View Full Version : [REL] Open Horizons II
jasondude7116
06-22-13, 06:03 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
Once I was trying to debug this, I uninstalled and erased all previous SH5 data. Then I installed SH5, updated to 1.2, and installed OH2 base mod only.
(It also happens with the 2.2 OH2 full ect.)
I am having a problem with this setup with no other mods. I normally use a dozen or so mods, but my debugging setup is OH5 stock...updated to 1.2. Then OH2 mod installed via jsgme.
This is not based on any actual data...just observation and guess:
What it seems like to me is that the ballast sounds are triggered by conditions of the boat in the water, and the desired change to that. The triggers are getting weird somehow. I'm wondering if the ballast...(not the actual sound, but the ballast data....like ballast needs more "air" ect. for this maneuver) is normally triggered several times on a dive/surface maneuver, and during this, the sound is actually supposed to be called or "volume>0" for this sound at the beginning and end of the maneuver only.
I'm wondering if the trigger for ..."okay it's beginning of maneuver...trigger sound now.....okay middle of maneuver - don't let sound trigger (or volume=0 this sound)....then okay maneuver is at the end....let sound trigger again.
This is a sheer guess of what might cause the sound to be triggered every time the ballast is actually blowing or flooding, or be silent and not trigger sound at all, or sometimes...(rarely) it will play one time then no more for a while.
Because the game is actually triggering the ballasts (not the sound) to move the boat properly...(I can be at 0 speed during this...so only way to go up and down is ballast) I wonder if the sound trigger part of it only is getting weird for some reason.
For whatever it helps, I have run the game in every good compatibility mode in Win7 like XP SP3, Win7, ect. (tried it in 32 bit and 64)
I also just tried the TDW patcher, which had no effect. (Then took the patches out...went back to stock)
So, to answer the question my mod list is: OH2 base
My system specs are:
Summary
Operating System
MS Windows 7 Home Premium 64-bit SP1
CPU
Intel Core i7 2600K @ 3.40GHz 113 °F
Sandy Bridge 32nm Technology
RAM
8.0GB DDR3 @ 665MHz (9-9-9-24)
Motherboard
Dell Inc. 0Y2MRG (CPU 1) 103 °F
Graphics
DELL SR2220L (1920x1080@60Hz)
ATI Radeon HD 5700 Series
Hard Drives
1465GB Seagate ST31500341AS (SATA) 114 °F
Optical Drives
HL-DT-ST DVD+-RW GH50N
Audio
Realtek High Definition Audio
Operating System
MS Windows 7 Home Premium 64-bit SP1
Device Tree
ACPI x64-based PC
Microsoft ACPI-Compliant System
ACPI Power Button
Motherboard resources
System board
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
ACPI Fixed Feature Button
PCI bus
2nd generation Intel® Core™ processor family DRAM Controller - 0100
Intel(R) Management Engine Interface
Intel(R) 6 Series/C200 Series Chipset Family SMBus Controller - 1C22
System board
System board
Motherboard resources
High precision event timer
2nd generation Intel® Core™ processor family PCI Express Controller - 0101
ATI Radeon HD 5700 Series
Dell SR2220L(Analog)
High Definition Audio Controller
AMD High Definition Audio Device
Intel(R) 6 Series/C200 Series Chipset Family USB Enhanced Host Controller - 1C2D
USB Root Hub
Generic USB Hub
High Definition Audio Controller
Realtek High Definition Audio
Intel(R) Display Audio
Intel(R) 6 Series/C200 Series Chipset Family PCI Express Root Port 1 - 1C10
DW1501 Wireless-N WLAN Half-Mini Card
Microsoft Virtual WiFi Miniport Adapter
Intel(R) 6 Series/C200 Series Chipset Family PCI Express Root Port 4 - 1C16
Broadcom NetLink (TM) Gigabit Ethernet
Intel(R) 6 Series/C200 Series Chipset Family USB Enhanced Host Controller - 1C26
USB Root Hub
Generic USB Hub
Generic USB Hub
USB Composite Device
Office Keyboard
HID Keyboard Device
Office Keyboard
HID-compliant mouse
HID-compliant consumer control device
HID-compliant device
USB Input Device
HID-compliant mouse
USB Mass Storage Device
Seagate FreeAgent USB Device
USB Mass Storage Device
Generic- SD/MMC USB Device
Generic- Compact Flash USB Device
Generic- SM/xD-Picture USB Device
Generic- MS/MS-Pro USB Device
Intel(R) H67 Express Chipset Family LPC Interface Controller - 1C4A
Motherboard resources
Programmable interrupt controller
Direct memory access controller
System timer
System CMOS/real time clock
System speaker
Motherboard resources
Numeric data processor
Intel(R) Desktop/Workstation/Server Express Chipset SATA AHCI Controller
ST31500341AS
HL-DT-ST DVD+-RW GH50N
CPU
Intel Core i7 2600K
Cores 4
Threads 8
Name Intel Core i7 2600K
Code Name Sandy Bridge
Package Socket 1155 LGA
Technology 32nm
Specification Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
Family 6
Extended Family 6
Model A
Extended Model 2A
Stepping 7
Revision D2
Instructions MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, Intel 64
Virtualization Supported, Enabled
Hyperthreading Supported, Enabled
Fan Speed 908 RPM
Bus Speed 99.8 MHz
Stock Core Speed 3400 MHz
Stock Bus Speed 100 MHz
Average Temperature 113 °F
Caches
L1 Data Cache Size 4 x 32 KBytes
L1 Instructions Cache Size 4 x 32 KBytes
L2 Unified Cache Size 4 x 256 KBytes
L3 Unified Cache Size 8192 KBytes
Core 0
Core Speed 2394.8 MHz
Multiplier x 16.0
Bus Speed 99.8 MHz
Temperature 115 °F
Thread 1
APIC ID 0
Thread 2
APIC ID 1
Core 1
Core Speed 2394.8 MHz
Multiplier x 16.0
Bus Speed 99.8 MHz
Temperature 106 °F
Thread 1
APIC ID 2
Thread 2
APIC ID 3
Core 2
Core Speed 2394.8 MHz
Multiplier x 16.0
Bus Speed 99.8 MHz
Temperature 117 °F
Thread 1
APIC ID 4
Thread 2
APIC ID 5
Core 3
Core Speed 2394.8 MHz
Multiplier x 16.0
Bus Speed 99.8 MHz
Temperature 114 °F
Thread 1
APIC ID 6
Thread 2
APIC ID 7
RAM
Memory slots
Total memory slots 4
Used memory slots 4
Free memory slots 0
Memory
Type DDR3
Size 8192 MBytes
DRAM Frequency 665.3 MHz
CAS# Latency (CL) 9 clocks
RAS# to CAS# Delay (tRCD) 9 clocks
RAS# Precharge (tRP) 9 clocks
Cycle Time (tRAS) 24 clocks
Command Rate (CR) 2T
Physical Memory
Memory Usage 22 %
Total Physical 7.98 GB
Available Physical 6.17 GB
Total Virtual 7.99 TB
Available Virtual 7.99 TB
Motherboard
Manufacturer Dell Inc.
Model 0Y2MRG
Chipset Vendor Intel
Chipset Model Sandy Bridge
Chipset Revision 09
Southbridge Vendor Intel
Southbridge Model ID1C4A
Southbridge Revision 05
System Temperature 103 °F
BIOS
Brand Dell Inc.
Version A06
Date 10/17/2011
Voltage
CPU CORE 0.976 V
MEMORY CONTROLLER 2.000 V
+3.3V 3.792 V
+5V 3.763 V
+12V 14.976 V
-12V -11.840 V
-5V -11.840 V
+5V HIGH THRESHOLD 3.629 V
CMOS BATTERY 2.176 V
PCI Data
1. PCI Available
2. PCI Available
3. PCI Available
Graphics
Monitor
Name DELL SR2220L on ATI Radeon HD 5700 Series
Current Resolution 1920x1080 pixels
Work Resolution 1920x1040 pixels
State enabled, primary, output devices support
Monitor Width 1920
Monitor Height 1080
Monitor BPP 32 bits per pixel
Monitor Frequency 60 Hz
Device \\.\DISPLAY1\Monitor0 (file://\\.\DISPLAY1\Monitor0)
ATI Radeon HD 5700 Series
Memory 1024 MB
Memory type 2
Driver version 9.12.0.0
Hard Drives
ST31500341AS
Manufacturer Seagate
Form Factor 3.5"
Heads 16
Cylinders 16383
SATA type SATA-II 3.0Gb/s
Device type Fixed
ATA Standard ATA8-ACS
48-bit LBA Supported
Serial Number 9VS4RLS8
Interface SATA
Capacity 1465GB
Audio
Sound Cards
Realtek High Definition Audio
Intel(R) Display Audio
AMD High Definition Audio Device
Playback Devices
Realtek Digital Output (Realtek High Definition Audio)
Speakers (Realtek High Definition Audio) (default)
Recording Device
Stereo Mix (Realtek High Definition Audio)
Thanks for the help with this one guys...will do some more testing to see if I can come up with some more info.
Silent Steel
06-23-13, 01:39 AM
Hi Jason
That's some report of your config! For sure the config isn't the place to look for the culprit.
Just to test and possibly eliminate the JSGME from the list of suspects uninstall JSGME
1) Deactivate all your mods with JSGME
2 ) Move the "MODS" folder found in C:\Ubisoft\Silent Hunter 5\ to e.g. your desktop
3) Uninstall JSGME (Follow the JSGME v2.6 User Guide (http://www.subsim.com/radioroom/downloads.php?do=file&id=3814) page 4)
4 Download a new copy of the JSGME v2.6 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3951) (your current copy could be corrupted)
5) Install JSGME
6) Run JSGME once in order to create a brand new "MODS" folder in the C:\Ubisoft\Silent Hunter 5 folder
7) Go to the "MODS" folder on your desktop and move the mod folders one at a time to the new C:\Ubisoft\Silent Hunter 5\MODS folder. This just to make sure you won't keep any possibly corrupted files.
Make sure the mods' structure is; mod's name\data - nothing more, nothing less!
8) Activate whatever mods you want
9) Run SH5 to see if the issue is still there
If this doesn't help - do a reinstall;
1) Make a copy of;
1a) C:\Users\Documents\SH5 folder and place it e.g. on your desktop
1b) C:\Ubisoft\Silent Hunter 5\MODS folder and save it, e.g. on your desktop
2) Uninstall SH5
3) Delete the following (whatever is left after the uninstall, if anything);
3a) C:\Users\Capo\Documents\SH5 folder
3b) C:\Ubisoft
4) Sweep your HD registry for leftovers. I use the CCleaner (http://ccleaner.sv.softonic.com/)
5) Reboot
6) Install SH5
To make sure SH5 gets patched, run SH5 once (in the SH5 main menu top right corner you should see v1.2.0) If this isn't the case the SH5 didn't get patched during reinstall >
run the C:\Ubisoft\Silent Hunter5\Support\GameUpdater\gu.exe and then run SH5 to check you now see v1.2.0 in the SH5 main menu top right corner
7) Reboot and run SH5 to check it runs OK
8) Make a copy of the C:\Users\Documents\SH5 folder on your desk top
9) Paste it in the C:\Users\Documents folder and let overwrite
8) Install JSGME (by JSGME User Guide)
9) Move whatever mods you want from the copy of the MODS folder on your desktop - one at a time
10) Activate whatever mods you want
Done
Trevally.
06-23-13, 02:41 AM
@ jasondude7116
This error sounds most odd:O:
OHII has no files that change the way the boat dives or surfaces - it only has equipment files.
It does have sound controllers (Sh.sdl) that are a mix of many sound mods for SH5. The one for surface/dive will be from Stormflys mod.
You could try adding a new sound file from a sound mod. When sounds get stuck in loops - it can be caused by the sound length - try a shorter one.
The reason for this only happening near harbours is odd:hmmm:
Adriatico
06-23-13, 04:34 AM
Hey... simple question... Why Western Approaches in April1941 starts at Kiel ?!?
I passed previous level Happy Times from France... and now back to Kiel ?
:shifty:
volodya61
06-23-13, 05:02 AM
Hey... simple question... Why Western Approaches in April1941 starts at Kiel ?!?
I passed previous level Happy Times from France... and now back to Kiel ?
:shifty:
Your home base will be moved to St Nazaire April 05, 1941 :yep:
See post #2
Trevally.
06-23-13, 05:04 AM
... and now back to Kiel ?
:shifty:
You are in Kiel for retraining - be more aggressive :arrgh!:
jasondude7116
06-25-13, 03:22 PM
Trevally -
Is there anything that I can remove from the mod that would help me to narrow this down? For example, could I remove this or that file/folder that would remove a component but not CTD?
It seems like it is an area related issue. I have been able to verify and repeat it several times over.
Not saying there is a problem with the mod. It very well could be my hardware ect. Just trying to narrow it down a bit more so I can get a grip on it.
Thanks :D
Trevally.
06-27-13, 05:58 AM
Trevally -
Is there anything that I can remove from the mod that would help me to narrow this down? For example, could I remove this or that file/folder that would remove a component but not CTD?
It seems like it is an area related issue. I have been able to verify and repeat it several times over.
Not saying there is a problem with the mod. It very well could be my hardware ect. Just trying to narrow it down a bit more so I can get a grip on it.
Thanks :D
Hi Jason
I am sorry but I have no idea why this would happen.
Memel has no "zombie" ships and Kiel does - could this have something to do with it?
The harbours are loaded into your game at 30 - 35km. This sounds like the distance where you are getting the error.
Perhaps Stormfly may know something:hmmm:
Trevally.
06-27-13, 06:02 AM
My 2 year old super dupper PC has blown up:arrgh!:
It is blowing powerpacks - overheating and now will not power up at all.
I am afraid all hope is lost.
My harddrive will be ok and I have OHII backed up.
New computer has been ordered and should be home tomorrow:up:
volodya61
06-27-13, 07:54 AM
My 2 year old super dupper PC has blown up:arrgh!:
It is blowing powerpacks - overheating and now will not power up at all.
:shifty:
My condolences :03:
My 2 year old super dupper PC has blown up:arrgh!:
It is blowing powerpacks - overheating and now will not power up at all.
I am afraid all hope is lost.
:o :-?
Too much overwork on OH's campaign? :hmm2:
My harddrive will be ok and I have OHII backed up.
New computer has been ordered and should be home tomorrow:up:
:up:
Sjizzle
06-27-13, 09:00 AM
My 2 year old super dupper PC has blown up:arrgh!:
It is blowing powerpacks - overheating and now will not power up at all.
I am afraid all hope is lost.
My harddrive will be ok and I have OHII backed up.
New computer has been ordered and should be home tomorrow:up:
sad to hear that :(
but good news is that u will have a new one :)
My 2 year old super dupper PC has blown up:arrgh!:
It is blowing powerpacks - overheating and now will not power up at all.
I am afraid all hope is lost.
My harddrive will be ok and I have OHII backed up.
New computer has been ordered and should be home tomorrow:up:
Always a good thing in a bad thing.
Good to hear you're waiting a new one :up:
I too, am waiting for the end of mine :haha: and probably not that far away...this buster is doing weird things with my folders, and experienced some critical crash lately...even though i clean and check it every 2 days now.
I'm prepared, and all is saved on external HD. My MB is quite old now and next one will be different as well as the GC.
Will probably choose an SSD drive and latest ATI for SH5 :yep:
jasondude7116
06-27-13, 03:47 PM
Hi Jason
I am sorry but I have no idea why this would happen.
Memel has no "zombie" ships and Kiel does - could this have something to do with it?
The harbours are loaded into your game at 30 - 35km. This sounds like the distance where you are getting the error.
Perhaps Stormfly may know something:hmmm:
First, let me say sorry about the computer. I just did the same thing about a month ago...
And second, Yes! That sounds exactly like what it might be. It is not an area as far as terrain or something like that. It is when ships load in a certain area. Could you please give me a brief explaination of "zombie ships"? Just to get me headed in the right direction.
That is exactly what testing is pointing to.
Thanks for the help on what appears to be a rare issue. :)
THE_MASK
06-28-13, 06:53 AM
Do we need a CovFlag for World OPEN HORIZONS II_full v2.2\data\Menu\Gui\RecManual
for the boats found in
OPEN HORIZONS II_full v2.2\data\Roster\World
THE_MASK
06-30-13, 10:48 PM
For the next installment (if, when) could we have a supply ship for the north western approaches mission . I am sure they had them , even if not very succsesful . For those that play on max TC256 it would be good .
madosopia
07-01-13, 09:48 AM
Hi!
I'm thinking about playing SH5 again after a long paus, and from what I've seen this mod looks awesome!:) Wolfpacks, the thing I've always been dreaming about! Absolutely going to download it!
Before I start playing I have a few questions, though:
- Mines and nets are mentioned in the first post. How do these work? Are they as easily identifiable as it sounds, or will I run into any suprises?
- First post mentions two sound mods; "All sound mods" and " Das Boot Sound Mod". Should I use both or only one? What is the difference?
- "Feature" list doesn't say anything about changed AI behaviour, like that of escorts. Can the mod be combined with an AI mod like IRAI?
Looking forward to any answers, but not as much as I'm looking forward to playing the mod! :salute:
Sjizzle
07-01-13, 10:51 AM
For the next installment (if, when) could we have a supply ship for the north western approaches mission . I am sure they had them , even if not very succsesful . For those that play on max TC256 it would be good .
great ideea :sunny: pls add suply ship :)
volodya61
07-01-13, 11:48 AM
- Mines and nets are mentioned in the first post. How do these work? Are they as easily identifiable as it sounds, or will I run into any suprises?
Nets you can see always, visually or via hydrophone.. mines will be a surprise :arrgh!:..
- First post mentions two sound mods; "All sound mods" and " Das Boot Sound Mod". Should I use both or only one? What is the difference?
All sounds is not a sound mod.. it's just edited sh.sdl which included all the new sounds entries..
- "Feature" list doesn't say anything about changed AI behaviour, like that of escorts. Can the mod be combined with an AI mod like IRAI?
OHII is just campaign mod.. you should combine it with IRAI.. have a look at the any mod-lists..
For the next installment (if, when) could we have a supply ship for the north western approaches mission . I am sure they had them.
:hmm2:
Are you really sure? That area would have been relatively close to German bases which would have provided a safer way to refit and, what matters more, too close to enemy air patrols.
A few refittings south of the Island of Jan Mayen (Norway) were historically reported, but it was way more to the north, and they all happened during escort missions by U-boats to outbound German auxiliary cruisers. In this case, the cruisers behaved as U-boat tenders for their escort, before they parted off :yep:
johan_d
07-07-13, 09:22 AM
Problem: Fresh installation, the TDW UI, IRAI and OH2 patched installed. I finished the trails and try the westerm aproaches, but no mission is given after looking at the 'movie'the officer gives in the shelter. What did I miss ?
TheDarkWraith
07-07-13, 10:59 AM
Did you click on one of the crosses on the map to select a mission?
johan_d
07-07-13, 01:07 PM
there werent any.. thats the puzzle
Trevally.
07-08-13, 11:56 AM
Problem: Fresh installation, the TDW UI, IRAI and OH2 patched installed. I finished the trails and try the westerm aproaches, but no mission is given after looking at the 'movie'the officer gives in the shelter. What did I miss ?
Hi Johan,
Can you let me know what version of OHII you are using. Also the game date.
:up:
Mikemike47
07-08-13, 01:04 PM
Welcome back, Trevally. I guess you got your new computer toy up and running.:up:
Trevally.
07-08-13, 04:54 PM
Welcome back, Trevally. I guess you got your new computer toy up and running.:up:
Thanks Mike - yes I bought an off the shelf PC
I7 @3.40Ghz 16GB ram Nvidia GTX 660
It runs very well:yep: nice and cool
I have not yet installed Sh5:oops:... but have found myself back in Tamriel (http://en.wikipedia.org/wiki/Tamriel) chasing after Alduin with Lydia in tow....
So until I take an arrow to the knee......:D
Thanks Mike - yes I bought an off the shelf PC
I7 @3.40Ghz 16GB ram Nvidia GTX 660
WOW :o :up:
Congrats Trevally. To think that some of us have to hold up with only 2-4 Gb of memory and just a couple of thousand MHz :doh:
mishuleu155
07-11-13, 08:20 AM
Minefield map not showing. I use NewUIs_TDC_7_5_0.
mishuleu155
07-11-13, 09:10 AM
Fix. I copied the SH5_Shipping_Chart.dds from the minefield map mod to data/UserCharts.
:salute:
volodya61
07-11-13, 09:28 AM
Fix. I copied the SH5_Shipping_Chart.dds from the minefield map mod to data/UserCharts.
:salute:
There is a better solution - http://www.subsim.com/radioroom/showthread.php?t=204617
mishuleu155
07-11-13, 09:57 AM
Interesting. Tanks. :salute:
I'm sure this noob question has been asked before but the search function isn't really working for me, so here goes:
I'm worried that my OHII installation isn't working properly. Isn't the first objective (intercept/report polish task force) supposed to be marked as complete as soon as you send a report? My WO first tells me there's smoke on the horizon and then a few minutes later that we have spotted a task force. I can clearly see the smoke from the ships in my binocs. So I go ahead and click the captain's bonnet and press the report contact button (the one that looks like a ship). And then nothing happens, objective is still incomplete. I click the WO and tell him to tell the radio man to report the contacts. I get the audio queue that the report has been sent. And then nothing happens, objective is still incomplete.
I'm sure this noob question has been asked before but the search function isn't really working for me, so here goes:
I'm worried that my OHII installation isn't working properly. Isn't the first objective (intercept/report polish task force) supposed to be marked as complete as soon as you send a report? My WO first tells me there's smoke on the horizon and then a few minutes later that we have spotted a task force. I can clearly see the smoke from the ships in my binocs. So I go ahead and click the captain's bonnet and press the report contact button (the one that looks like a ship). And then nothing happens, objective is still incomplete. I click the WO and tell him to tell the radio man to report the contacts. I get the audio queue that the report has been sent. And then nothing happens, objective is still incomplete.
Yes, i thought the same at first (because of what is noticed in the mission box)...
But no, you have to destroy them yourself (Gryf mine layer + destroyer) OR wait for german force (even airplane) to destroy them!
On side note, a couple of times (because i restarted so many times this mission for tests :D) i got mission accomplished just passing the striped zone :o (might be a little bug)
I'm sure this noob question has been asked before but the search function isn't really working for me, so here goes
The best search functions are offered by google; in the google search bar, add the "site:" filter for restricting your serch to any given website or domain.
E.g. the following search:
K9us "open horizons" "polish task force" site:subsim.com
redirects to your previous post (https://www.google.com/search?q=K9us+%22open+horizons%22+%22polish+task+f orce%22+site%3Asubsim.com). :03:
mishuleu155
07-12-13, 12:46 PM
I can't find the mines. I searched for them but without success. How can i see one. :hmm2:
Sjizzle
07-12-13, 12:53 PM
I can't find the mines. I searched for them but without success. How can i see one. :hmm2:
u will finde them and u will very sad when u will hit a mine with your u-boat :rock:
mishuleu155
07-12-13, 01:01 PM
I think i have a problem with the mod because i can't find a single one with the external camera. I looked on the minemap. Wales, dolphins icebergs where are they.
volodya61
07-12-13, 01:04 PM
I can't find the mines. I searched for them but without success. How can i see one. :hmm2:
You should go to the.. e.g. Scapa Flow.. and use external camera.. and yes, you will be unpleasantly surprised when you will hit one of them..
u will finde them and u will very sad when u will hit a mine with your u-boat :rock:
:har:
EDIT:
I think i have a problem with the mod because i can't find a single one with the external camera. I looked on the minemap. Wales, dolphins icebergs where are they.
Where are you looking for?
mishuleu155
07-12-13, 01:30 PM
I have completed Breaking The Fortress. Now i am at the Eastern British Coastal Waters. I searched there for them.
Sjizzle
07-12-13, 01:39 PM
I have completed Breaking The Fortress. Now i am at the Eastern British Coastal Waters. I searched there for them.
as i said no need to search them cos they will finde u and then BOOM :Kaleun_Mad:
http://static.navaltoday.com/wp-content/uploads/2012/05/Royal-Netherlands-Navy-Divers-Clear-WWII-Mine-off-Coast-of-Estonia.jpg
mishuleu155
07-12-13, 01:48 PM
I have to find a magnet big enough to attract one because there are no mines.
volodya61
07-12-13, 01:48 PM
as i said no need to search them cos they will finde u and then BOOM :Kaleun_Mad:
Yep, something like that.. :D
I have completed Breaking The Fortress. Now i am at the Eastern British Coastal Waters. I searched there for them.
You can try to locate them there using Mission Editor..
mishuleu155
07-12-13, 01:52 PM
What do you think. I can find them in historical missions?
Sjizzle
07-12-13, 01:55 PM
hmmm i don't think so the best way to finde them as volodya said use the mission editor aplication wich one is in sh5 root folder
volodya61
07-12-13, 02:22 PM
What do you think. I can find them in historical missions?
You can find them using Mission Editor..
hmmm i don't think so the best way to finde them as volodya said use the mission editor aplication wich one is in sh5 root folder
Why no? if he wishes it so much.. :)
http://s19.postimg.org/yd8i9tatb/mines1.jpg (http://postimg.org/image/yd8i9tatb/) . http://s19.postimg.org/61rjqigan/mines2.jpg (http://postimg.org/image/61rjqigan/) . http://s19.postimg.org/ac67m3ldr/mines3.jpg (http://postimg.org/image/ac67m3ldr/) . http://s19.postimg.org/y4fixmnen/mines4.jpg (http://postimg.org/image/y4fixmnen/)
mishuleu155
07-12-13, 02:27 PM
volodya61
Thank you. I will try to find them.
Sjizzle
07-12-13, 02:31 PM
Why no? if he wishes it so much.. :)
. . .
i will pray for him to finde how many he want :Kaleun_Salivating:
volodya61
07-12-13, 02:59 PM
..Thank you. I will try to find them.
Random Groups with the question mark icons are the mines.. :yep:
mishuleu155
07-12-13, 03:16 PM
I travelled to scarpa and i found a couple. First time i bumped into one with the sub. I am a happy man now. :salute:
volodya61
07-12-13, 03:54 PM
We are happy for you :D
Trevally.
07-12-13, 04:54 PM
SH5 is reinstalled and patched for v1.2
Now for some mods:hmmm:
volodya61
07-12-13, 04:56 PM
SH5 is reinstalled and patched for v1.2
Now for some mods:hmmm:
Welcome back :salute:
:O:
jasondude7116
07-12-13, 06:56 PM
Can someone give me a description of what a "Zombie ship" is?
I have looked and looked on the forums here for info...not finding any so far. It might help me solve a bug I have been trying to chase down.
Thanks :hmmm:
Now for some mods:hmmm:
:haha: If looking for some mods list running great on high end PC like your new one, i suggest you one of those 2: http://www.subsim.com/radioroom/showpost.php?p=1984220&postcount=1
But you surely know what are the best ones :D
BerntBalchen
07-14-13, 04:11 PM
Been looking around for some info but nothing. How do you do the VIIC training drills 20-03-1941. I sail to area for mission, but nothing happens. :) I spawn in uboat so i could not request the mission first. Something i missed? :D
EDIT:Never mind...i fixed it.
Sgtmonkeynads
07-18-13, 05:31 AM
Hi guys!
I've been looking for a answer, but can't find one. My nav map is not working.
I'm us ring sobers mep, minus the real navigation. I click on the guy in the bunker and can't skip the speech, can't choose a mission, see objectives , none of the buttons on it do anything( I'm using the latest tdw )
Once in game, it's the same. I've installed, uninstalled twice, each time following the directions to a tee and its still the same.
Are you supposed to see anything on the first map? When do the objectives appear? I'm on day one of the game.
Sjizzle
07-18-13, 05:47 AM
Hi guys!
I've been looking for a answer, but can't find one. My nav map is not working.
I'm us ring sobers mep, minus the real navigation. I click on the guy in the bunker and can't skip the speech, can't choose a mission, see objectives , none of the buttons on it do anything( I'm using the latest tdw )
Once in game, it's the same. I've installed, uninstalled twice, each time following the directions to a tee and its still the same.
Are you supposed to see anything on the first map? When do the objectives appear? I'm on day one of the game.
after u skip the tutorial save the game in bunker and then exit to main menu and reload the game and take a look if it's work ...
Sgtmonkeynads
07-18-13, 07:37 AM
I've been doing that the whole time. I think I'll just spend the day re doing everything. Just erase and start fresh.
Sjizzle
07-18-13, 07:49 AM
after u ask the officer for mission u don't have the skip botton on the top center of the Map ?
http://attila-kevin.de/var/resizes/TDW-charts/map.jpg?m=1374152192
http://attila-kevin.de/var/resizes/TDW-GenricPatcher/genericpatcher.jpg?m=1374152525
Sgtmonkeynads
07-18-13, 08:11 AM
Hmmm... I'll try it .
I have the buttons, they just don't do anything. But I'll try before starting from scratch.
Sgtmonkeynads
07-18-13, 09:23 AM
Uh..just got a blue screen. It's all definitely corrupted. Yeah I get to start over, oh well. It's worth it.
Silent Steel
07-18-13, 09:47 AM
Uh..just got a blue screen. It's all definitely corrupted. Yeah I get to start over, oh well. It's worth it.
Try Webster's 'How to Fix Mod Soup Issues'; http://www.subsim.com/radioroom/showpost.php?p=1228828&postcount=1
If this shouldn't help - Try a new download of JSGME.
BTW, what browser are you using for downloading?
IF it's Firefox > try downloading with Chrome or IE instead.
mishuleu155
07-18-13, 12:50 PM
Sgtmonkeynads
You love the freemasons?
Sgtmonkeynads
You love the freemasons?
Due to their very nature, freemasons are extremely elusive. Normally they recognise each others by means of secret gestures, words or signals, like for instance a certain symbol (that they only know) used as forum avatar. It is almost impossible for a non-freemason to identify someone who is.
By the way, what makes you to argue that Sgtmonkeynads likes freemasons? Are you one of them by any chance? :hmm2:
Okay, nevermind, you won't ever admit it... :D
P.S: my new signature: http://ufplanets.com/images/smilies/emoticon_ShiftyEyes.gif :O:
http://images-mediawiki-sites.thefullwiki.org/03/4/0/6/23299191086596910.png
mishuleu155
07-18-13, 02:17 PM
What? No way.
The following quote is from the Freemasons themselves ...
No one owns God, just as surely as no one owns "truth." Not one among us can be truly certain about the nature of God, so "Great Architect of the Universe" is a particularly apt reference to the Deity, as the reference acknowledges both the design and the designer without staking a claim on some exclusive jurisdiction. Deists, Christians - both Catholic and Protestant - Hindus, Muslims, Buddhists, and men of many other faiths have been welcomed into our Fraternity. One point of commonality is their belief in the one God. Masons believe there is one God and one God only. Masons also know that since time immemorial, people have employed many different ways of seeking and expressing what they know of God, of their experiences and relationship with that which transcends all knowing.
Though the Deity has been called by many sectarian names through the ages, perhaps Lao-Tzu's description of the "Tao" or "the Way" best clears away the robes, trappings, trumpery, and shadows surrounding the mystery to which we bow with reverence.
In the first chapter of the "Te-Tao Ching," it is written: The Tao that can be told is not the eternal Tao. The name that can be named is not the eternal name. The nameless is the beginning of heaven and earth. The named is the mother of ten thousand things. Ever without desire, one can see the mystery. Ever desiring, one can see the manifestations. These two spring from the same source but differ in name. This appears as darkness. Darkness within darkness. The gate to all mystery.
Masonic use of the title "Great Architect of the Universe" is our reverential denotation of the Deity, of that eternal name which cannot be named.
The Meaning of “the Great Architect of the Universe”
Freemason's “Great Architect” is SATAN!
Sgtmonkeynads
07-18-13, 05:47 PM
Well I finally got working again. I'm not kidding, I had three blue screens, fixed that, then almost had it load? When everything started flickering ,
Oh well , I'm out to sea again now.
The tip in turning off the listener thing helped, the game would load, but then I'd ask for an Internet connection, on or off line. So I got that switched back on, and tweaked a few settings and bang. It worked. I held my breath as I clicked the the screen and tapped the keys to do a fresh save, then got out of there quick for an immediate reload.
Well I finally got working again.
:up:
Taki1980
07-20-13, 08:08 AM
Hello.
Im using the Schleichfahrt Mod with MagUi and Open HorizonII integrated.
I found 1 Polish Freighter with 1900t and sunk him and it counted on my Missionprogressionbar. Then i found a 1800t Freighter with Swedish Flag on it but no Positionlights on. So i decided to save the Game and make a Fast Night Attack Training with UZO and sunk it.
Then i quit the Mission and i got 2 Freighter sunken and that Swedish Ship got onto that Baltic Operations Counter?!
Can anyone clarify that? Am i allowed to sink Ships with Neutral Flags without Positionlights turned on? Like Prizewar?:D That would be awesome. Or am i getting it wrong? Cant find anymore Polish Ships.
volodya61
07-20-13, 09:02 AM
Hello.
Im using the Schleichfahrt Mod with MagUi and Open HorizonII integrated.
I found 1 Polish Freighter with 1900t and sunk him and it counted on my Missionprogressionbar. Then i found a 1800t Freighter with Swedish Flag on it but no Positionlights on. So i decided to save the Game and make a Fast Night Attack Training with UZO and sunk it.
Then i quit the Mission and i got 2 Freighter sunken and that Swedish Ship got onto that Baltic Operations Counter?!
Can anyone clarify that? Am i allowed to sink Ships with Neutral Flags without Positionlights turned on? Like Prizewar?:D That would be awesome. Or am i getting it wrong? Cant find anymore Polish Ships.
You can sink neutral ships.. and it counts.. but you will get renown penalty in the bunker..
Taki1980
07-20-13, 11:24 AM
But why dont they Use Positionlamps and Travel on that "Saveroutes" for Neutral Ships that the Kriegsmarine allowed?
How did you finish that Missions? Where did you find the Polish Ships?
volodya61
07-20-13, 11:49 AM
How did you finish that Missions? Where did you find the Polish Ships?
What Missions? if you mean Baltic Operations.. easy..
Polish ships? everywhere..
What version of OHII are you using?
Sjizzle
07-20-13, 11:51 AM
But why dont they Use Positionlamps and Travel on that "Saveroutes" for Neutral Ships that the Kriegsmarine allowed?
How did you finish that Missions? Where did you find the Polish Ships?
take a look here
http://www.mediafire.com/convkey/f1be/kszybk2v3csa3lbfg.jpg
Taki1980
07-20-13, 04:46 PM
Thank you for the Info. Where did you get it from?
I was crusing there now for about 24h and just found 5 Ships 2 Danish and 3 Swedish.
Do those Ships spawn randomly or do they get on Routes and back again?
Im getting Mad. Feels like time is wasted and im running just for Neutral Ships who dont own Position Lamps. :down: In real WW2 Ships without those Lamp could get lots of Trouble ;)
Should i Skip that Polish Mission and go for the British Coast?
THE_MASK
07-20-13, 04:55 PM
Thank you for the Info. Where did you get it from?
I was crusing there now for about 24h and just found 5 Ships 2 Danish and 3 Swedish.
Do those Ships spawn randomly or do they get on Routes and back again?
Im getting Mad. Feels like time is wasted and im running just for Neutral Ships who dont own Position Lamps. :down: In real WW2 Ships without those Lamp could get lots of Trouble ;)
Should i Skip that Polish Mission and go for the British Coast?Exactly , you have do decide if you have enough time to finish the british coastal mission . Sometimes if weather is foggy all the time the polish mission can be infuriating .
Anonymous4245
07-20-13, 10:01 PM
Hey Guys I'm quite new to this game(like only started playing Yesterday) and I downloaded this mod but I've been encountering a problem
how do I fix these?
http://i41.tinypic.com/15n4pyv.jpg
http://i43.tinypic.com/sgh7ps.jpg
Trevally.
07-21-13, 02:02 AM
Hey Guys I'm quite new to this game(like only started playing Yesterday) and I downloaded this mod but I've been encountering a problem
how do I fix these?
Welcome to subsim:salute:
Check in the main menu that your game is v1.2
If it is not, remove all mods and update - then reinstall mods:up:
Anonymous4245
07-21-13, 08:10 AM
Welcome to subsim:salute:
Check in the main menu that your game is v1.2
If it is not, remove all mods and update - then reinstall mods:up:
Aww thats just sad :<
Is there Open Horizon for V.1.1? XD
Aww thats just sad :<
Is there Open Horizon for V.1.1? XD
Why don't you update your game to v1.2? :hmm2:
Silent Steel
07-21-13, 09:39 AM
Aww thats just sad :<
Is there Open Horizon for V.1.1? XD
Sorry, you have to update to v1.2.0 :(
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6830
THE_MASK
07-21-13, 03:34 PM
Just mouse over the EXE in the SH5 game folder . It will tell you if its 1.1 or 1.2 .
Just mouse over the EXE in the SH5 game folder . It will tell you if its 1.1 or 1.2 .
Good suggestion. So far I thought that the easiest way to get SH5 version was from main menu :doh:
Sjizzle
07-21-13, 04:44 PM
or u can download manualy from here
http://www.ubi.com/DE/Downloads/Info.aspx?dlId=2667
volodya61
07-21-13, 05:36 PM
Why don't you update your game to v1.2? :hmm2:
Sorry, you have to update to v1.2.0 :(
or u can download manualy from here
Just my 'two cents" remark :)
At the first sales some illegal copies of this game were made for the patch 1.1.. so, the owner of this copy can't update his game to 1.2 version because patch 1.2 contains legal .exe..
Something like this.. :03:
Anonymous4245
07-22-13, 04:49 AM
it's sad day today to be a pirate :<
well time to buy the game in the local Video Game shop :D
it's sad day today to be a pirate :<
well time to buy the game in the local Video Game shop :D
Good move :up:
You can also buy it from Amazon for as cheap as 5 USD. If you do it by using subsim's link to Amazon (top right corner of this window), you will also help Neal to pay the running costs of keeping this website alive :03:
Tonci87
07-22-13, 05:11 AM
it's sad day today to be a pirate :<
well time to buy the game in the local Video Game shop :D
Just don´t buy it from Steam!
Captain73
07-22-13, 06:40 AM
Hi Trevalli :salute:
He started the Polish company, but ran into a problem!
I can not finish the Baltic operation!
Why was not confirmed by the destruction of the ships? :hmmm:
http://i.pixs.ru/thumbs/6/7/5/SH5Img2013_2291353_8527675.jpg (http://pixs.ru/showimage/SH5Img2013_2291353_8527675.jpg)
My list of mods:
Loading Screens Mod puma1x
NDB,NDH OM#1 - No Dialog Indicator
Sound Das Boot(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 - Breakwater Piers
DynEnv v2.9 - No U-Mark
Better Sea Foam Dynamic Env compatible
Sober's smoke screen (DynEnv&OldStyle Explosions compatible)
sobers base sky mechanics V1
sobers water splash anim SH5
Naights_Underwater_Mod
Conus' Graphic Mod(edited)
silentmichal's interior mod 1.2.1
Naights Submaine Textures v1.2G (PUV)(edited)
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_21_ByTheDarkWraith(edited)
New Wake Torp
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes (modified for torpedoes failure patches)
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Stoianm pitch&roll + Real Battery Lifetime + U-boats.cfgs (edited+modified for engine ratio patches)
ImprovedWaves_Improved Pitch&Roll
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_2_0_0_TheDarkWr aith
Parts Magui V 3.01 by DrJones(edited)
Parts Magui Patch 3.02(edited)
Parts Magui v3.02 RUS Localization Patch
Optical mod for Magui by Fifi(edited)
Manos Scopes-patch for 5x3
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith-Patch
IRAI_0_0_39_Inertia_Damage
Critical hits 1.1 Torpedos
Depth Charge Range Fix
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2.2(edited)
RUS v 7.0 for OPEN HORIZONS-II v 2.2
IO_StrategicMap_4_3_for_Parts Magui V 3.0 by DrJones
IO_MapCourseLine_normal pencil_mod
Gisement
MarineQuadratKarte
Fonts_patch
Cerberus62 Historical Ship Equipment 1.3
Reworked Morale and Abilities v.1.1
RUS for Reworked Morale and Abilities v.1.1 by Rongel
SH5Lifeboat_Wooden ver. 0.2
SH5 Longer Repairs v.1
smaller flags for Warships 1_0b
AMMO_v1.0_SH5_by_Raven_2012
sobers bad weather deck gun V1 SH5
TDW_No_Contact_Colors_1_1_0
SubFlags_0_0_8_byTheDarkWraith
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
+ Generic Patcher v1.0.128.0
THE_MASK
07-22-13, 07:08 AM
use TDW_GenericPatcher_v_1_0_139_0
Dont disable orbitor . Restart campaign if previously disable orbitor .
Trevally.
07-22-13, 07:16 AM
Hi Trevalli :salute:
He started the Polish company, but ran into a problem!
I can not finish the Baltic operation!
Why was not confirmed by the destruction of the ships? :hmmm:
Hi Captain73:salute:
Some options for your problem are:-
another pirate:arrgh!:
TDWs patcher orbitor setting
wrong ship
wrong area
wrong date
:D
another pirate:arrgh!:
:haha:
Captain73
07-22-13, 11:57 AM
Thanks Trevally and Sober
Now I have finished the Baltic operation!:up:
With my officer of the watch, strange things happen! He says to me, or the same, or very different distance to the goal!
His reports the distance to the target is very strange! :doh:
It's hard to determine the course of the enemy ship! :hmm2:
TheDarkWraith
07-22-13, 12:00 PM
But with my officer of the watch is not understandable!
His reports the distance to the target is very protivorichivaya! :doh:
It's hard to determine the course of the enemy ship! :hmm2:
That's the whole point of the randomize nearest visual contact distance patch :up:
Anonymous4245
07-23-13, 04:39 AM
Good move :up:
You can also buy it from Amazon for as cheap as 5 USD. If you do it by using subsim's link to Amazon (top right corner of this window), you will also help Neal to pay the running costs of keeping this website alive :03:
I would buy it online if I had a Credit Card
Captain73
07-23-13, 04:58 AM
That's the whole point of the randomize nearest visual contact distance patch :up:
Hi Dark :salute:
I do not really understand the meaning of ...
Two destroyers move on me ...
The officer shall report to the ship-distance 9300 meters
8500 meters
8500 meters
8500 meters
12,700 meters
12,700 meters
4500 meters!
Although both destroyers come to meet me! I can see it well in binoculars! :06:
P.S. Trevally Sorry if I write not in the forum thread!
THE_MASK
07-23-13, 05:43 AM
Dive man Dive
Hi Dark :salute:
I do not really understand the meaning of ...
Two destroyers move on me ...
The officer shall report to the ship-distance 9300 meters
8500 meters
8500 meters
8500 meters
12,700 meters
12,700 meters
4500 meters!
Although both destroyers come to meet me! I can see it well in binoculars! :06:
P.S. Trevally Sorry if I write not in the forum thread!
This is a clear example of what I was saying a while ago about the limits of the random function applied by TDW.
Randomness is okay indeed, but within certain limits. Consecuitive range estimations on the same target should be sorted in ascending or descending order, depending on whether our target is moving away or closing. Any function not taking this fact into account will give silly results (like the ones reported by you) soon or later :yep:
At the time TDW was working on the random range estimation patch I had suggested a possible workaround, but I think he didn't understand me. I am glad someone else is noticing the problem now. :03:
Sartoris
07-23-13, 07:03 AM
Can't the range estimations be replaced with "contact close", "contact medium distance" and "contact long ditance" or something to that effect?
One question about OH2: Do I have to start a new game or can I keep playing on my old savegame?
Oh, and a question about the forum: How do I change my password and email-adress? I can't find the button for that.
Thank you :yeah:
volodya61
07-23-13, 07:50 AM
One question about OH2: Do I have to start a new game or can I keep playing on my old savegame?
Yes, you have to start a brand new career with OHII :yep:
Oh, and a question about the forum: How do I change my password and email-adress? I can't find the button for that.
Thank you :yeah:
see here -
http://s19.postimg.org/86a2sndtv/edit.jpg (http://postimage.org/)
Adriatico
07-24-13, 08:57 AM
Hmmm... In South Atlantic Convoys part of Western Approaches... basically there are no convoys ?
I spent days patroling that large map, picking a small ship or two... It will take ages to reach needed tons... for the first time I feel a bit bored with SH5...
I think that "neded tons" should be decreased for South Atlantic Convoys.
If you have work and family obligations... you don't have days and days to patrol almost empty ocean.
:shifty:
mendesjpcrs
07-24-13, 05:29 PM
Hi Trevallly,
I've prepared a scheme resuming the info on German replenishments in Spanish ports previously posted by me, and proposing a possible availability pattern within OHII campaigns. Here it is:
Location: Ferrol
Date range: Jun 40 - Sep 42
Campaigns / Objectives:
Coastal Waters / South Western Approaches (Jan - Jun 40)
Operation Drumbeat (Dec 41 - Sep 42)
Location: Vigo
Date range: Jun 40 - Dec 41
Campaigns / Objectives:
Happy Times (Jun 40 - Mar 41)
Western Approaches / British Supplies (Mar - Dec 41)
Western Approaches / Gibraltar Supply Route (Mar - Dec 41)
Western Approaches / Winston's Special (Mar - Dec 41)
Mare Nostrum / Breakthrough Gibraltar (Mar - Sep 41)
Location: Cadiz
Date range: Jan 40 - Nov 41
Campaigns / Objectives:
Coastal Waters / South Western Approaches (Jan - Jun 40)
Western Approaches / Gibraltar Supply Route (Mar - Dec 41)
Mare Nostrum / Breakthrough Gibraltar (Mar - Sep 41)
Location: Las Palmas
Date range: Mar - Jul 41
Campaigns / Objectives:
Western Approaches / Winston's Special (Mar - Dec 41)
Western Approaches / Central Atlantic Supplies (Apr - Nov 41)
Western Approaches / South Atlantic Convoys (Apr - Nov 41)
I've done my best to match in game base locations, patrol areas, objective dates, refitting ports, etc, with the data available on historical U-boat patrols that required a refuelling in a spanish port. Nevertheless, I am sure that given your deep knolwledge of OHII campaign, there is space for improvements from your parts. What do you think?
I have one last question: do you think that the refitting from an anchored unit will be possible?
That Would be Awesome!!
Hmmm... In South Atlantic Convoys part of Western Approaches... basically there are no convoys ?
I spent days patroling that large map, picking a small ship or two... It will take ages to reach needed tons... for the first time I feel a bit bored with SH5...
I think that "neded tons" should be decreased for South Atlantic Convoys.
If you have work and family obligations... you don't have days and days to patrol almost empty ocean.
:shifty:
"South Atlantic" is too a generic indication. Have you considered that you might be patrolling an area too far from the most common shipping lanes? Personally, I think that finding the "right spots" is part of the fun. Capes, straights and the approaches to the major ports are normally good hunting areas. :yep:
That Would be Awesome!!
That is awesome :03:
@ Adriatico
Look at this map:
http://upload.wikimedia.org/wikipedia/commons/thumb/b/b1/Convoy_routes_1941.jpg/325px-Convoy_routes_1941.jpg
I think that OHII reproduces historical Atlantic convoy routes fairly accurately :03:
jsheikh
07-24-13, 06:44 PM
Hi everyone!
First things first: This is an awesome mod!
I'm having trouble with the campaign objectives: I.e. I'm achieving them but they're not getting updated as 'achieved' (no filled grey crosses). E.g. for my 2nd patrol, I chose the coastal operations goal. When the patrol started I could also see the 'breaking the fortress' goal available and decided to pursue it first. I snuck into Scapa Flow and torpedoed HMS Royal Sovereign (Or a sistership), and sank it. The goal remains unfulfilled.
Please advise.
volodya61
07-24-13, 06:46 PM
Disable ALL the patches for Advanced Users!
jsheikh
07-24-13, 06:59 PM
Disable ALL the patches for Advanced Users!
I already did. I'm assuming you meant the 'Enable game messages to be displayed in game' patch
volodya61
07-24-13, 08:05 PM
I already did. I'm assuming you meant the 'Enable game messages to be displayed in game' patch
What version of the Patcher do you use? If you use old version disable all Orbit Listener patches..
jsheikh
07-24-13, 08:25 PM
What version of the Patcher do you use? If you use old version disable all Orbit Listener patches..
v 1.0.128.0
I have them disabled already. Damn just noticed that I had the 'Disables Uplay browser' patch activated. Is that causing the issue?
volodya61
07-24-13, 08:37 PM
v 1.0.128.0
I have them disabled already. Damn just noticed that I had the 'Disables Uplay browser' patch activated. Is that causing the issue?
YES!!!
When you disabling something do you ever read any notes or description for this???
http://s19.postimg.org/75aamwds3/patch.jpg
jsheikh
07-24-13, 09:30 PM
YES!!!
When you disabling something do you ever read any notes or description for this???
http://s19.postimg.org/75aamwds3/patch.jpg
Sorry, I didn't mean to frustrate you man
Captain73
07-25-13, 02:06 AM
Originally Posted by gap View Post
Hi Trevallly,
I've prepared a scheme resuming the info on German replenishments in Spanish ports previously posted by me, and proposing a possible availability pattern within OHII campaigns. Here it is:
Location: Ferrol
Date range: Jun 40 - Sep 42
Campaigns / Objectives:
Coastal Waters / South Western Approaches (Jan - Jun 40)
Operation Drumbeat (Dec 41 - Sep 42)
Location: Vigo
Date range: Jun 40 - Dec 41
Campaigns / Objectives:
Happy Times (Jun 40 - Mar 41)
Western Approaches / British Supplies (Mar - Dec 41)
Western Approaches / Gibraltar Supply Route (Mar - Dec 41)
Western Approaches / Winston's Special (Mar - Dec 41)
Mare Nostrum / Breakthrough Gibraltar (Mar - Sep 41)
Location: Cadiz
Date range: Jan 40 - Nov 41
Campaigns / Objectives:
Coastal Waters / South Western Approaches (Jan - Jun 40)
Western Approaches / Gibraltar Supply Route (Mar - Dec 41)
Mare Nostrum / Breakthrough Gibraltar (Mar - Sep 41)
Location: Las Palmas
Date range: Mar - Jul 41
Campaigns / Objectives:
Western Approaches / Winston's Special (Mar - Dec 41)
Western Approaches / Central Atlantic Supplies (Apr - Nov 41)
Western Approaches / South Atlantic Convoys (Apr - Nov 41)
I've done my best to match in game base locations, patrol areas, objective dates, refitting ports, etc, with the data available on historical U-boat patrols that required a refuelling in a spanish port. Nevertheless, I am sure that given your deep knolwledge of OHII campaign, there is space for improvements from your parts. What do you think?
I have one last question: do you think that the refitting from an anchored unit will be possible?
Hi Trevally and Gap
Looks amazing! :yeah:
1)I would like to say about the mission at Scapa Flow .... It is necessary to complicate the mission!
In the southern Strait need more ground mines that the player came at night and only on the surface! This will repeat the action Gunther Prien!
2)Operation Weserübung (capture of Norway) .... Really miss action in the fjords in Narvik and Trondheim! Erich Topp said: "Everything was much more difficult than we expected! Narrow fjords, shallow water, fog and a lot of faulty torpedoes"
From Russia with love! :subsim:
P.S. Very interesting link, but in Russian language!
Code: "Hartmut"
http://navycollection.narod.ru/battles/WWII/Hartmut/hartmut.htm
2)Operation Weserübung (capture of Norway) .... Really miss action in the fjords in Narvik and Trondheim! Erich Topp said: "Everything was much more difficult than we expected! Narrow fjords, shallow water...
Are SH5 fjords not narrow/shallow enough? If needed, they can be made narrower and shallower using Terrain Editor, but beyond a certain limit destroyers start acting in a weird way :yep:
...fog...
In this game, fog shouldn't be a big problem really :03:
...and a lot of faulty torpedoes"
We are waiting for Rongel's update of his realistic torpedo failure mod which will make early magnetic torpedoes much lesser reliable thn they are now.
Anyway, IIRC magnetic torpedo failure rates recorded during operation Weserubung were considerably higher than average due to the vicinity of the magnetic North and/or to magnetic field irregularities caused by the fjords themselves. I doubt this can be simulated in game.
P.S. Very interesting link, but in Russian language!
Code: "Hartmut"
http://navycollection.narod.ru/battles/WWII/Hartmut/hartmut.htm
The wikipedia article (http://en.wikipedia.org/wiki/Operationsbefehl_Hartmut) on Operation Hartmut is extremely well done also, and it lists all the U-boat groups involved, with group duties and individual notes on the usccess achieved by each unit. Would be nice being assigned to a group or another each time we play again the objective. Maybe one day we will have Ubootwaffe and Allied orders of battles for Op. Weserubung implemented in OHII. When I discussed the topic with Trevally, he seemed quite positive on this point :up:
volodya61
07-25-13, 05:43 AM
..We are waiting for Rongel's update of his realistic torpedo failure mod which will make early magnetic torpedoes much lesser reliable thn they are now...
As I remember, when I was testing torpedoes failure patches there were a lot dud/premature/circle runner torpedoes :yep:.. and if torpedoes patches and failure torpedoes fix are enabled it's enough good result for use it right now..
As I remember, when I was testing torpedoes failure patches there were a lot dud/premature/circle runner torpedoes :yep:.. and if torpedoes patches and failure torpedoes fix are enabled it's enough good result for use it right now..
:up:
Frankovich213
07-25-13, 06:42 AM
Thankyou for this awesome mod! The only problem I've noticed is now my time compression lags when I go above 128x near land.
Before I added the mod, time compression worked fine, my computer is really good so it can't be that. Anyway if anybody has any info on this, let me know please.
Thanks again.:D
Captain73
07-25-13, 06:44 AM
The wikipedia article (http://en.wikipedia.org/wiki/Operationsbefehl_Hartmut) on Operation Hartmut is extremely well done also, and it lists all the U-boat groups involved, with group duties and individual notes on the usccess achieved by each unit. Would be nice being assigned to a group or another each time we play again the objective. Maybe one day we will have Ubootwaffe and Allied orders of battles for Op. Weserubung implemented in OHII. When I discussed the topic with Trevally, he seemed quite positive on this point :up:
I wanted to say about the historicity of the company.
I wanted to see action in the capture of Narvik Krigsmarine or Trondheim.
How it was done by you in the Polish company! :yeah:
Thankyou for this awesome mod! The only problem I've noticed is now my time compression lags when I go above 128x near land.
Before I added the mod, time compression worked fine, my computer is really good so it can't be that.
Yes it is that! :smug:
OHII Full + NewUIs = no more than X64 in a radius of 60Km around main harbor.
Even with powerful PC...
How it was done by you in the Polish company! :yeah:
By Trevally, not by me. I have just made some historical research.
P.S: learning history from a video game is not that bad. I had this chance when I was a school boy :)
Feuer Frei!
07-25-13, 08:48 PM
Hi.
Firstly, many thanks for the hard work put into this mod.
I have d/l the full OH Mod , plus sobers OH Terrain fix.
However, when loading up OH with jsgme, the game ctd's, and a box comes up saying it's missing a file, in data\menu\gui\recmanual...something like covcanadian?
I cannot enjoy this mod because it ctd every time :hmmm:
Trevally.
07-26-13, 06:54 AM
Hi.
Firstly, many thanks for the hard work put into this mod.
Thanks and welcome to SH5:yeah:
I have d/l the full OH Mod , plus sobers OH Terrain fix.
However, when loading up OH with jsgme, the game ctd's, and a box comes up saying it's missing a file, in data\menu\gui\recmanual...something like covcanadian?
I cannot enjoy this mod because it ctd every time :hmmm:
First you should make sure you are updated to SH5.exe v1.2
Remove all mods (plus TDWs patcher if used)
Install TDWs UI mod (or other UI mod)
Test campaign start (new career)
If ok - install OHII fullv2.2 over the top of the UI mod
Test campaign (no need to skip the tutorial - it will work with OHIIv2.2) (another new career)
If this did not work - post the error
Try a fresh download of OHII
:up:
Please let me know how you get on:salute:
Trevally.
07-26-13, 07:06 AM
Thankyou for this awesome mod! The only problem I've noticed is now my time compression lags when I go above 128x near land.
Before I added the mod, time compression worked fine, my computer is really good so it can't be that. Anyway if anybody has any info on this, let me know please.
Thanks again.:D
Welcome to subsim:salute:
When you are within 30km of any port - your PC will have a lot of work to do. This will cause a fps reduction for even the best systems.
Try antilag if it gets too bad.
Stick to the map view
Notice that in map view TCx64 causes less lag than TCx32 (this is due to 3d draw being off at over x32)
volodya61
07-26-13, 07:33 AM
Hi Trevally! :salute:
Glad to hear you again.. long time didn't hear you at all.. some elven war? :)
There is a problem.. when Enables game messages to be displayed in-game (FOR ADVANCED USERS!) patch was enabled there were a few error messages during game was loading (custom mission or campaign)..
Messages like these -
several - File not found data/Menu/Gui/RecManual/CovFlagNewZealand.dds
several - File not found data/Menu/Gui/RecManual/CovFlagWorld.dds
I can't replicate this right now to show you screens because of my dead RAM.. game doesn't run at all now :shifty:..
Feuer Frei!
07-26-13, 08:08 AM
There is a problem.. when Enables game messages to be displayed in-game (FOR ADVANCED USERS!) patch was enabled there were a few error messages during game was loading (custom mission or campaign)..
Messages like these -
several - File not found data/Menu/Gui/RecManual/CovFlagNewZealand.dds
several - File not found data/Menu/Gui/RecManual/CovFlagWorld.dds
I can't replicate this right now to show you screens because of my dead RAM.. game doesn't run at all now :shifty:..
I can confirm this is almost identical to the errors i am having.
drakkhen20
07-26-13, 06:38 PM
heres my problem and questions.
how do you know OH is installed? because I enabled it in JGSM and played a new Campaign. Went through the tutorial but I have the same gauges and all.
You know OH is installed seeing the main screen baneer (not the loading screen):
http://www.subsim.com/radioroom/picture.php?albumid=385&pictureid=4516
Feuer Frei!
07-26-13, 09:18 PM
First you should make sure you are updated to SH5.exe v1.2
It is.
Remove all mods (plus TDWs patcher if used)Done.
Install TDWs UI mod Done. Using v7_4_0.
Test campaign start (new career)Done. Works fine.
install OHII fullv2.2 over the top of the UI modDone. Confirmed overwriting of UI Mod with jsgme.
Test campaign (no need to skip the tutorial - it will work with OHIIv2.2)? I never get the option to skip tutorial. It goes straight to the intro video when talking to the kaleun on turm, then i have to sink the 3 ships?
I chose "new career".
End result:
OH 2 seems to load fine. No error messages, no missing files in recmanual folder.
So then.
What could the "missing dds flag file errors be?
To do with generic patcher?
Or mod conflict?
FYI, when ctd occurred (ctd occurred when selecting either new patrol or "what is my mission" from the guy in bunker).
On one occasion, when on game load bar, the first screen with starting game, the game froze about a quarter of the way into it.
Mods used (and i didn't export load order, my mistake) was iirc:
Accurate German Flags
AilClouds 3.0
AilDeckwave 1.0
AilMoon 1.5
AilSmoke 1.7
BRF 1.3 full
Ferocious Fire SFX
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith Patch1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
MightyFine Less Annoying Footsteps 1.0
No Damn Bubbles, No Damn Halo Mod
Old Style Explosions V1.1
sobers base wave mechanics V15 SH5
sobers better terrain v3 SH5
sobers more trees SH5
sobers smaller water drops
stoianm colored exterior mod v1 (low color)
SubFlags_0_0_6_byTheDarkWraith
Window_Lights_Redone_V1
Wooden_Lifeboats_Mod_1.1
NewUIs_TDC_7_4_0_ByTheDarkWraith
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
Warfox deck crew always whispering SH5 German Version
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
UPDATE:
With above load order i am getting issues.
NO new campaign missions
???
Below screenshot is after introductory mission is completed, progress bar suggests this as well as iron cross.
I am back at bunker and after getting mission orders this:
http://i.imgur.com/ViFhheB.jpg
Obviously my load order is wrong :hmmm:
THE_MASK
07-26-13, 09:33 PM
FYI , you have the iron cross filled saying the Baltic mission is done , so that's ok you have completed that mission . Don't worry about going back to the bunker unless you have to . You want upgrades or points or repairs or fuel etc . The next mission which is eastern approaches will appear when its time , date wise on the navmap without choosing it in the bunker . You have finished the Baltic mission before eastern approaches is available so just head to home base or any other axis port and refit if you don't need repairs , upgrades etc . Or just head off anywhere patrolling . Your crew gains experience etc . When eastern approaches appears on the navmap just head there . You are wasting days in the bunker when you don't have to . Click on the briefing map officer and just click on patrol without choosing a mission if you are already in the bunker .
drakkhen20
07-26-13, 09:59 PM
ok fifi, thanks. ill check it out again and make myself remember to look lol.
heres another question. im a big GWX and LSH5 fan. so which mods would best reflect that as far as the gauges and the way you "pilot" the Uboat? I do like walking around though. fills the immersion for me but id like better control of the uboat.:salute:
THE_MASK
07-26-13, 10:50 PM
ok fifi, thanks. ill check it out again and make myself remember to look lol.
heres another question. im a big GWX and LSH5 fan. so which mods would best reflect that as far as the gauges and the way you "pilot" the Uboat? I do like walking around though. fills the immersion for me but id like better control of the uboat.:salute: The 1 thing that makes SH5 radically different from previous games . Real navigation , which is included in New UI by TDW . Read the setup instructions .
Sober is right :yep:
Real navigation is awesome experience, but harder too.
If interested, only NewUIs by TDW is handling it (so far - maybe one day in Magui)
Everything is explained in Sober thread, you have to scroll the first page down.
If not interested in real nav, you can try out those 2 lists (one with NewUIs, the other with Magui UI) http://www.subsim.com/radioroom/showpost.php?p=1984220&postcount=1
Magui list is fine on medium PC, while NewUIs list needs some power imo.
Feuer Frei!
07-26-13, 11:17 PM
FYI , you have the iron cross filled saying the Baltic mission is done , so that's ok you have completed that mission . Don't worry about going back to the bunker unless you have to . You want upgrades or points or repairs or fuel etc . The next mission which is eastern approaches will appear when its time , date wise on the navmap without choosing it in the bunker . You have finished the Baltic mission before eastern approaches is available so just head to home base or any other axis port and refit if you don't need repairs , upgrades etc . Or just head off anywhere patrolling . Your crew gains experience etc . When eastern approaches appears on the navmap just head there . You are wasting days in the bunker when you don't have to . Click on the briefing map officer and just click on patrol without choosing a mission if you are already in the bunker .
Many thanks for your guidance.
As you can see, i am new to SH 5 :D
Trevally.
07-27-13, 01:15 AM
Many thanks for your guidance.
As you can see, i am new to SH 5 :D
I am also new to SH5 now as I have not been keeping up with TDWs rapid advances with his patcher and thus the effects:D
I will try and catch up soon:up:
bandit484
07-27-13, 06:35 PM
Trevally, will u-boat historicall specifications work with OH 2 if I put OH 2 last in the sequence?:hmm2:
Stoli151
07-28-13, 12:34 PM
Anybody else have this issue? All other ships are fine, so far. Using OHII full.
http://i1093.photobucket.com/albums/i437/blairmarie333/Tommy/SH5Img2013-07-28_121743_zps4622a9ae.png (http://s1093.photobucket.com/user/blairmarie333/media/Tommy/SH5Img2013-07-28_121743_zps4622a9ae.png.html)
Mod list:
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
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
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers better terrain v3 SH5
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
FX Update torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2 -for OHII full v2.2-
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Sjizzle
07-28-13, 12:38 PM
Anybody else have this issue? All other ships are fine, so far. Using OHII full.
that's a bug from OHII 2.2 some hospital ships doesnt have textures
Stoli151
07-28-13, 01:09 PM
that's a bug from OHII 2.2 some hospital ships doesnt have texturesOk, thanks. At least it's nothing I did. Fix on the way?
Sjizzle
07-28-13, 01:13 PM
must ask Trevally :)
Trevally.
07-28-13, 02:01 PM
that's a bug from OHII 2.2 some hospital ships doesnt have textures
must ask Trevally :)
Yes - its a bug with that ship. Some time its ok - sometimes not:-?
volodya61
07-28-13, 02:38 PM
Ok, thanks. At least it's nothing I did. Fix on the way?
Yes - its a bug with that ship. Some time its ok - sometimes not:-?
http://www.subsim.com/radioroom/showpost.php?p=2069564&postcount=3452
...There is a problem.. when /Enables game messages to be displayed in-game (FOR ADVANCED USERS!)/ patch was enabled there were a few error messages during game was loading (custom mission or campaign)..
Messages like these -
several - File not found data/Menu/Gui/RecManual/CovFlagNewZealand.dds
several - File not found data/Menu/Gui/RecManual/CovFlagWorld.dds..
Any answer, Trevally :06:
Trevally.
07-29-13, 06:13 AM
Any answer, Trevally :06:
Sorry Volodya, I have not gotten all my mods installed yet nor tried the new patcher (bloody elves). I will soon:up:
Anybody else have this issue? All other ships are fine, so far. Using OHII full.
that's a bug from OHII 2.2 some hospital ships doesnt have textures
Yes - its a bug with that ship. Some time its ok - sometimes not:-?
http://www.subsim.com/radioroom/showpost.php?p=2069564&postcount=3452
Hi Guys,
I think I know what is wrong in the hospital ship (sorry, I had promised I would have looked into it, and I did, but then this problem slipped from my mind :doh:).
The link posted by Volodya could confirm my idea. I can post a fix here shortly, if someone is interested to test it :up:
Sjizzle
07-29-13, 09:35 AM
Hi Guys,
I think I know what is wrong in the hospital ship (sorry, I had promised I would have looked into it, and I did, but then this problem slipped from my mind :doh:).
The link posted by Volodya could confirm my idea. I can post a fix here shortly, if someone is interested to test it :up:
i need that fix
Captain73
07-29-13, 10:35 AM
Hi Guys,
I think I know what is wrong in the hospital ship (sorry, I had promised I would have looked into it, and I did, but then this problem slipped from my mind :doh:).
The link posted by Volodya could confirm my idea. I can post a fix here shortly, if someone is interested to test it :up:
I am at your disposal! :salute:
bandit484
07-29-13, 12:15 PM
Trevally, will u-boat historicall specifications work with OH 2 if I put OH 2 last in the sequence?:hmm2:
Can someone PLEASE answer my question?
Frankovich213
07-29-13, 01:31 PM
Welcome to subsim:salute:
When you are within 30km of any port - your PC will have a lot of work to do. This will cause a fps reduction for even the best systems.
Try antilag if it gets too bad.
Stick to the map view
Notice that in map view TCx64 causes less lag than TCx32 (this is due to 3d draw being off at over x32)
Thanks for the reply Trevally, your royalty in this forum is not lost on me. Tbh I don't notice any lag at all until I hit 128x, as I said my pc is good. Good to know though that the lag is normal. I suspected that the 3d draw or the physics engine was still on in the background or something and that was causing the lag, but I'll take your word for it that it's normal.
Thanks again for an amzing mod which essentially fixes a broken game. You are LEGEND!:yeah:
volodya61
07-29-13, 02:51 PM
Can someone PLEASE answer my question?
If you use only these two mods it's no problem.. they don't even have any shared files..
drakkhen20
07-29-13, 05:42 PM
what is this tdw patching stuff you all refer to? ive played sh5 for a little and then I quit for like 2 years and started playing again so you may have to direct me in the right area and explain things for sh5 like im a noob, lol. :yep:
bandit484
07-29-13, 05:58 PM
If you use only these two mods it's no problem.. they don't even have any shared files..
Thank you I really appreciate your advice:salute:
Mikemike47
07-29-13, 06:47 PM
what is this tdw patching stuff you all refer to? ive played sh5 for a little and then I quit for like 2 years and started playing again so you may have to direct me in the right area and explain things for sh5 like im a noob, lol. :yep:
Welcome back.
There is a complete version history at post #1. Latest link is always near bottom.
http://www.subsim.com/radioroom/showthread.php?t=181433
How to apply or use patches are at bottom of post #1. My suggestion is to try this help link first.
http://www.subsim.com/radioroom/showthread.php?t=205620
It has the most current information since the patch process has changed greatly in the last 20 revisions or so. Please look at all help links before asking questions.
I think I know what is wrong in the hospital ship.
...
I can post a fix here shortly, if someone is interested to test it :up:
i need that fix
I am at your disposal! :salute:
Please guys, enable the following fix on top of OHII. :up:
http://www.mediafire.com/?52o2vu996ausvb3
What (I think) was wrong and how (I hope) I fixed it: the ship had diffuse, occlusion and normal maps set through cfg file, and enabled in Unified Render Controller; in other words she needed for three maps/materials, but only two materials were set in the dat file. I have added the missing material definition, and assigned the three of them in the right order to the 3D nodes which required them. Moreover, the blue and green channels of the normal map were inverted (they needed to be so in SHIV, but I don't think SH5 requires it anymore), so I have reverted it to its regular channel order.
Let me know if it works. If not, I am sure we will device a proper fix :salute:
Stoli151
07-30-13, 05:45 PM
Are all of the ports supposed to have life or were some of them left alone. Playing the baltic operation mission one of the Polish ports(Gydinia I believe)was completely devoid of shipping, or are only the important ports given shipping and defences?
drakkhen20
07-30-13, 06:16 PM
MIKEMIKE!!!! its been a long time Mate. thanks for the info. got to get this rust off my shoulders lol.:haha:
thanks,
drakkhen:salute:
Has anyone tested my hospital ship fix yet?
Stoli151
08-01-13, 01:00 PM
Has anyone tested my hospital ship fix yet?
It's not working for me. Still have blank textures on the same ship in my screenshot below. Is it possible this is not a hospital ship but another type that has blank textures as well? Can you also answer a previous question for me? Are some of the ports still devoid of shipping in OHII v2.2 full, or should they all have ships and defences?
http://i1093.photobucket.com/albums/i437/blairmarie333/Tommy/SH5Img2013-07-28_121743_zps4622a9ae.png (http://s1093.photobucket.com/user/blairmarie333/media/Tommy/SH5Img2013-07-28_121743_zps4622a9ae.png.html)
Mikemike47
08-01-13, 01:11 PM
Still have blank textures on the same ship in my screenshot below.
No screenshot shown.
Stoli151
08-01-13, 01:18 PM
No screenshot shown.
Sorry, I meant the screenshot was on the previous page. Edited last post to avoid confusion.
Captain73
08-01-13, 01:34 PM
Has anyone tested my hospital ship fix yet?
Hi Gap
I have everything still! :nope:
It's not working for me. Still have blank textures on the same ship in my screenshot below. Is it possible this is not a hospital ship but another type that has blank textures as well?
I am pretty sure that the ship depicted in your screenie is the hospital ship. I will look into it again in order to track down the culprit of the missing textures :up:
Can you also answer a previous question for me? Are some of the ports still devoid of shipping in OHII v2.2 full, or should they all have ships and defences?
Talking about Polish ports, I think that they being almost empty, with only few small merchant vessels at anchor along their docks and a pretty sparse coastal traffic still cruising, would have been quite a normal situation on the eve of the German invasion. The Polish had artillery outposts and/or coastal strongholds in their major ports, i.e. Westerplatte (http://en.wikipedia.org/wiki/Battle_of_Westerplatte), Gdynia (http://en.wikipedia.org/wiki/Battle_of_Gdynia) and Hel (http://en.wikipedia.org/wiki/Battle_of_Hel). As for Polish Navy, it had little more units than the ones already featured in Baltic Operations (esp. trawler-sized minesweepers): :yep:
http://en.wikipedia.org/wiki/Polish_contribution_to_World_War_II#Navy
Stoli151
08-01-13, 02:05 PM
I am pretty sure that the ship depicted in your screenie is the hospital ship. I will look into it again in order to track down the culprit of the missing textures :up:
Talking about Polish ports, I think that they being almost empty, with only few small merchant vessels at anchor along their docks and a pretty sparse coastal traffic still cruising, would have been quite a normal situation on the eve of the German invasion. The Polish had artillery outposts and/or coastal strongholds in their major ports, i.e. Westerplatte (http://en.wikipedia.org/wiki/Battle_of_Westerplatte), Gdynia (http://en.wikipedia.org/wiki/Battle_of_Gdynia) and Hel (http://en.wikipedia.org/wiki/Battle_of_Hel). As for Polish Navy, it had little more units than the ones already featured in Baltic Operations (esp. trawler-sized minesweepers): :yep:
http://en.wikipedia.org/wiki/Polish_contribution_to_World_War_II#NavyThanks! Sorry for all the questions lately, but I'm just trying to make sure my install is behaving correctly. Just got a new copy of SH5 that is patchable. I'm really just getting back to SH5 after a year long hiatus. So I'm trying out all the new features and mods as well.
Hi Gap
I have everything still! :nope:
Hey, Captain! Are you going for the pre purchase early access offer of BOS?
Captain73
08-01-13, 02:21 PM
Hey, Captain! Are you going for the pre purchase early access offer of BOS?
Hi Stoli151
As the English say: Make haste slowly! :)
oakdesign
08-02-13, 04:47 AM
maybe I'm to dump or I'm overseeing something
with a fresh install (a reduced sober's mod list).
Deleted SH5 folder from My Documents folder to ensure no old cfg or savegame files are existing.
Starting a new carrer I always have a campaign start date at 03/09/1939 with base at Kiel for the first mission.
How do it get the campaing start as supposed in OHIIv2.2 full at 31/08/1939 with start base at Memel :hmm2:
volodya61
08-02-13, 05:48 AM
maybe I'm to dump or I'm overseeing something
with a fresh install (a reduced sober's mod list).
Deleted SH5 folder from My Documents folder to ensure no old cfg or savegame files are existing.
Starting a new carrer I always have a campaign start date at 03/09/1939 with base at Kiel for the first mission.
How do it get the campaing start as supposed in OHIIv2.2 full at 31/08/1939 with start base at Memel :hmm2:
It sounds like OHII doesn't installed correctly :yep:
EDIT: or another reason - mod was corrupted during extracting or downloading..
Silent Steel
08-02-13, 08:07 AM
What browser are you using for downloading?
I'd recommend Chrome - stable and quick
oakdesign
08-02-13, 08:57 AM
maybe I'm to dump or I'm overseeing something
I'm dumb :/\\!!
to many mod downloads in a short period of time, installed OH II v2 out of the sponsored SUB SIM Bonus Mod section instead of the v2.2
Silent Steel
08-02-13, 09:08 AM
I'm dumb :/\\!!
to many mod downloads in a short period of time, installed OH II v2 out of the sponsored SUB SIM Bonus Mod section instead of the v2.2
Not dumb at all - you did find out! :up:
Mikemike47
08-02-13, 11:17 AM
I'm dumb :/\\!!
to many mod downloads in a short period of time, installed OH II v2 out of the sponsored SUB SIM Bonus Mod section instead of the v2.2
Not dumb at all - you did find out! :up:
That is why the mega mod is not so good since it has many outdated mods. The Sober's Mega-Mod - Download all mods in one file! (http://www.subsim.com/radioroom/showthread.php?t=201492) thread has not been updated by the author, Philipp, for the individual files which make up the mega download.
A lot of these mods are definitely updated and very current by sober in the other similar thread, [INF] sobers mega mod (http://www.subsim.com/radioroom/showthread.php?t=192374)
See post #1 and post #2.
Thanks! Sorry for all the questions lately, but I'm just trying to make sure my install is behaving correctly. Just got a new copy of SH5 that is patchable. I'm really just getting back to SH5 after a year long hiatus. So I'm trying out all the new features and mods as well.
Glad to help, whenever I can. :salute:
Getting back to your original question, I can only say how in my opinion Polish ports could have looked on September '39. Only Trevally can say how he actually set them, and whether what you are seeing in game is normal or not :03:
bandit484
08-03-13, 04:31 PM
I think it would be awesome to be able to choose to just replenish the fuel in our subs instead of getting fuel and torpedoes when we stop in at a base. this would come in handy when returning to our home base after a long patrol in enemy waters. To have the choice between the two refit options would make just fuel or fuel and fish would add more realism in my opinion.:hmmm::Kaleun_Salivating::Kaleun_Smile:
Lt_Werner
08-07-13, 07:33 AM
Hi Kaleuns,
I wonder if I am starting my first patrol/campaign from the bunker wrong. I am selecting baltic operations which ends on 05/09, then I select start patrol which brings me straight to the Uboat. Here i will chose dock/end patrol.
Then do the same again, talking to the officer select my mission, start patrol and loading screen comes up and after a while I am at my Uboat. However two weeks have passed and therefore I cannot complete that mission. :hmmm: Am I missing something ? or I am just a bit thick.... Any help apreciated:salute:
volodya61
08-07-13, 07:49 AM
...Here i will chose dock/end patrol...
Why/what for??
Lt_Werner
08-07-13, 08:00 AM
Why/what for??
Is it you need the loading screen to come up otherwise the OH can through errors ? I read that somewhere long ago. Just being back to SH5 after a break. How do you start your very first patrol ?
volodya61
08-07-13, 08:07 AM
For see loading screen first of all you should reload the game once you're in the bunker at the first time at the end of brand new campaign loading (any new campaign, not only first).. thats all..
Lt_Werner
08-07-13, 08:31 AM
For see loading screen first of all you should reload the game once you're in the bunker at the first time at the end of brand new campaign loading (any new campaign, not only first).. thats all..
So simple... Thank you. :salute:
Silent Steel
08-07-13, 10:10 AM
1. Create a new campaign and go to the bunker
2. Save the campaign
3. Exit SH5
4. Launch SH5
5. Select your campaign
Hey guys!
how many tons I need to sink to complete mission Atlantic Air Gap?
volodya61
08-09-13, 05:40 AM
Hey guys!
how many tons I need to sink to complete mission Atlantic Air Gap?
90000
Silent Steel
08-09-13, 09:33 AM
These days it's a very well motivated question you have there in your signature :up:
I got a question, i don't know if this is the right place, but I am playing the OH v2.0 campaign, Can i upgrade this to the V2.2 version without losing my campaign progress? or do i have to start over again after upgrade?
Sjizzle
08-20-13, 06:09 AM
I got a question, i don't know if this is the right place, but I am playing the OH v2.0 campaign, Can i upgrade this to the V2.2 version without losing my campaign progress? or do i have to start over again after upgrade?
with OH 2.2 u must start a new capaign ... but u can use "SILENTOTTO" if u are far with curent campaign ...
Whats Sillenttoto? I am in April 1940.
volodya61
08-20-13, 06:32 AM
I got a question, i don't know if this is the right place, but I am playing the OH v2.0 campaign, Can i upgrade this to the V2.2 version without losing my campaign progress? or do i have to start over again after upgrade?
You can enable new version at any time.. but it will work only in your next campaign..
Whats Sillenttoto? I am in April 1940.
you should read post #1 and #2 carefully :03:
Play Any Campaign
This is done by using the SilentOtto command - see here (http://www.subsim.com/radioroom/showthread.php?t=186227&highlight=silentotto)..
Taki1980
08-20-13, 03:21 PM
Hello.
I just started a New Campaign on those Costal Waters. I drove to Hela and at the Red X i saw the Gryfn Minelayer and another Destroyer on their Operation laying Mines (as stated on Wikipedia).
What should i do there? Is there any way to report them so the Stukas attack them? What did you do in that case? Where can i find the Polish Merchant Ships?
volodya61
08-20-13, 03:35 PM
Sink 'em all :arrgh!:
PS: if you will be patient you will meet merchants right there..
and again - sink 'em all :arrgh!:
:)
Santini
08-21-13, 12:27 AM
Hello Trevally!
Do the unit lisitings in the .mis's need to be sequential?
Wondering about the performance impact of all the mines, thinking about just yanking them out and see what it does for load times
Taki1980
08-21-13, 01:21 AM
Okay. I shot the V&W Destroyer. He burns and then turns into a Cargo Hull burning. :o
After sinking i still dont have him on my Tonnage List for that Mission. Why doesnt the Kill count?
Wich types of uboats are all available in the OH v2.2 campaign? besides the Stock boats like VIIA, VIIB, VIIC an VIIC41?
volodya61
08-21-13, 08:56 AM
Wich types of uboats are all available in the OH v2.2 campaign? besides the Stock boats like VIIA, VIIB, VIIC an VIIC41?
It doesn't depend whether OHII enabled or not.. there are only Type VII subs in the game now.. maybe someday we will see other types..
It doesn't depend whether OHII enabled or not.. there are only Type VII subs in the game now.. maybe someday we will see other types..
I know, but i thought that in the OH2 campaign there where also extra subs. Like the Type IX
volodya61
08-21-13, 09:26 AM
I know, but i thought that in the OH2 campaign there where also extra subs. Like the Type IX
All what you want to know about OHII campaign you can read in the posts #1-2.. there is no secret information here :03:..
I didn't see it in #1 and 2, but thought i read it somewhere in the past, but wasn't sure anymore, thats why i asked.
Mikemike47
08-21-13, 11:20 AM
I didn't see it in #1 and 2, but thought i read it somewhere in the past, but wasn't sure anymore, thats why i asked.
From post #1, update log entries plus other changes
Update 05/08/12
OHII v2.0
Added new boat type IX (stats only) for use in Monsun Gruppe by FromHell
volodya61
08-21-13, 11:52 AM
From post #1, update log entries plus other changes
Update 05/08/12
OHII v2.0
Added new boat type IX (stats only) for use in Monsun Gruppe by FromHell
Mike, it was standalone mod.. and it gave only more fuel and torpedoes.. it wasn't true Type IX sub..
Trevally.
08-21-13, 12:25 PM
Hello Trevally!
Do the unit lisitings in the .mis's need to be sequential?
Wondering about the performance impact of all the mines, thinking about just yanking them out and see what it does for load times
goto C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects
open Total_Germany.pj with notepad
change this:-
[Layer21]
LayerType=0
MissionName=Harbors
to this:-
[Layer21]
LayerType=0
MissionName=HarborsX
You will need to do this with all campign .pj files and start a new career:up:
Santini
08-21-13, 12:30 PM
goto C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects
open Total_Germany.pj with notepad
change this:-
[Layer21]
LayerType=0
MissionName=Harbors
to this:-
[Layer21]
LayerType=0
MissionName=HarborsX
You will need to do this with all campign .pj files and start a new career:up:
Arn't a ton of the mines and nets in the enviroment.mis?
Also, as far as start a new career, doing it before a campaign segment starts would do the trick as well, yeah?
Mikemike47
08-21-13, 01:01 PM
From post #1, update log entries plus other changes
Update 05/08/12
OHII v2.0
Added new boat type IX (stats only) for use in Monsun Gruppe by FromHell
Mike, it was standalone mod.. and it gave only more fuel and torpedoes.. it wasn't true Type IX sub..
Thanks. That is right. I can not recall if it is a standalone download or packed within Open Horizons as a separate mod, something like 'IX sub for Monsun Gruppe campaign only".
Trevally.
08-21-13, 01:44 PM
Arn't a ton of the mines and nets in the enviroment.mis?
Also, as far as start a new career, doing it before a campaign segment starts would do the trick as well, yeah?
yes - you are correct:up:
change enviroment to enviromentX in all pj files
:yep:
Santini
08-21-13, 02:09 PM
yes - you are correct:up:
change enviroment to enviromentX in all pj files
:yep:
... but... but... the whales... the icebergs...
:wah:
Stevetry
08-21-13, 09:38 PM
willl i have a problem if i add this mod over this ones ?
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color)
DynEnv 2.1 SkyColor Hotfix DarkerNights
sobers better terrain v3 SH5
sobers best ever fog V12 SH5
sobers best ever waves V5 SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms
MCCD_1.04
Speech fixes and additions (german version)
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
Manos Scopes-patch for 8x5
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
Capthelms_SH5_Audio_Mod
ASDIC_alternate_sound
DeckKannon
Destroyers&Corvette
MightyFine Less Annoying Footsteps 1.0
Realistic ammo amount for AA and deck guns
Diesel
EQuaTool 01.01 by AvM - Large Style
OPEN HORIZONS II_full v2.2
Silent Steel
08-22-13, 01:16 AM
willl i have a problem if i add this mod over this ones?...
Hi Steve
Some suggestions for your Mods List;
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color) > disable
DynEnv 2.1 SkyColor Hotfix DarkerNights
sobers better terrain v3 SH5
sobers best ever fog V12 SH5
sobers best ever waves V5 SH5
North Atlantic Green 1.1 > disable
Small_trees_SH5_V1
sobers see thru wake fix
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 - pls. see below
Pascal-sh5-Crew-Uniforms
MCCD_1.04
MCCD_1.04_GER > If you're using the german version - add this one
Speech fixes and additions (german version)
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith > update to v0.0.22 (http://www.mediafire.com/download/gnbcl18ohg79877/FX_Update_0_0_22_TheDarkWraith.7z)
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
Manos Scopes-patch for 8x5
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
TDW_Ship_Inertia_1_1_0
TDW_IRAI_Inertia_Damage_Test
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
sobers rusty deck pack SH5 > might intefere with NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0above - not sure. Sober /Volodya are you around to assist?
sobers hud sounds V1 SH5
Capthelms_SH5_Audio_Mod
ASDIC_alternate_sound
DeckKannon
Destroyers&Corvette
MightyFine Less Annoying Footsteps 1.0
Realistic ammo amount for AA and deck guns
Diesel > Is this the 'MadMaxs_SH5_Subdiesel. mod?
EQuaTool 01.01 by AvM - Large Style
OPEN HORIZONS II_full v2.2
Stevetry
08-22-13, 08:50 PM
Hi Steve
Some suggestions for your Mods List;
here the one i have
DIESELS by Johan_D
also thanks alot for looking into things
in open horizon 2 there's this so do i already have this if know what of the 2 do i download ?
Campaign radio messages (requires TDWs Ui (http://www.subsim.com/radioroom/showthread.php?t=166093) or his Radio mod (http://www.subsim.com/radioroom/showthread.php?t=185645))
Silent Steel
08-23-13, 01:23 AM
here the one i have
DIESELS by Johan_D
also thanks alot for looking into things
in open horizon 2 there's this so do i already have this if know what of the 2 do i download ?
Campaign radio messages (requires TDWs Ui (http://www.subsim.com/radioroom/showthread.php?t=166093) or his Radio mod (http://www.subsim.com/radioroom/showthread.php?t=185645))
Hi again
I'm not sure if I understand you correctly but -
The mod ' Campaign radio messages' adds more radio messages and as you are using the ' NewUIs_TDC_7_1_0_ByTheDarkWraith' you should just add this mod to your list.
Activate it after the ' NewUIs_TDC_7_1_0_ByTheDarkWraith'
The other one - 'Radio mod' is used if you are not using the 'NewUIs_TDC_7_1_0_ByTheDarkWraith'
These two mods are in English so if you are sunning SH5 in German you maybe don't want it.
Stevetry
08-25-13, 12:15 PM
this s really annoying iam just gona unistall everything and start from scratch
So i install The New UI mod them this mod ?
volodya61
08-25-13, 12:38 PM
this s really annoying iam just gona unistall everything and start from scratch
So i install The New UI mod them this mod ?
If you want to enable only these two mods then yes..
Stevetry
08-25-13, 02:25 PM
is the periscope suppose to stay extended ?
Wolfguard
08-25-13, 07:27 PM
Can´t wait to download!
Silent Steel
08-26-13, 12:21 AM
this s really annoying iam just gona unistall everything and start from scratch
So i install The New UI mod them this mod ?
Hi Steve,
Just some suggestions before reinstall (if you not yet have done it)
Just to test and possibly eliminate the JSGME from the list of suspects uninstall JSGME
1) Deactivate all your mods with JSGME
2 ) Move the "MODS" folder found in C:\Ubisoft\Silent Hunter 5\ to e.g. your desktop
3) Uninstall JSGME (Follow the JSGME v2.6 User Guide (http://www.subsim.com/radioroom/downloads.php?do=file&id=3814) page 4)
4 Download a new copy of the JSGME v2.6 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3951) (your current copy could be corrupted)
5) Install JSGME
6) Run JSGME once in order to create a brand new "MODS" folder in the C:\Ubisoft\Silent Hunter 5 folder
7) Go to the "MODS" folder on your desktop and move the mod folders one at a time to the new C:\Ubisoft\Silent Hunter 5\MODS folder. This just to make sure you won't keep any possibly corrupted files.
Make sure the mods' structure is; mod's name\data - nothing more, nothing less!
8) Activate whatever mods you want
9) Run SH5 to see if the issue is still there
If this doesn't help - do a reinstall;
1) Make a copy of;
1a) C:\Users\Documents\SH5 folder and save it, e.g. on your desktop (this is where your game progress and settings are stored)
1b) C:\Ubisoft\Silent Hunter 5\MODS folder and save it, e.g. on your desktop
2) Uninstall SH5
3) Delete the following folders (whatever is left after the uninstall, if anything);
3a) C:\Users\Capo\Documents\SH5 folder
3b) C:\Ubisoft
4) Sweep your HD registry for leftovers. (I use the CCleaner (http://ccleaner.sv.softonic.com/))
5) Reboot
6) Install SH5
To make sure SH5 gets patched, run SH5 once (in the SH5 main menu top right corner you should see v1.2.0)
If this isn't the case the SH5 didn't get patched during reinstall >
run the C:\Ubisoft\Silent Hunter5\Support\GameUpdater\gu.exe and then run SH5 to check you now see v1.2.0 in the SH5 main menu top right corner
7) Reboot and run SH5 to check it runs OK
8) Make a copy of the C:\Users\Documents\SH5 folder on your desk top
9) Paste it in the C:\Users\Documents folder and let overwrite
10) Install JSGME (by JSGME User Guide)
11) Move whatever mods you want from the copy of the MODS folder on your desktop - one at a time - make sure the mods' structure is; mods' name\data
Nothing more nothing less.
If there should be a 'documentation folder' included in the mod you can leave it there, it won't affect the mod's features
12) Activate whatever mods with JSGME you want
Done
On my setup most aircraft did not attack me in 1944 Campaign, always flow by, feels silly.
Methinks editing the airbases.mis in file with CrewRating=4 for all bases fixed this but i need mor tests to be sure.
Any comments on this?
Trevally.
08-26-13, 07:22 AM
Any comments on this?
What mods do you have installed?
IRAI?
:hmmm:
Hi Trevally
i use a setup as suggested here in the sticky threads.
IRAI is installed.
Trevally.
08-26-13, 12:37 PM
Making OHII - I have always had in mind that users should also use IRAI and it would control AI and not these crewrating settings within the campaign.
If your tests are showing better results with elite airbases etc - then the fix is as you have stated and quite a simple task for any text app:up:
thx again for looking into that @Trevally
Indeed it was a simple fix by using the search&replace function.
...ok, i was half trough the file when recognizing that :rotfl2:
I'll do more testing today. It was quite easy to observe at the azore Airbase
where i had not a single attack with plenty of planes appearing before.
Just after altering the file i was attacked instantly by every plane.
But with SH everything is possible and somethimes restarting the game alone makes a huge difference.
Modding must be hell of, my big respect to everyone here trying make the game better.
Trevally.
08-26-13, 02:49 PM
Best to use silentotto after each change to the airbase.mis as this file is saved at career start.
So any change without career restart (silentotto) will not take effect
thx again for the hint.
like i sayed - restarting the game...
it seems to have a noticeable effect for the planes attacking even without silentotto. But obviously another placebo. :)
btw is there a list of fully compatible mods for OH II?
btw is there a list of fully compatible mods for OH II?
Sober list, or Sijjzle list, or mine in sig :salute:
thx @Fifi, i already have used your recommented setups as a base for my modded game. Game runs quite well, but still too much CTD for my taste.
You list was extreamly handy when setting up my load order, but as desinged there are many overrides and i have fear there is the source to some trouble when using newer versions of some mods combining with older ones.
OH II is overwriting many mod files and files of itself are as well overwritten with higher load order files from other mods.
For example i use the latest beta of NewUI 7.5.0 v12 which is still overwritten by files vom OHII and i guess some files have changed since @Trevally made it compatible with NewUI - lets say he used 7.4.2 as a base. Sorry my english is sad, hope you get my point.
I've found an axx kicking setup with oh II full, actual TDW UI and some nice compatibility patches former unknown to me.
Game looks, feels and run like a charm now! Will add some user posted fixes with the editor now and it should be perfect.
Happy custumer here. :sunny:
Also i switched to a complete english setup and gave up the idea having an state of the art modded game with german text.
Haven't regret so far.
CaptJulius
08-29-13, 05:06 AM
What a great piece of work this mod is, thank you guys for your hard work. :subsim:
Trevally.
08-29-13, 10:12 AM
I've found an axx kicking setup with oh II full, actual TDW UI and some nice compatibility patches former unknown to me.
Game looks, feels and run like a charm now! Will add some user posted fixes with the editor now and it should be perfect.
Happy custumer here. :sunny:
Also i switched to a complete english setup and gave up the idea having an state of the art modded game with german text.
Haven't regret so far.
What a great piece of work this mod is, thank you guys for your hard work. :subsim:
:sunny:
http://img850.imageshack.us/img850/1686/kbk3.jpg
continued from Dynamic Environment thread...
The new balloon that I am currently working on, is based on Trevally's excellent model. Things I have changed:
- fins/rudders redone from scratch, to look more like the real thing;
- cables redone with reduced vertices/polygons (new cable lenght: 1.524 m :o);
- fuselage size/proportions modified to fit real sizes (lenght: 18.9 m, max diameter: 7.6 m);
- new UV mapping and diffuse map;
- new normal map and ambient occlusion map: work in progress.
- collision model (+ zon file + new zone definitions): work in progress.
- porting to GR2 format planned (but is it worth?)
This is the plan I have used for modelling the new parts:
http://imageshack.us/a/img6/9913/wh3s.jpg (http://www.bbrclub.org/The%20MK%20VII%20Series%20I%20Kite%20Balloon%20-%20Its%20construction%20and%20make%20up..htm)
(click on the image for the source page with an hd version of the same plan)
Some other interesting on-line-resources on WWII barrage balloons and Anti-Aircraft defence in general:
http://www.airborne-industries.ltd.uk/AirborneHistory.htm
http://www.skylighters.org/roof/aa.html
http://www.worldwar-two.net/weapons/barrage_balloons/
http://www.levyboy.com/wartime.htm
http://www.17balloons.co.uk/
http://www.bbrclub.org/Site%20Directory.htm
http://www.skylighters.org/barrageballoons/
http://battleofbritain.devhub.com/blog/514807-barrage-balloons/
Several of the above articles include a list of the key sites (British cities, harbours, airfields, etc) which at some point of the war were defended by balloons.
An example of ballon barrage field defending London:
http://upload.wikimedia.org/wikipedia/commons/thumb/0/07/Barrage_balloons_over_London_during_World_War_II.j pg/800px-Barrage_balloons_over_London_during_World_War_II.j pg
Ballons were anchored at various height, up to an altitude of 5,000 ft. During WWI they were often set 500 yards apart from each other. I couldn't spot the distance used during WWII, but the figure is probably concealed somewhere within one or more of the above resources.
Besides being based on land, some ballons were flown from epressly modified vessels. These included:
- Sea-going vessels that accompanied convoys usually comprising of small mercantile vessels and tugs.
- Those that tended to fly the balloons in harbours and estuaries and were generally made up of drifters and barges and trawlers. These vessels would then sail to a particular spot in an estuary, anchor and then let the balloon up to deter enemy aircraft from perhaps attacking a docks area.
(source with several pictures: http://www.bbrclub.org/Barrage%20Balloon%20Vessels.htm)
A few more examples of barrage balloon vessels:
http://img854.imageshack.us/img854/4316/xo3q.jpg (http://www.bbrclub.org/Balloon%20Barrage%20Vessel%20A%20Y%20Alessie%20a%2 0short%20history.htm)
http://hulldockbargeworld.weebly.com/uploads/1/6/9/2/16923922/7866188.jpg?683 (http://hulldockbargeworld.weebly.com/barges.html)
http://cache4.asset-cache.net/gc/3310952-barrage-balloon-tethered-to-a-drifter-as-part-gettyimages.jpg?v=1&c=IWSAsset&k=2&d=OLZh6whSJsGYuWzpME%2bZo4DI4E4OM757vFjz1wPH7RJmi1 8ipxpijigRTmR7NZ63 (http://www.gettyimages.com/detail/news-photo/barrage-balloon-tethered-to-a-drifter-as-part-of-british-news-photo/3310952)
I can tweak some units and create proxies of them fitted with balloons, what do you think?
A special type of balloon flown by landing crafts (one for each of them), was also used during the D-day landings:
http://wodumedia.com/wp-content/uploads/2012/11/A-section-of-the-Armada-of-Allied-landing-craft-with-their-protective-barrage-balloons-head-toward-the-French-coast-in-June-of-1944.-AP-Photo-650x410.jpg (http://wodumedia.com/world-war-ii-the-allied-invasion-of-europe/a-section-of-the-armada-of-allied-landing-craft-with-their-protective-barrage-balloons-head-toward-the-french-coast-in-june-of-1944-ap-photo/)
http://www.awesomestories.com/images/user/c48d18ccfd.jpg (http://www.awesomestories.com/assets/barrage-balloon)
http://3.bp.blogspot.com/_E-QOnTGFX_o/R9S_ZIVQFyI/AAAAAAAAC2Y/dX3RGc-dlBY/s1600/LST--BB.jpg (http://www.eaglespeak.us/2008/03/sunday-ship-history-behold-barrage.html)
http://blog.londonconnection.com/wp-content/uploads/2012/11/Screen-shot-2012-11-10-at-9.26.29-PM.png (http://blog.londonconnection.com/2012/11/10/6-june-1946-operation-overlord-the-normandy-invasion-were-back-photo-sharing/)
http://blog.londonconnection.com/wp-content/uploads/2012/11/Screen-shot-2012-11-10-at-9.31.36-PM.png (http://blog.londonconnection.com/2012/11/10/6-june-1946-operation-overlord-the-normandy-invasion-were-back-photo-sharing/)
Better details of the "D-day balloon":
http://www.nationalarchives.gov.uk/education/worldwar2/theatre-assets/western-europe/d-day/photos/def-2-502a-task-enlarge.jpg (http://www.nationalarchives.gov.uk/education/worldwar2/theatres-of-war/western-europe/investigation/d-day/task-source/index.htm)
http://www.skylighters.org/barrageballoons/warbonds.jpg
http://wpmedia.news.nationalpost.com/2012/11/jack-ford-war-photos23.jpg?w=940&h=686 (http://news.nationalpost.com/2012/11/02/exclusive-to-national-post-jack-fords-photographs-of-wwii/)
At this page (http://www.history.army.mil/photos/Korea/kwengin/misc.htm) you can see a close side view of a similar balloon. It is from the Korean war, but there seem not be much diffrerence from the WWII model. Modelling it in 3d shouldn't pose much problems. Not after having dealed with the much more convoluted earlier version of the balloon :03:
Trevally.
09-02-13, 07:56 AM
Looks fantastic Gap - looking forward to seeing it in OH:yeah:
Looks fantastic Gap - looking forward to seeing it in OH:yeah:
Did you place the barrage balloons in campaign as units (i.e. via campaign layer in ME) or as "raw" objects (i.e. through object editor)? The latter I suppose but I want to be sure :hmm2:
Trevally.
09-02-13, 03:35 PM
http://img31.imageshack.us/img31/6571/vljq.jpg
Air units in the environment layer:up:
Air units in the environment layer:up:
It involves that they can be set by date, isn't it?
Trevally.
09-03-13, 08:14 AM
It involves that they can be set by date, isn't it?
Yes - It can also be moved without deleting etc
Overall - using the ME2 layers gives more options
If your new balloon in a straight switch in the air file - the campaign will start using the new version.
Adding more balloons become easy (environ layer is common with all campaigns).
Are you going to add them to any ships?
Yes - It can also be moved without deleting etc
Overall - using the ME2 layers gives more options
Excellent, this will allow us to set the usage of different balloon models at various lcations/timespans :up:
If your new balloon in a straight switch in the air file - the campaign will start using the new version.
Adding more balloons become easy (environ layer is common with all campaigns).
There will be two types of balloon: the Mk VII used mostly on British mainland and aboard coastal vessels (docked off British ports), and the smaller Mk VI used aboard sea going vessels and, at some point, in Italy, France and North Africa. For each type there will be several models with different cable heights. Ships will be equipped with the appropriate balloons through X nodes/bones and eqp files (as aircraft carriers currently do). As for land-based balloons, given the way you are placing them in campaign (as regular air units), we can set them with the usual three textures (early, mid and late) which we can use for switching between early war RAF roundel, late roundel and no roundel at all.
Are you going to add them to any ships?
Not at all. I will equip a barge, a couple of tugboats and maybe a sailboat with the bigger Mk VII balloon, after creating proxy copies of them so that the same vessels will be also available without balloons. I am open to suggestions on what unitype we should use for avoiding that these barrage balloon vessels will spawn randomly outside ports. Note that not all of the aforementioned units are featured by OHII. Nonetheless I have found some models that will fit our needs, and I will ask their authors for permission to use them.
As for sea going vessels, I will equip with the smaller balloon proxies of two or three troop/war transport ships and possibly of a corvette and of the landing craft, and I will set their timespan from the Nazi invasion of France to just before the end of the hostilities. Again, I will need for suggestions on the best unit type that these balloon-equipped units should be assigned to, for making them to spawn appropriately in campaign.
What do you think? Will you help me placing the new barrage balloon units in campaign? :D
Quick update
The ambient occlusion map of the Mk VII balloon is ready. This is a poor wings3d render of it:
http://img541.imageshack.us/img541/46/si09.jpg
notice the shadows on the side of the balloon, and the enhanced 3d effect in its fins :sunny:
Now it is time to work on the normal/bump map and on the specular mask. Works on them won't last long (just the time to fine-tune them).
I see one problem though: land based balloons can be GR2 objects, and they can be set with all their masks enabled with no problem. Nonetheless, if we are going to add balloons to some dat ships, they need to be dat objects or they will render black (as GR2 guns on dat ships). The problem is that, IIRC, ship equipments don't support the UnifiedRenderController, and we need for it if we want self-illumination and normal maps to work. For self illumination map I have a workaround: having created a non-overlapping diffuse UV map, I can overlay the AO map on the diffuse one (this is is the method I have used for the above render, by the way); the problem still remains for the normal map.
Atm I see only three possible solutions:
- giving up the normal map :-?
- if memory serves me well, there is a separate controller which can be used either for AO or normal mapping without need of the unfied render controller. I need to check if we can use it on ship equipments without side effects.
- converting the dat ships which are going to be fitted with balloons to GR2 format, but given the current state of the GR2 editor, converting complex units would take long, and with not guarantee of success :hmmm:
Any suggestion guys? :)
Targor Avelany
09-03-13, 12:29 PM
Depending how complex the unit is and how many maps actually cover it.
As you know, TDW was not able to bypass the problem with assigning more than 3 maps to a mesh. It is moderately simple to make up to a medium level complexity GR2 from a very simple one (like a life boat, with very few meshes/bones).
Depending how complex the unit is and how many maps actually cover it.
As you know, TDW was not able to bypass the problem with assigning more than 3 maps to a mesh. It is moderately simple to make up to a medium level complexity GR2 from a very simple one (like a life boat, with very few meshes/bones).
most SHIII to SH5 ships use just one of each map (diffuse/specular, self-illumination and bump), and are split in several meshes so it is unlikely that each mesh will need for more than 3 texture maps and 1 material assigned. But talking about the same topic, have you seen this post (http://www.subsim.com/radioroom/showpost.php?p=2104858&postcount=2012) by me? Unless I am very much mistaken, it seems I have found the perfect exception to the "two materials" rule. :yep:
The worst problem I have met so far with TDW's editor is its tendecy to break chains, especially when bone/meshes are renamed or when unused materials are removed. This forces to frequent back-ups, in case something goes wrong. Moreover, I have encountered a weird problem that I have still to solve with distorted diffuse/AO mapping on the lighthouse model that I have been workin on lately. :hmm2:
Targor Avelany
09-03-13, 01:40 PM
most SHIII to SH5 ships use just one of each map (diffuse/specular, self-illumination and bump), and are split in several meshes so it is unlikely that each mesh will need for more than 3 texture maps and 1 material assigned. But talking about the same topic, have you seen this post (http://www.subsim.com/radioroom/showpost.php?p=2104858&postcount=2012) by me? Unless I am very much mistaken, it seems I have found the perfect exception to the "two materials" rule. :yep:
The worst problem I have met so far with TDW's editor is its tendecy to break chains, especially when bone/meshes are renamed or when unused materials are removed. This forces to frequent back-ups, in case something goes wrong. Moreover, I have encountered a weird problem that I have still to solve with distorted diffuse/AO mapping on the lighthouse model that I have been workin on lately. :hmm2:
I saw that post :) Awesome and I'm very curious how it works.
Also, I haven't seen TDW reply to it yet.
In regards to backups & broken chains - yep, completely true. It is very tedious sometimes. That is why I, generally, try to select a unit that has close number of meshes/texture maps to what I require to minimize that risk. Bones can be moved, textures re-assigned, even if not renamed.
I saw that post :) Awesome and I'm very curious how it works.
Also, I haven't seen TDW reply to it yet.
Let's hope that TDW will be soon in the right mood to resume working on his awesome tool :up:
In regards to backups & broken chains - yep, completely true. It is very tedious sometimes. That is why I, generally, try to select a unit that has close number of meshes/texture maps to what I require to minimize that risk.
This is exactly what I am trying to do myself. A wise selection of the GR2 to start from is of maximum importance, as we cannot add/remove meshes at our wish :-?
Bones can be moved, textures re-assigned, even if not renamed.
yet I have noticed that for your lifeboat you have managed to rename conveniently all of its bones and meshes. I wonder how you managed to do it :)
Targor Avelany
09-03-13, 05:56 PM
Let's hope that TDW will be soon in the right mood to resume working on his awesome tool :up:
This is exactly what I am trying to do myself. A wise selection of the GR2 to start from is of maximum importance, as we cannot add/remove meshes at our wish :-?
yet I have noticed that for your lifeboat you have managed to rename conveniently all of its bones and meshes. I wonder how you managed to do it :)
Partially by hand in hex-editor, partially via TDW's Editor. Worked like a charm. :)
Partially by hand in hex-editor, partially via TDW's Editor. Worked like a charm. :)
If I remember correctly, the trick for changing bone names in hex editor is retaining the same number of characters :hmmm:
Targor Avelany
09-03-13, 06:41 PM
If I remember correctly, the trick for changing bone names in hex editor is retaining the same number of characters :hmmm:
Yep. It works even on AI uboats. But uboats are an enormous more of a pain in everything else. And yeah, constant backup.
But even with manual re-write in TDW's editor works. The only reason I used hex-editor was because there is just too many bones/meshes in the uboats gr2 and the names are very similar - exact same length anyhow, so I could just sit and "find next" & "replace": repeat as many times as needed. I think in the lifeboats I did it through TDW's editor.
Yep. It works even on AI uboats. But uboats are an enormous more of a pain in everything else. And yeah, constant backup.
But even with manual re-write in TDW's editor works. The only reason I used hex-editor was because there is just too many bones/meshes in the uboats gr2 and the names are very similar - exact same length anyhow, so I could just sit and "find next" & "replace": repeat as many times as needed. I think in the lifeboats I did it through TDW's editor.
What do you do with unused meshes (if any)? do you set them to invisible? Do you change them with low-poly objects, or what else?
Targor Avelany
09-03-13, 07:32 PM
What do you do with unused meshes (if any)? do you set them to invisible? Do you change them with low-poly objects, or what else?
That is the trick: to figure out what to do with them. If I have too many meshes that are in the file, but my actual object doesn't have that much (something I try to avoid), I either add something to the object or split something off and do separately. Like in case a a balloon, if I had it in one single object (I dunno ofc how you have it), and I had 2 meshes in the file I would split all the cables off into a separate mesh and use it in the second mesh. They always can use the same mats. If I have more objects and not enough meshes, then I work on how can I reduce: subsets, if they can use same mats (can't atm have more than 3 different subsets with 3 different materials, which is painful) and use it to the fullest.
I don't know if my way is right, but to me it seems better not to leave anything just in a "shadow" mod. Don't know why, but I feel it creates more problems
That is the trick: to figure out what to do with them. If I have too many meshes that are in the file, but my actual object doesn't have that much (something I try to avoid), I either add something to the object or split something off and do separately. Like in case a a balloon, if I had it in one single object (I dunno ofc how you have it), and I had 2 meshes in the file I would split all the cables off into a separate mesh and use it in the second mesh. They always can use the same mats. If I have more objects and not enough meshes, then I work on how can I reduce: subsets, if they can use same mats (can't atm have more than 3 different subsets with 3 different materials, which is painful) and use it to the fullest.
This is just what I plan to do. :)
I am currently looking for a stock GR2 file with one model and four meshes: one for the balloon, one for the cables and two more for their respective collision models. The two visible meshes will share the same three texture maps (diffuse, AO and normal), but possibly I will use two different material maps (one for each mesh).
Materials and textures shouldn't pose any problem anyway: we can add as many of them as we want, and I am well within the limit of two materials per mesh.
Bone/meshes hierarchy (for the collision models) shouldn't be a problem either: we can change bone parent at our wish.
The main limit is the number of meshes.
Let me know if you find a GR2 object with four of them.
I don't know if my way is right, but to me it seems better not to leave anything just in a "shadow" mod. Don't know why, but I feel it creates more problems
I feel exactly the same way :yep:
Targor Avelany
09-03-13, 08:24 PM
This is just what I plan to do. :)
I am currently looking for a stock GR2 file with one model and four meshes: one for the balloon, one for the cables and two more for their respective collision models. The two visible meshes will share the same three texture maps (diffuse, AO and normal), but possibly I will use two different material maps (one for each mesh).
Materials and textures shouldn't pose any problem anyway: we can add as many of them as we want, and I am well within the limit of two materials per mesh.
Bone/meshes hierarchy (for the collision models) shouldn't be a problem either: we can change bone parent at our wish.
The main limit is the number of meshes.
Let me know if you find a GR2 object with four of them.
I feel exactly the same way :yep:
You can add and remove subsets at a whim, especially with them using the same textures. Unless you want to assign different controllers to them, though I'm guessing here.
You can add and remove subsets at a whim, especially with them using the same textures. Unless you want to assign different controllers to them, though I'm guessing here.
Talking about the balloon, I am not especially concerned about subsets. As I told you before one subset per mesh should be enough, but I need for 4 separate meshes. Should I not find them, I will use a 3-mesh GR2 file: two meshes for the visible model, and one mesh for an unified collision model (likewise small stock aircraft) :up:
Targor Avelany
09-04-13, 10:22 AM
heh. That is a tough one :)
I went through a good chunk of the GR2s and so far haven't seen 4-mesh one. :hmmm:
I'll let you know if I stumble across one.
heh. That is a tough one :)
I went through a good chunk of the GR2s and so far haven't seen 4-mesh one. :hmmm:
Nor I
I'll let you know if I stumble across one.
Thank you Targor. :salute:
One last question: do material names matter. Together with descriptive texture/material names, like 'skin', 'prop', 'glass', etc, I have met names like 'Map #7029', 'Material #5298', 'Standard_18' etc. I wonder what this progressive numbering is for :hmmm:
Targor Avelany
09-04-13, 02:42 PM
Nor I
Thank you Targor. :salute:
One last question: do material names matter. Together with descriptive texture/material names, like 'skin', 'prop', 'glass', etc, I have met names like 'Map #7029', 'Material #5298', 'Standard_18' etc. I wonder what this progressive numbering is for :hmmm:
honestly, I don't think they mean a thing. It seems to me that all this naming in materials was only for the purpose of creators of the mesh itself, so it feeds only their preferences and has no actual meaning for the file or the game. At least that is what I think, as I was not able to find any link or consistency. Even to the point where you THINK you have a consistency in naming when all of a sudden it makes no sense at all again.
So I don't believe it matters at all.
honestly, I don't think they mean a thing. It seems to me that all this naming in materials was only for the purpose of creators of the mesh itself, so it feeds only their preferences and has no actual meaning for the file or the game. At least that is what I think, as I was not able to find any link or consistency. Even to the point where you THINK you have a consistency in naming when all of a sudden it makes no sense at all again.
So I don't believe it matters at all.
Okay, thank you Targor
with this last peace of information I am almost ready to import the new balloon in a GR2 file. :up:
@ Trevally
the GR2 version of the barrage balloon should be ready within this week. Have you reinstalled SH5 yet? Could you help me testing it in game? :)
yesterday I have been absorbed for a couple of hours by a little texturing excercise:
before:
http://img850.imageshack.us/img850/694/p64w.png
after:
http://img692.imageshack.us/img692/2323/hk5i.png
pretty good, don't you agree? :)
While we wait for Trevally to hopefully update the next version of OH with this new texture, if you like it you can get it from the following link:
Open Horizons II - The Flipper Update (http://www.mediafire.com/?xdobhic89hscjcz)
JSGME ready; enable it after OHII :up:
volodya61
09-06-13, 06:03 AM
..pretty good, don't you agree? :)
While we wait for Trevally to hopefully update the next version of OH with this new texture, if you like it you can get it from the following link:
Open Horizons II - The Flipper Update (http://www.mediafire.com/?xdobhic89hscjcz)
JSGME ready; enable it after OHII :up:
Thank you Gap :salute:
That's really very nice Flippers now :yeah:
PS: spam hunter??
tonschk
09-06-13, 08:04 AM
While we wait for Trevally to hopefully update the next version of OH with this new texture, if you like it you can get it from the following link:
Open Horizons II - The Flipper Update (http://www.mediafire.com/?xdobhic89hscjcz)JSGME ready; enable it after OHII :up:
Nice, thank you Gap :salute::up::yeah::sunny:
Gap
I'm sorry your download does not contain anything, you can upload it again please?
volodya61
09-06-13, 08:45 AM
Gap
I'm sorry your download does not contain anything, you can upload it again please?
oops :D.. I downloaded and didn't even look into the archive :oops:..
Thanks Chun :salute:
Trevally.
09-06-13, 09:00 AM
@ Trevally
the GR2 version of the barrage balloon should be ready within this week. Have you reinstalled SH5 yet? Could you help me testing it in game? :)
Hi Gap - sorry for the delay in my reply. I am switching my broadband to another and am having some issues:doh:
Yes - I now have SH5 updated with OHII and am ready to mod:D
I will gladly help with the ballons:yep:
I have however just purchased Total War Rome II and am finding myself getting lost in your neck of the woods:D
yesterday I have been absorbed for a couple of hours by a little texturing excercise:
before:
after:
pretty good, don't you agree? :)
While we wait for Trevally to hopefully update the next version of OH with this new texture, if you like it you can get it from the following link:
Open Horizons II - The Flipper Update (http://www.mediafire.com/?xdobhic89hscjcz)
JSGME ready; enable it after OHII :up:
For sure:yep:
I will add this and sobers updates etc to the new version that your ballons will make:up:
PS: spam hunter??
yep, from now on the acronym SH means to me a totally new game and new challenges: Spam Hunter - Battle of the Web :arrgh!: :smug:
Gap
I'm sorry your download does not contain anything, you can upload it again please?
oops :D.. I downloaded and didn't even look into the archive :oops:..
Thanks Chun :salute:
ops... my bad. Link at page #3749 (http://www.mediafire.com/download/xdobhic89hscjcz/Open+Horizons+II+-+The+Flipper+Update.rar) fixed. :up:
Hi Gap - sorry for the delay in my reply. I am switching my broadband to another and am having some issues:doh:
No problem :)
Yes - I now have SH5 updated with OHII and am ready to mod:D
I will gladly help with the ballons:yep:
:yeah:
I have however just purchased Total War Rome II and am finding myself getting lost in your neck of the woods:D
If you are playing Caesar, make sure to get rid of those annoying Britons :O:
For sure:yep:
I will add this and sobers updates etc to the new version that your ballons will make:up:
I got several other ideas for improving various graphical features of OH:
- converting mines, buoys, etc. to GR2 objects;
- various improvement of the Whale;
- porting some stock armaments to the dat format for use with the imported ships;
- giving a go to the conversion of the imported units to the GR2 format.
This, plus some new features I have in mind (a few new ships and airplanes, new bombs, British fire ballons, etc.). But let's do things step by step, I am focusing on the barrage balloon right now. :up:
Targor Avelany
09-06-13, 10:26 AM
yep, from now on the acronym SH means to me a totally new game and new challenges: Spam Hunter - Battle of the Web :arrgh!: :smug:
ops... my bad. Link at page #3749 (http://www.mediafire.com/download/xdobhic89hscjcz/Open+Horizons+II+-+The+Flipper+Update.rar) fixed. :up:
No problem :)
:yeah:
If you are playing Caesar, make sure to get rid of those annoying Britons :O:
I got several other ideas for improving various graphical features of OH:
- converting mines, buoys, etc. to GR2 objects;
- various improvement of the Whale;
- porting some stock armaments to the dat format for use with the imported ships;
- giving a go to the conversion of the imported units to the GR2 format.
This, plus some new features I have in mind (a few new ships and airplanes, new bombs, British fire ballons, etc.). But let's do things step by step, I am focusing on the barrage balloon right now. :up:
Importing various small stuff and ships into GR2 will be moderately easy.
Anything with animation - a very different story.
I have tried something once and so far it didn't work very well:
I took tube doors + animation gr2 from 7b and tried replacing one of the tube doors. There is something with the symmetry of the gr2. Whether I was exporting obj files off, using some weird settings - but so far all my attempts resulted in very bizare results: the objects comes out like an inside-out glove :dead:
I'm still trying, but it is something to keep in mind.
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