.2. Then I started a new campaign from Memel harbor. I did all this to make sure there were no other influences causing the issue.
I can repeat the bug over and over again by going into Danzig Bay area. Once I leave that area, everything is good again. (I haven't played through much more after that to test other locations, but so far that's it)


Not sure why this is happening to you and/or others:hmmm:

Have you tried saving the game in the bunker before speaking to KMO and then loading that save game, pick mission and then try:06:

2 - Small issue: After leaving the bunker at Memel, looking to the right (west I guess) at the docks at Memel bunker area, there is a somewhat larger ship that has no texture. This is with the same clean install setup as described above. Win7 64bit 8Gb ram. I don't think it's a memory issue like some people have had with loading textures. I have turned down all my other vid settings to see. I think the texture is actually not there

This is a common error that I have yet to fix

Sorry for the long winded approach. Tried to make it small as possible and still give enough details. :)

:D sorry for my short answers:O:


Thanks for the awesome mod!
If anyone has an idea what is causing the ballast tank sound bug around Danzig Bay, let me know....Please! :)


Be more aggressive :arrgh!:

:yeah:

gap
06-20-13, 09:54 AM
Resupply is controlled by layers within each campaign or by triggered events.
If the campaign has it set to allow (and you have enabled TDWs fix), then you will always get a resupply when you ask.

When and where - search for Gaps posts for v2.1 to see full details for the refuel:up:

Historical refittings from German tankers moored in Spanish ports:
http://www.subsim.com/radioroom/showpost.php?p=1944568&postcount=2078
http://www.subsim.com/radioroom/showpost.php?p=1945193&postcount=2088

Historical refittings from German tankers in the Atlantic and Indian Ocean:
http://www.subsim.com/radioroom/showpost.php?p=1950598&postcount=2158
http://www.subsim.com/radioroom/showpost.php?p=1950607&postcount=2159

Historical refuels from other U-boats need still to be investigated, but I am sure that some of OHII's campaigns/objectives already feature them. :up:


2 - Small issue: After leaving the bunker at Memel, looking to the right (west I guess) at the docks at Memel bunker area, there is a somewhat larger ship that has no texture. This is with the same clean install setup as described above. Win7 64bit 8Gb ram. I don't think it's a memory issue like some people have had with loading textures. I have turned down all my other vid settings to see. I think the texture is actually not there.


This is a common error that I have yet to fix

The next week I will be back at home. Then, I might have a look into the hospital ship, to see what is going on with its texture. :hmmm:

Silent Steel
06-20-13, 11:04 AM
...The next week I will be back at home....

Not at home :huh:
How do you think we will manage if you run away like that? :O:

Trevally.
06-20-13, 11:51 AM
Historical refittings from German tankers moored in Spanish ports:
http://www.subsim.com/radioroom/showpost.php?p=1944568&postcount=2078
http://www.subsim.com/radioroom/showpost.php?p=1945193&postcount=2088

Historical refittings from German tankers in the Atlantic and Indian Ocean:
http://www.subsim.com/radioroom/showpost.php?p=1950598&postcount=2158
http://www.subsim.com/radioroom/showpost.php?p=1950607&postcount=2159


Added to post 1 :up:


The next week I will be back at home. Then, I might have a look into the hospital ship, to see what is going on with its texture. :hmmm:

Thanks Gap:up:

jasondude7116
06-20-13, 06:27 PM
Not sure why this is happening to you and/or others

Have you tried saving the game in the bunker before speaking to KMO and then loading that save game, pick mission and then try



I have always done this for error checking. As a matter of fact, (When debugging) I always start a new campaign then save from bunker, go to the main menu, then reload the save, then get mission and go to sea. With this issue however, I have completely uninstalled/erased all of sh5 and it's components, did a reinstall, updated to 1.2, then installed only OH2, then started new campaign, did save and reload ect. Did all this just to make sure I wasn't going with some corrupt junk. Still, same thing.

After playing a little further, I have noticed that going from Memel to Danzig - I get the buggy ballast sounds around Danzig. Then once Danzig is done, I go towards Kiel. (I am checking the ballast sounds all along the way in somewhat short intervals to try to see what is causing it.) When I get a little ways from Danzig, the sounds start working right again. Then around Keil they start bugging again. Haven't gone further to test more yet. (this bug is taking a lot of my time to figure out...those loading screens :( )

So here's what (somewhat briefly) I have done:
Thought it might be a memory/sound card issue. (might be getting into populated sound areas causing issue?) It didn't really make sense because the ballast sounds are the only buggy ones....every other sound always works. ??? Have tried to take 3d sound slider to min and to max, thinking maybe I'm exceeding some limits somewhere. Have tried making the priority of the sound (in sh.sdl) to 1 instead of 128. (I understand what this actually does...just thought maybe the sound was getting bumped because of a time constraint) Have tried to look for other inconsistencies between stock and OH2 sh.sdl with this sound. Changed the settings in OH2 sh.sdl for ballast sounds back to stock. Have tried moving all memory related game settings to lowest possible. All to no avail. Spent a lot of time trying to break the sounds in other situations - go to sea, run max TC, run max TC for long time, go in and out of boat, operate ballasts quickly over and over, go around ships and do stuff ect. I totally understand this might be coincidence. It might not have anything to do with the harbors.

I'm also somewhat decent at debugging, and have a long history with modding ect. This one kicks my butt, because I have no way to see the problem code in action.

When the sound is buggy, the boat will still make the dive and surface. It is only the sound that is a problem. It will either not play at all while surfacing and diving, or it will (from surface) play like 2 or 3 flooding sounds...then it is diving good...then the boat levels....then surfacing the boat will play blowing tanks sound like 10-15 times. It plays the blowing sound until the boat is completely leveled out on the surface.

Now I might be chasing a ghost here, but it seems like the triggering for the sound is getting funky and not something to do with the actual sound. (not like a mixer issue ect.) The ballast sounds are played not by a hard trigger like the crew member saying "surface the boat" when a button is pressed, but rather by the conditions of the boat in the water. It seems like this is where it gets funky. For example, if I were to surface the boat, but not wait for it to settle on the top, and dive the boat again, it will not normally play a flooding sound. (because the boat wasn't at the top) If I let the boat settle at the top for a minute so that it is as high in the water as it can get, then dive, it will play a flooding sound. This is normal. But the point is that there are conditions that the boat must be in to trigger the ballast sounds. I wonder if the conditions that trigger the sound are getting weird.

I have tried a lot of other stuff to isolate the problem to no avail.
Will keep testing other scenarios to see what happens.

Thanks a lot for the help. I'm a bit OCD at this stuff and will probably kill myself trying to fix it. That's what makes me a bad and good programmer at the same time...paradox :yeah:

Will let you know any more info I can gather on this.
Testing....Testing....Testing.....

Fifi
06-20-13, 08:10 PM
Jason, might sound stupid, but have you tried an other sound application reader such as VLC for instance?
Since i changed for VLC default sound reader on my PC, no more sound issues so far...

jasondude7116
06-20-13, 08:53 PM
Jason, might sound stupid, but have you tried an other sound application reader such as VLC for instance?
Since i changed for VLC default sound reader on my PC, no more sound issues so far...

Thanks for the help.
However, the issue I'm having is not due to codecs. This issue stems from OH2 v2.2. If I play the vanilla version of the game, it never has this issue with the ballast sound. If I install OH2 only, it has the issue. I can install a multitude of other mods and not have the issue. The issue only happens with OH2 installed. So you see, the ballast sounds are playing fine on my pc. All other sounds in the game don't have an issue. There are many using the same file type.

But all the same, thank you for your help! Much appreciated :)

Fifi
06-20-13, 08:56 PM
...and trying to remove OHII sounds folder?

jasondude7116
06-21-13, 12:02 AM
Trevally -

I can confirm that it happens also in the base only version of OH2 v2.2. I had been using the full version for testing. But I wanted to see if maybe it was from either the ships or enviro parts, but the bug is in the base version. I can go near the "patrol area" ring on the map at Danzig, and as soon as I get in contact range with another ship the ballast sound bug happens. Once I move out of contact range with the ship (sort of...seems more like a "loaded" area?) , the sounds work right again. However, this doesn't happen at Memel harbor around ships. It seems like only in the patrol area. Of course this was also happening at Kiel after going from Danzig. In vanilla SH5, I can be around many ships at once without a ballast sound bug. Not saying this bug has anything to do with ships or ship loading or whatever, just giving as much info as possible that might help figure this out.

Anyway, just thought I would let you know my progress. (or lack thereof)

Trevally.
06-21-13, 06:39 AM
Anyway, just thought I would let you know my progress.

:yeah:

Sokolov
06-21-13, 06:46 AM
I get CTD when asking officer for mission orders, and if i start without, i cant see the map. Someone, pls, help. Using sober's mod list.

volodya61
06-21-13, 06:53 AM
I get CTD when asking officer for mission orders, and if i start without, i cant see the map. Someone, pls, help. Using sober's mod list.

Disable all the Render patches in the Patcher.. if it will work you can enable them back one by one..

Sokolov
06-21-13, 07:09 AM
Thanks very much, helped

Katze
06-21-13, 10:03 AM
Trevally -

I can confirm that it happens also in the base only version of OH2 v2.2. I had been using the full version for testing. But I wanted to see if maybe it was from either the ships or enviro parts, but the bug is in the base version. I can go near the "patrol area" ring on the map at Danzig, and as soon as I get in contact range with another ship the ballast sound bug happens. Once I move out of contact range with the ship (sort of...seems more like a "loaded" area?) , the sounds work right again. However, this doesn't happen at Memel harbor around ships. It seems like only in the patrol area. Of course this was also happening at Kiel after going from Danzig. In vanilla SH5, I can be around many ships at once without a ballast sound bug. Not saying this bug has anything to do with ships or ship loading or whatever, just giving as much info as possible that might help figure this out.

Anyway, just thought I would let you know my progress. (or lack thereof)

A shot in the dark here: could it be the sounds bleeding in from the patrolling Polish subs? I know that TDWs generic patcher had a fix to correct AI sub sounds from being heard by the player, [but I don't remember exactly which sounds].

jasondude7116
06-21-13, 06:56 PM
A shot in the dark here: could it be the sounds bleeding in from the patrolling Polish subs? I know that TDWs generic patcher had a fix to correct AI sub sounds from being heard by the player, [but I don't remember exactly which sounds].

I really don't know either. But it seems to me like there aren't many people having this issue? Might be wrong there...really haven't seen any activity on it. So it might be that most people are using some sort of mod that I'm not, that changes something to "fix" the issue. Are a lot of people using TDW's patcher? I'm not using that. Will try it for grins to see what happens.

Thanks for the info!

Silent Steel
06-22-13, 11:54 AM
What you both are telling is intersesting, let's see if we can find a soulution.
To start with - please post your mod lists and computer configs

Katze
06-22-13, 03:29 PM
What you both are telling is intersesting, let's see if we can find a soulution.
To start with - please post your mod lists and computer configs

I haven't encountered the situation that jasondude7116 describes ( or at least I didn't notice it ), so my mods/ config wouldn't be useful.

I suggested it as was just thinking about what else might trigger submarine sounds and remembered reading the TDW Generic Patcher (http://www.subsim.com/radioroom/showthread.php?t=181433) notes where AI sub actions caused your crew to speak. The exact patch note being " Starting with v1.0.80.0 added a new patch to SHSim.act: AI subs no longer cause your crew to speak and or place messages in the messagebox when they are diving and/or recharging batteries".

Since the Danzig area has a few AI subs in the area I thought it might be a place to start.

Adriatico
06-22-13, 04:43 PM
See my edit to the post above.
Best to play using v1.6 until you finish happy times and then update to v2.2 before selecting your next campaign (mare nost / western app)

v2.2 is much better than v1.6:yep:

I accomplished "Happy times" and continued to Western approaches... While in a base, I switched to OH2.2 (tried all combinations) but it simply keeps on crushing, it loads first mission of Western approaches and crushes to stupid Uplay...:dead:
When I put back OH1.6 it loads normally first (base) mission of W.A....

How can I "...update to v2.2 before selecting your next campaign (mare nost / western app)..." ?
As soon as I sink second tanker in Happy Times - game kicks me to campaign selection screen?

Trevally.
06-22-13, 04:56 PM
It may be that jumping from 1.6 to 2.2 within campaign is jus to much.
It could be that a restart for career is needed.

You could start new career, use silentotto to start where you left off and then go through the fun for upgrading your crew again:up:

THE_MASK
06-22-13, 05:24 PM
Definately a career restart .