View Full Version : [REL] Open Horizons II
volodya61
09-06-13, 10:35 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:..
:haha:
PS: BTW, I got and installed all of the hardware for my PC (RAM, GPU, cooler, power supply), overclocked it a little and I think in a couple of days I'll choose Win7 build.. and I'll be able to help you and Trevally in your tests.. just let me know..
Trevally.
09-06-13, 11:59 AM
If you are playing Caesar, make sure to get rid of those annoying Britons :O:
Yes for sure - come on the Picts
https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcS8GVurCtYzYydCmhuZezEee9nLInWl7 fofrTf_mXyoFFFGU7VZ
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:
Sounds great:sunny:
:haha:
PS: BTW, I got and installed all of the hardware for my PC (RAM, GPU, cooler, power supply), overclocked it a little and I think in a couple of days I'll choose Win7 build.. and I'll be able to help you and Trevally in your tests.. just let me know..
Thanks Volodya :yeah:
Targor Avelany
09-06-13, 12:21 PM
btw, I'm also more than happy to help with conversaions. So let me know :salute:
Importing various small stuff and ships into GR2 will be moderately easy.
Anything with animation - a very different story.
Among the objects I have mentioned before, only aircraft and guns got animations, though I ignore what they are used for exactly.
For aircraft, the only use of them I can see are spinning propellers, but there is probably more than this in stock GR2 planes. In any case dat aircraft look fairly good, and I wouldn't hurry converting them.
As for ship armaments, playable guns and depth charge racks for sure got animations (Goblin Editor previews them). AI guns seem more simplified, and looking ino SHIV guns imported into SH5 (but also SH5 coastal artillery guns provide a good example of it), I am sure they wouldn't require any special animation to train/elevate in game.
Talking about guns, crew animations come also into the picture. These animations are stored into the Characters/Animations folder, and Obviously we cannot handle them yet, which means that any gun converted from dat to GR2 format (and vice versa) are going to miss their manning crews. Other than this, they should work perfectly. :hmm2:
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.
Seems a problem with mesh normals pointing to the wrong direction. Have you tried inverting the object inside-out before inporting it back into GR2 Editor?
btw, I'm also more than happy to help with conversaions. So let me know :salute:
Thank you Targor. As a proof of concept, do you have time to convert of OH's mines or buoys to GR2 objects. :D I would do it myself, but I don't want other distraction from my main task right now ;)
:haha:
PS: BTW, I got and installed all of the hardware for my PC (RAM, GPU, cooler, power supply), overclocked it a little and I think in a couple of days I'll choose Win7 build.. and I'll be able to help you and Trevally in your tests.. just let me know..
:sunny:
welcome back to your modding activity mate. I hope to release the new balloons soon. Then, your help will be required for sure :up:
Targor Avelany
09-06-13, 01:48 PM
Among the objects I have mentioned before, only aircraft and guns got animations, though I ignore what they are used for exactly.
For aircraft, the only use of them I can see are spinning propellers, but there is probably more than this in stock GR2 planes. In any case dat aircraft look fairly good, and I wouldn't hurry converting them.
As for ship armaments, playable guns and depth charge racks for sure got animations (Goblin Editor previews them). AI guns seem more simplified, and looking ino SHIV guns imported into SH5 (but also SH5 coastal artillery guns provide a good example of it), I am sure they wouldn't require any special animation to train/elevate in game.
Talking about guns, crew animations come also into the picture. These animations are stored into the Characters/Animations folder, and Obviously we cannot handle them yet, which means that any gun converted from dat to GR2 format (and vice versa) are going to miss their manning crews. Other than this, they should work perfectly. :hmm2:
Seems a problem with mesh normals pointing to the wrong direction. Have you tried inverting the object inside-out before inporting it back into GR2 Editor?
Thank you Targor. As a proof of concept, do you have time to convert of OH's mines or buoys to GR2 objects. :D I would do it myself, but I don't want other distraction from my main task right now ;)
:sunny:
welcome back to your modding activity mate. I hope to release the new balloons soon. Then, your help will be required for sure :up:
In regards to normals: yes, have tried that. Not that much luck.
In regards to buoys & mines: will do. Will keep you updated on the process.
Yes for sure - come on the Picts
https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcS8GVurCtYzYydCmhuZezEee9nLInWl7 fofrTf_mXyoFFFGU7VZ
:huh:
He doesn't look especially friendly. Be cautious mate, never trust the progeny of the perfidious Albion :D
Vale et protinus te videre Consul Tresvallus :salute:
In regards to normals: yes, have tried that. Not that much luck.
That's weird :hmmm:
In regards to buoys & mines: will do. Will keep you updated on the process.
About mines, note that guns_radars_01.GR2 contains two models of contact mines, though I don't think they are actually used in game. Look into the file and see if by any chance they look better than the dat meshes which come with OH. You cannot open that file with the latest version of GR2 Editor, but some of the older version should be good to export meshes from it. :up:
Targor Avelany
09-06-13, 03:43 PM
That's weird :hmmm:
About mines, note that guns_radars_01.GR2 contains two models of contact mines, though I don't think they are actually used in game. Look into the file and see if by any chance they look better than the dat meshes which come with OH. You cannot open that file with the latest version of GR2 Editor, but some of the older version should be good to export meshes from it. :up:
yeah, it's very painfull. One of this days when I have a bit of time I intend to sit down and really go through exported versions of meshes and see what is going on.
Even working on importing 9b AI unit I had to make all the tube doors from scratch. And considering that there is no way I can do animation (for some reason no matter what I do .dat animation does not combine with GR2 at all), they are static. The uboat shoots tho :)
And yeah, I'll see if I can get very good meshes. Mines must look good :)
Even if the captain would not see them and dies :P
yeah, it's very painfull. One of this days when I have a bit of time I intend to sit down and really go through exported versions of meshes and see what is going on.
Even working on importing 9b AI unit I had to make all the tube doors from scratch. And considering that there is no way I can do animation (for some reason no matter what I do .dat animation does not combine with GR2 at all), they are static. The uboat shoots tho :)
That is odd. I am sure that stock flags are animated dat object attached on GR2 units, and even TDW managed to do the same with his u-boat flag mod. I suggest you to...
- double check that your animated dat tubes are set correctly and that their animations play normally in s3d;
- have a close look into u-boat flags and see the method used by TDW for attaching his flags to u-boats.
And yeah, I'll see if I can get very good meshes. Mines must look good :)
Even if the captain would not see them and dies :P
Just had a look myself; stock mines (on the left) vs. OH's mines:
http://img594.imageshack.us/img594/4185/rjjt.jpg
stock mines:
- are smaller (main diameter: ca. 1 m);
- their 3d model is lesser detailed and (at least in wings) it doesn't look like a perfect sphere;
- their texture is more detailed with bolts and scratched coating painted on it;
- got detailed normal, reflect and ambient occlusion maps.
OH's mines:
- are much bigger (main diameter: ca. 2.3 m);
- their 3d model is better, with more detailed spike horns and regular spherical body;
- lesser detailed diffuse map (just some featureless rust);
- misses other maps.
If it was just on me I would adopt the following workflow:
- get the meshes from open horizons, or alternatively get the details from the stock meshes but redo the main body (this is easy: a regular sphere is enough);
- get the stock texture, maybe with some additional rust, seaweed, etc. overlapped, and with red paint exposed under the scratches (see link below);
- redo the UV mapping for both diffuse and AO.
- bake a new AO map;
- optional: paint some camouflage on the AO map. Being set as regular sea units, OH's mines can accept up to 3 different skins that Trevally can choose from when placing them in campaign; ;)
- retain the stock normal map and specular mask (with some eventual touch-ups for added rust and encrustations);
- if needed, resize the model according to historical sizes. HNSA got a digital copy of the American Mine Identification Manual (http://www.hnsa.org/doc/mineid/), with blueprints and sizes of nearly all the mines used during WWII, along with useful general information on mine types, their aspect, characteristics, etc. :up:
Eventually, with the time, we can rework both 3d models for use with OH :)
alvarue
09-08-13, 03:09 PM
Hi,
I'm freezed in Happy Times Campaign, because I've finished "Atlantic Air Gap" mission, but there are no more missions to accomplish.
I've make progress till Dec. 1941 just finishing many patrols without leaving the harbor, but no new missions are avalaible to complete the campaign.
My mods are the following ones:
http://img109.imageshack.us/img109/8477/ksn0.jpg (http://imageshack.us/photo/my-images/109/ksn0.jpg/)
and my file "Campaign.cfg" is this one:
[Campaign]
NameId=Happytimes40
Title=Campaign.Title
Description=Campaign.Description
StartDate=19400615
EndDate=19410301
IsStartingCampaign=false
RequiredSubTypes=SSTypeIIA,SSTypeVIIB
RequiredProfileAchievements=
RequiredCareerAchievements=TotalGermany39_Defeat
[Campaign.CampObj]
Name=Campaign.CampObj.Name
ValuePointsRequired=8
ValuePointsMajorVictory=10
DateMajorVictory=19410301
DateHistoricalVictory=19410301
IsCompleted=false
IsFailed=false
DateOfCompletion=0
[Campaign.CampObj.MacroObj 1]
ObjectiveID=HT_British_Supplies
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=British_Supplies
ValuePointsProvided=4
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19400601
EndDate=19410131
IsCompleted=true
IsFailed=false
IsUnlocked=true
GenAchiev=OBJ War Supplies
GenAchievOnFail=OBJ War Supplies
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=
[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Patrol_the_North_Atlantic
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=Area_BS,Line_Great_Circle
IsCompleted=true
[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=true
Tonnage=90000
NumOfShips=0
[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=106487
NumOfShips=0
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=109
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 5]
Type=3
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 6]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 7]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 2]
TargetIdType=2
MapZone=British_Supplies_Zone
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Halifax
FromNode=Liverpool
[Campaign.CampObj.MacroObj 2]
ObjectiveID=HT_Strategic_Supplies
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=Strategic_Supplies
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19401101
EndDate=19410301
IsCompleted=false
IsFailed=false
IsUnlocked=false
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies,OBJ HTWA
[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Patrol_the_South_Western_Approach
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=area_strategic
IsCompleted=false
[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=3
[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 3]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 4]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Liverpool
FromNode=Gibraltar
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Liverpool
FromNode=Kingston
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Liverpool
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Liverpool
FromNode=OG_RALLY
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Liverpool
FromNode=Freetown
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 7]
TargetIdType=2
MapZone=SS
[Campaign.CampObj.MacroObj 3]
ObjectiveID=HT_Strong_Escorts
Name=Campaign.CampObj.MacroObj 3.Name
MapZone=Convoys2
ValuePointsProvided=4
FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo
StartDate=19401001
EndDate=19410201
IsCompleted=false
IsFailed=false
IsUnlocked=false
GenAchiev=OBJ HTWA
GenAchievOnFail=OBJ HTWA
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies
[Campaign.CampObj.MacroObj 3.PersObj 1]
PersObjType=0
Name=Patrol_the_Western_Approach_area
Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description
RelatedMapLocations=Area_BSS,Line_Great_Circle
IsCompleted=false
[Campaign.CampObj.MacroObj 3.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000
NumOfShips=1
[Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3]
Type=109
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5]
Type=3
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 7]
Type=7
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 8]
Type=6
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 9]
Type=11
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 10]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=ConvoyA
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2]
TargetIdType=0
ToNode=Liverpool
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 3]
TargetIdType=4
FromNode=Liverpool
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 4]
TargetIdType=0
ToNode=Clyde
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 5]
TargetIdType=4
FromNode=Clyde
I'm going mad about this :/\\!!, I'll apreciate any help :03:
Targor Avelany
09-08-13, 06:36 PM
That is odd. I am sure that stock flags are animated dat object attached on GR2 units, and even TDW managed to do the same with his u-boat flag mod. I suggest you to...
- double check that your animated dat tubes are set correctly and that their animations play normally in s3d;
- have a close look into u-boat flags and see the method used by TDW for attaching his flags to u-boats.
Just had a look myself; stock mines (on the left) vs. OH's mines:
http://img594.imageshack.us/img594/4185/rjjt.jpg
stock mines:
- are smaller (main diameter: ca. 1 m);
- their 3d model is lesser detailed and (at least in wings) it doesn't look like a perfect sphere;
- their texture is more detailed with bolts and scratched coating painted on it;
- got detailed normal, reflect and ambient occlusion maps.
OH's mines:
- are much bigger (main diameter: ca. 2.3 m);
- their 3d model is better, with more detailed spike horns and regular spherical body;
- lesser detailed diffuse map (just some featureless rust);
- misses other maps.
If it was just on me I would adopt the following workflow:
- get the meshes from open horizons, or alternatively get the details from the stock meshes but redo the main body (this is easy: a regular sphere is enough);
- get the stock texture, maybe with some additional rust, seaweed, etc. overlapped, and with red paint exposed under the scratches (see link below);
- redo the UV mapping for both diffuse and AO.
- bake a new AO map;
- optional: paint some camouflage on the AO map. Being set as regular sea units, OH's mines can accept up to 3 different skins that Trevally can choose from when placing them in campaign; ;)
- retain the stock normal map and specular mask (with some eventual touch-ups for added rust and encrustations);
- if needed, resize the model according to historical sizes. HNSA got a digital copy of the American Mine Identification Manual (http://www.hnsa.org/doc/mineid/), with blueprints and sizes of nearly all the mines used during WWII, along with useful general information on mine types, their aspect, characteristics, etc. :up:
Eventually, with the time, we can rework both 3d models for use with OH :)
Hm... I can't really find the look of mines in OH in any mines manuals. The stock one might be more realistic in the shape and horn placements.
Hm... I can't really find the look of mines in OH in any mines manuals. The stock one might be more realistic in the shape and horn placements.
You are right, going by horns' number and shape, OH's mines should be classified as a '7-Spike Horns Round' mine, but none of the mines with similar specifications listed in the American manual resambles that model.
On the other hand, the aforementioned document makes no mention of the nationality of the depicted mines, and I doubt that the model numbers used in it are more than conventional US designations. It is therefore hard to say wether the source is complete or not, but I suspect that only Axis mines are included in the list.
There are few other resources available on the web:
"German Underwater Ordnance Mines (OP 1673A, 14 Jun 46) (http://www.lexpev.nl/downloads/germanunderwaterordnancemines1946.pdf)"
Contains B/W pictures, schemes, specifications and much more.
US "Mine Disposal Handbook, 1945 (http://www.hnsa.org/doc/minedisposal/)"
Contains B/W pictures, schemes, and specifications
French, Italian, Japanese, Russian, British and American mines @ navweaps.com (http://www.navweaps.com/Weapons/index_weapons.htm)
one page for each nation, with specs, short descriptions and few pictures
Let me know if you find more information :up:
alvarue
09-09-13, 10:07 AM
Hi,
I'm freezed in Happy Times Campaign, because I've finished "Atlantic Air Gap" mission, but there are no more missions to accomplish.
I've make progress till Dec. 1941 just finishing many patrols without leaving the harbor, but no new missions are avalaible to complete the campaign.
My mods are the following ones:
http://img109.imageshack.us/img109/8477/ksn0.jpg (http://imageshack.us/photo/my-images/109/ksn0.jpg/)
and my file "Campaign.cfg" is this one:
[Campaign]
NameId=Happytimes40
Title=Campaign.Title
Description=Campaign.Description
StartDate=19400615
EndDate=19410301
IsStartingCampaign=false
RequiredSubTypes=SSTypeIIA,SSTypeVIIB
RequiredProfileAchievements=
RequiredCareerAchievements=TotalGermany39_Defeat
[Campaign.CampObj]
Name=Campaign.CampObj.Name
ValuePointsRequired=8
ValuePointsMajorVictory=10
DateMajorVictory=19410301
DateHistoricalVictory=19410301
IsCompleted=false
IsFailed=false
DateOfCompletion=0
[Campaign.CampObj.MacroObj 1]
ObjectiveID=HT_British_Supplies
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=British_Supplies
ValuePointsProvided=4
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19400601
EndDate=19410131
IsCompleted=true
IsFailed=false
IsUnlocked=true
GenAchiev=OBJ War Supplies
GenAchievOnFail=OBJ War Supplies
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=
[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Patrol_the_North_Atlantic
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=Area_BS,Line_Great_Circle
IsCompleted=true
[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=true
Tonnage=90000
NumOfShips=0
[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=106487
NumOfShips=0
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=109
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 5]
Type=3
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 6]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 7]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 2]
TargetIdType=2
MapZone=British_Supplies_Zone
[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Halifax
FromNode=Liverpool
[Campaign.CampObj.MacroObj 2]
ObjectiveID=HT_Strategic_Supplies
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=Strategic_Supplies
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19401101
EndDate=19410301
IsCompleted=false
IsFailed=false
IsUnlocked=false
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies,OBJ HTWA
[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Patrol_the_South_Western_Approach
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=area_strategic
IsCompleted=false
[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=3
[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 3]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 4]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Liverpool
FromNode=Gibraltar
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Liverpool
FromNode=Kingston
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Liverpool
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Liverpool
FromNode=OG_RALLY
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Liverpool
FromNode=Freetown
[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 7]
TargetIdType=2
MapZone=SS
[Campaign.CampObj.MacroObj 3]
ObjectiveID=HT_Strong_Escorts
Name=Campaign.CampObj.MacroObj 3.Name
MapZone=Convoys2
ValuePointsProvided=4
FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo
StartDate=19401001
EndDate=19410201
IsCompleted=false
IsFailed=false
IsUnlocked=false
GenAchiev=OBJ HTWA
GenAchievOnFail=OBJ HTWA
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies
[Campaign.CampObj.MacroObj 3.PersObj 1]
PersObjType=0
Name=Patrol_the_Western_Approach_area
Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description
RelatedMapLocations=Area_BSS,Line_Great_Circle
IsCompleted=false
[Campaign.CampObj.MacroObj 3.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000
NumOfShips=1
[Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1]
Type=102
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2]
Type=103
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3]
Type=109
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4]
Type=101
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5]
Type=3
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6]
Type=4
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 7]
Type=7
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 8]
Type=6
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 9]
Type=11
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 10]
Type=108
TargetType=1
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=ConvoyA
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2]
TargetIdType=0
ToNode=Liverpool
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 3]
TargetIdType=4
FromNode=Liverpool
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 4]
TargetIdType=0
ToNode=Clyde
[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 5]
TargetIdType=4
FromNode=Clyde
I'm going mad about this :/\\!!, I'll apreciate any help :03:
Hi,
I think I have fixed the problem, because I have advanced till Oct. 1940 and now I have available "Western Aproach" mission :up:
I have changed the parameter in the .cfg file to
IsUnlocked=true
instead of
IsUnlocked=false
in the remaining missions of "Happy Times" and that seems to be the reason why I had no more missions apart from "Atlantic Air Gap".
I have got a problem inporting my barrage balloon model into GR2 Editor; UV coordinates get all messed up. :hmmm:
My UV map seen in Wings 3d:
http://img824.imageshack.us/img824/4432/1xfd.jpg
Wings 3d obj export options:
http://img191.imageshack.us/img191/1057/4yao.jpg
GR2 Editor inport options:
http://img19.imageshack.us/img19/2818/4cl6.jpg
The UV map inported into GR2 Editor:
http://img194.imageshack.us/img194/1268/rnn1.jpg
The model is rendered with correct texture mapping both in Wings 3d and in Softimage Mod Tool, but evidently not so in GR2 Editor. Latest versions of Wings 3d and GR2 Editor used. I have the same problem with the lighthouse model I had been working on until recently.
Targor, Michal, privateer, are you there? :D
What am I doing wrong?
Targor Avelany
09-09-13, 05:47 PM
You might have to swap Z & Y axes. That was one of the problems for me. At least at some point for something...
Also, you can try deselecting the "Flip V texture coordinates" option on import.
You might have to swap Z & Y axes. That was one of the problems for me. At least at some point for something...
Also, you can try deselecting the "Flip V texture coordinates" option on import.
Tried them both, but still no joy :-?
Targor Avelany
09-09-13, 10:35 PM
could you send me the file and i'll see what is going on?
could you send me the file and i'll see what is going on?
Sure, check your PM box :salute:
After looking more closely at the last picture of post #3770, I think I know what is going on:
http://img194.imageshack.us/img194/1268/rnn1.jpg
It looks like the GR2 format wants to stitch up together adjoining edges which in the UV map are separeted :hmm2: :doh:
Targor Avelany
09-10-13, 10:18 AM
Got the message today. Thank you.
Tried importing the mesh into GR2 (very quickly, just pretty much following on automation how I used to do it) and had no problems with UVs at all.
I did, however, imported your meshes into 3ds max and re-exported them from there, but still, its a bit odd.
I'm gonna sit down and figure it out more clearly when I get home after work today.
Got the message today. Thank you.
Thank you too, Targor!
Tried importing the mesh into GR2 (very quickly, just pretty much following on automation how I used to do it) and had no problems with UVs at all.
I did, however, imported your meshes into 3ds max and re-exported them from there, but still, its a bit odd.
:confused:
can you try importing my obj files straight in GR2 Editor?
I'm gonna sit down and figure it out more clearly when I get home after work today.
Okay, take your time. :)
In the menwhile I will try repeating your experiment. I have already tried all the possible Wings3d export settings and I don't have 3ds, but I will try exporting my meshes with blender, softimage mod tool and s3d :up:
Targor Avelany
09-10-13, 10:39 AM
Let me go step by step how I am generally importing a mesh:
1) Export mesh in triangles w/ inverted Z & Y axes from whatever program I am using. All the normals, mtl lib & etc included.
2) Find the file (let's say balloon.obj & balloon.mtl) I do Ctrl+C & Ctrl+V to get balloon_Copy.obj & balloon_Copy.mtl, after which I rename them into balloon_AO.obj & balloon_AO.mtl. Note, I don't actually change anything in the files.
3) Go to GR2 Editor, load GR2 file I want to work with, go to the mesh and select Import:
a) non-strict
b) everything is selected, inlcuding AO data.
4) Import.
This is my general walk through for import. Try this, see what happens.
Let me go step by step how I am generally importing a mesh:
1) Export mesh in triangles w/ inverted Z & Y axes from whatever program I am using. All the normals, mtl lib & etc included.
2) Find the file (let's say balloon.obj & balloon.mtl) I do Ctrl+C & Ctrl+V to get balloon_Copy.obj & balloon_Copy.mtl, after which I rename them into balloon_AO.obj & balloon_AO.mtl. Note, I don't actually change anything in the files.
3) Go to GR2 Editor, load GR2 file I want to work with, go to the mesh and select Import:
a) non-strict
b) everything is selected, inlcuding AO data.
4) Import.
This is my general walk through for import. Try this, see what happens.
This is exactly the method I have used so far, except for inverting Z & Y (which anyway, under your suggestion I have tried yesterday, but without results) and for importing the AO map which, in the case of the balloon, I have skipped since its AO texture is overlayed to the diffuse texture. Nonetheless the lighthouse got a separate AO map and, while I was working on it, I imported both the diffuse and the AO models I had previously created. Result: both maps were messed up along their borders :wah:
It must be some kind of obj file formatting which is required by TDW's tool and not supported by wings :hmmm:
Targor Avelany
09-10-13, 02:44 PM
This is eactly the method I have used, except for importing the AO map which, in the case of the balloon, I have skipped since its AO texture is overlayed to the diffuse texture. Nonetheless the lighthouse got a separate AO map, and while I was working on it I imported both the diffuse and the AO models I had previously created. Result: both maps were messed up along their borders :wah:
It must be some kind of obj file formatting which is required by TDW's tool and not supported by wings :hmmm:
I'll go through all of it today and see what happens, looking for difference between the files.
Also, AO obj: I still have no use for it and don't understand why is it getting sepparated. So far, you can pass the AO map through the textures/material maps, so I'm not sure why is there 2 objects and mtl's.
That is why I generally just import both of the same.
I'll go through all of it today and see what happens, looking for difference between the files.
Also, AO obj: I still have no use for it and don't understand why is it getting sepparated. So far, you can pass the AO map through the textures/material maps, so I'm not sure why is there 2 objects and mtl's.
That is why I generally just import both of the same.
I can answer this question:
often diffuse textures are tiled along a model. This is especially true for big models like ships, which otherwise would require huge textures. As long as textures used are homogeneous enough, and UV maps are placed wisely, you won't notice the repetitions, and the same pixels can be used on various parts of the model. This involves overlapping UV maps.
AO maps are another matter though: being caculated on the base of models' topology, there is a little chance that their texels can be used effectively on more than one area of their 3d model. Even if the model had many similar elements (which would correctly use the same portion of a diffuse texture) they would probably receive different internal shadows, depending on other surrounding elements, and they would therefore require each its own portion of the texture. On the other hand, shadows baked in AO maps don't need to be as detailed as the particulars usually painted on diffuse maps: for their nature shadows tend to be blurry anyway. As a consequence, a good AO map should contain little or no overlapping, with many small elements crammed over a relatively small texture area.
The obj format don't support multiple UV sets. The workaround used by GR2 Editor and by s3d, is importing the two UV sets from two copies of the same model, with identical vertex coordinates but with different UV maps. Nonetheless, if you are not going to use an AO map, or if your AO map uses the same coordinates as the diffuse one, you can discard the second UV set (thus reducing file size), and eventually overlap the AO on the diffuse texture as I did with the barrage balloon. :know:
Targor Avelany
09-10-13, 04:33 PM
I can answer this question:
often diffuse textures are tiled along a model. This is especially true for big models like ships, which otherwise would require huge textures. As long as textures used are homogeneous enough, and UV maps are placed wisely, you won't notice the repetitions, and the same pixels can be used on various parts of the model. This involves overlapping UV maps.
AO maps are another matter though: being caculated on the base of models' topology, there is a little chance that their texels can be used effectively on more than one area of their 3d model. Even if the model had many similar elements (which would correctly use the same portion of a diffuse texture) they would probably receive different internal shadows, depending on other surrounding elements, and they would therefore require each its own portion of the texture. On the other hand, shadows baked in AO maps don't need to be as detailed as the particulars usually painted on diffuse maps: for their nature shadows tend to be blurry anyway. As a consequence, a good AO map should contain little or no overlapping, with many small elements crammed over a relatively small texture area.
The obj format don't support multiple UV sets. The workaround used by GR2 Editor and by s3d, is importing the two UV sets from two copies of the same model, with identical vertex coordinates but with different UV maps. Nonetheless, if you are not going to use an AO map, or if your AO map uses the same coordinates as the diffuse one, you can discard the second UV set (thus reducing file size), and eventually overlap the AO on the diffuse texture as I did with the barrage balloon. :know:
Ah, now everything makes sence! Thank you, sir! I believe this will help me in the future on the major scale. Especially with importing uboats from SH3 (for now at least) as their AO maps absolutely cannot be done on the regular UVs.
Well, in that case, I'll see what is going on with the uvs coordinates between the two files and why are you having such oddness.
Ah, now everything makes sence! Thank you, sir! I believe this will help me in the future on the major scale. Especially with importing uboats from SH3 (for now at least) as their AO maps absolutely cannot be done on the regular UVs.
:up:
you can use the same concept, just the other way around, for a possible new release of your lifeboat mod: take the AO map, overlap it to the diffuse map using the multiply blend mode, and just discard the AO texture together with the second UV channel.
One last reminder: vertex coordinates of the two objects used for diffuse and AO maps must be identical. Move one vertex in one of the models by one hundredth of unit, and GR2 Editor will throw an error (experienced it myself :doh:).
Well, in that case, I'll see what is going on with the uvs coordinates between the two files and why are you having such oddness.
Thank you Targor, I was going to ask you to send your 3ds-exported obj file my way, for me to do the comparison :)
Madox58
09-10-13, 06:39 PM
Your file is missing tex-coords for the dmg cable object
That may be what is causing the mess.
Your file is missing tex-coords for the dmg cable object
That may be what is causing the mess.
Need collision models to be UV-mapped? :doh:
In any case that cannot be the problem: I still haven't started importing the model that you are talking about. The messed UV coordinates are the ones of the main balloon (see the last version of the GR2 file included in the package I sent you).
Targor Avelany
09-10-13, 11:07 PM
so far was not able to find anything. I'll throw the file back at you tomorrow and see if we can narrow it down.
so far was not able to find anything. I'll throw the file back at you tomorrow and see if we can narrow it down.
Okay, I am waiting for the file :up:
Targor Avelany
09-11-13, 10:35 AM
gap, your inbox is full again! :)
gap, your inbox is full again! :)
Just made some free space :salute:
Targor Avelany
09-11-13, 11:51 PM
I think I might have found something. Try to export from wings3d without the "-e" signs. In 3ds max it's called "relative numbers"
I don't think GR2 Editor reads them correctly, resulting in the throwing off the UVs. I have no clue where in wing3d this setting might be tho.
I think I might have found something. Try to export from wings3d without the "-e" signs. In 3ds max it's called "relative numbers"
I don't think GR2 Editor reads them correctly, resulting in the throwing off the UVs. I have no clue where in wing3d this setting might be tho.
Do you mean the scientific notation used for very small numbers?
It could be, but your theory doesn't explain why map coordinates get distorted only around the borders of each group of polygons which is mapped as a separate element on the UV map. :hmmm:
Unfortunately, I don't think that the wings3d exporter got an option for changing the precision/notation of coordinates exported, but I will try exporting the balloon from Softimage, Blender, and s3d, and I will report back. :up:
Targor Avelany
09-12-13, 08:42 AM
valid point. But it is the only thing I noticed different so far that might cause that. The only other difference there is are that "vt"s are missing one of the coords (only 2, not 3) in the wing3d. But 3ds max just fills it with 0s, so...
Edit: Well, tried importing/exporting w/ blender. GR2 editor just didn't like it, claiming there are no verts found.
valid point. But it is the only thing I noticed different so far that might cause that. The only other difference there is are that "vt"s are missing one of the coords (only 2, not 3) in the wing3d. But 3ds max just fills it with 0s, so...
I have tried importing my object both into Softimage Mod Tool and S3d, and I have exported it back. Result: GR2 throws a missing subset definition @ line number 25663. Using one material instead of two and exporting again from Mod Tool/S3d didn't help either. Interestingly, the exported obj files had much lesser than the 25663 lines mentioned in the GR2E warning message! :nope:
At this point I am left with just two options:
- buying s3d and using it as a Wings3d to GR2 Editor obj file converter... :88)
- or, while we wait for TDW to show up and to tell us what is going on with his importer, disturbing you everytime I need to create a new GR2 object :D
P.S: another problem I have noticed is with smoothing groups. If an object contains any of them, TDW's application won't import it. I am almost sure that the GR2 format don't support them, but it would be more user friendly if GR2 Editor warned you on the existence of un-importable smoothing groups, and kept on the import process ignoring them.
Edit: Well, tried importing/exporting w/ blender. GR2 editor just didn't like it, claiming there are no verts found.
Well, Blender is tricky on itself. This is a shame because going by what I have read on it on the web, it is a powerful tool. Comparable to Maya under many aspects, and what is worth noting, it is in continuous development and totally free. Yet, the last time I tried exporting a mesh from it, it generated an empty obj file :doh:
Targor Avelany
09-12-13, 10:23 AM
I have tried importing my object both into Softimage Mod Tool and S3d, and I have exported it back. Result: GR2 throws a missing subset definition @ line number 25663. Using one material instead of two and exporting again from Mod Tool/S3d didn't help either. Interestingly, the exported obj files had much lesser than the 25663 lines mentioned in the GR2E warning message! :nope:
At this point I am left with just two options:
- buying s3d and using it as a Wings3d to GR2 Editor obj file converter... :88)
- or, while we wait for TDW to show up and to tell us what is going on with his importer, disturbing you everytime I need to create a new GR2 object :D
P.S: another problem I have noticed is with smoothing groups. If an object contains any of them, TDW's application won't import it. I am almost sure that the GR2 format don't support them, but it would be more user friendly if GR2 Editor warned you on the existence of un-importable smoothing groups, and kept on the import process ignoring them.
Well, Blender is tricky on itself. This is a shame because going by what I have read on it on the web, it is a powerful tool. Comparable to Maya under many aspects, and what is worth noting, it is in continuous development and totally free. Yet, the last time I tried exporting a mesh from it, it generated an empty obj file :doh:
You can disturb me any time. I'm glad to help, as my own project is not moving very fast at all at the moment (constantly getting distructed by rl stuff instead of spending 2-3 hours on it).
In regards to Blender: yeah, that is something I do want to learn properly sooner or later. From what I have heard it can be an extremely good tool. I also heard really nice reviewes on creating various maps from it. Though I still like xnormal very much.
p.s. And why would you need to by s3d? I thought it's free?
You can disturb me any time. I'm glad to help, as my own project is not moving very fast at all at the moment (constantly getting distructed by rl stuff instead of spending 2-3 hours on it).
Thank you,
I am going to send you some files then :up:
In regards to Blender: yeah, that is something I do want to learn properly sooner or later. From what I have heard it can be an extremely good tool. I also heard really nice reviewes on creating various maps from it. Though I still like xnormal very much.
From what I've read, the one major drawback about Blender is its user interface, which doesn't resamble any other 3d modelling program. It gets time getting used to it.
Personally I find great Wings 3d's contextual menues; Wings got all you really need for mesh modelling and for basic UV-mapping. It also features a sculpt tool which is useful for creating organic models, but it lacks some other advanced features, mesh animations most notably, that are in Blender and in other GPL modellers.
Recently, under privateer's suggestion, I have started working with Softimage Mod Tool, the freeware wersion of XSI (the program used by devs for creating AO maps). Creating AO maps with it (thery are called "render maps"), is relatively easy, but in several cases I got to touch up the baked maps for removing some artifacts. Probably I still need to find the right settings. I have also used Softimage's poly reduction tool, and I must say that it is a very user friendly and flexible feature (models are recalculated in real time), useful for optimizing models before importing them in game, or for creating LOD models. What matters the more, results are very good and depending on reduction ratio and other settings, the difference with the orignal model is hardly noticeable. Another great tool that I plan to use in future for mesh cleaning and optimization, is MeshLab.
XNormal is installed on my PC, but I didn't start using it yet. I have noticed it can generate a wide range of maps, including normal maps, but so far I have used the Photoshop plug-in by Nvidia for creating them.
p.s. And why would you need to by s3d? I thought it's free?
Oh, sorry, I meant 3ds :doh: but I am not going to buy it anyway :)
Targor Avelany
09-13-13, 01:09 PM
Sounds good. Let me know what exactly will you need to be done with the models and I'll take care of it.
Btw, accept my admiration for how well you have done the balloon in wings3d :) Not the easiest interface either. Also very outdated now, I believe the program hasn't been developed since 2011? Very impressive, sir!
Also, I will continue trying to figure out if not the reason behind the issue, but at least if there is another program that you can use as converter to be able to import. I don't particularly think it is fare that you can't considering how much work you put into this.
Sounds good. Let me know what exactly will you need to be done with the models and I'll take care of it.
Just one thing at this moment: converting them to a format that can be read by GR2 Editor without corruptions :up:
Btw, accept my admiration for how well you have done the balloon in wings3d :)
...
Very impressive, sir!
Thank you for the nice words Targor. Trevally's version of the balloon was an excellent base to start from. Initially I only wanted to UV map it and to improve its smoothing (something I had promised more than one year ago), but then I got carried away... :)
...Not the easiest interface either.
Do you think? Once you get used to its contextual menues and to its many shortcuts, working with it is quite straightforward. Moreover, the lack of advanced features compared to other programs, can be seen as a pro: as a beginner you don't risk getting lost with them, and you focus on doing things the hard way :03:
...Also very outdated now, I believe the program hasn't been developed since 2011?
True, the last stable version (1.4.1) is dated February 2011, but since then many unofficial versions have been released. The latest beta "snapshot" (v. 1.5.pre1.38.g62be8 (https://github.com/dgud/wings/downloads)) was released nine months ago, and the last Manifold "plug-in set" (1.5.0.2013-07-31 (https://www.dropbox.com/sh/3cwsi5kvm0jeiae/MI5-gFdPqM)) lesser than two months ago. Indeed, they are lesser stable than the release version, but they have many new features. An example? The last week I was amazed by the possibility to preview a normal map rendered on top of a model directly in the Wings 3d viewport :cool:
Also, I will continue trying to figure out if not the reason behind the issue, but at least if there is another program that you can use as converter to be able to import. I don't particularly think it is fare that you can't considering how much work you put into this.
Well, as far as you or someone else will help me exporting my model(s) from 3ds, I can't complain too much. :D
On the other hand, I hope that TDW will resume his work on the GR2 Editor soon. The weird thing about my problem is that IIRC both TDW and BIGREG, who helped TDW with testing, are Wings 3d users. This leads me to think that I might be doing something wrong, but I have already tried every export option combination, and with no results :hmm2:
Madox58
09-14-13, 04:29 PM
TDW's GR2 program will not import anything that does not follow strict placement of sections. Unlike all most every other program that opens obj files.
Sections must be not be mixed as such............
V
VT
VN
V
VT
VN
And on to end of file.
or any variation of above.
TDW's GR2 program will not import anything that does not follow strict placement of sections. Unlike all most every other program that opens obj files.
Sections must be not be mixed as such............
V
VT
VN
V
VT
VN
And on to end of file.
or any variation of above.
Thank you privateer, I will try your suggestion and I will re-arrange the sections of my exported obj files :up:
Madox58
09-14-13, 05:17 PM
http://www.dataparse.com/
Get the free version! It makes editing things very easy!
I use 010 editor and script in that but it's not free.
I just started useing Data Parse but I'm very impressed with it.
:up:
http://www.dataparse.com/
Get the free version! It makes editing things very easy!
I use 010 editor and script in that but it's not free.
I just started useing Data Parse but I'm very impressed with it.
:up:
Thank you mate. Downloading the program now! :salute:
I was just thinking about setting a VBA script processing automatically obj files for compatibility with TDW's application. Hopefully this won't be necessary. :up:
Madox58
09-14-13, 06:16 PM
010 Editor is on sale till the end of this month.
It has scripting that will blow your mind!
:o
Remember that the GR2 format was figured out mostly with 010!
I'm useing 010 to reverse engineer the SH4 animations and it's the ticket!
:D
010 Editor is on sale till the end of this month.
It has scripting that will blow your mind!
:o
Remember that the GR2 format was figured out mostly with 010!
I'm useing 010 to reverse engineer the SH4 animations and it's the ticket!
:D
I am afraid that code hacking is far beyond my skills; my knowledge of informatics is limited to basic hex editing and to the programming of simple scripts :88) :D
Madox58
09-14-13, 07:05 PM
One thing I LOVE about 010?
Say I have a bunch of data and want to add in front of everything on a per line basis.
I can change to column mode and add what I want.
That is killer as I extract the data for animations but need a column in front of that data.
Also, the shareing of scripts and templates ability is worth the 40 or 50 bucks.
Targor Avelany
09-17-13, 10:00 AM
@gap, anything you need me to convert so far?
I'll be away for a week starting this friday, so just checking beforehead. :)
@gap, anything you need me to convert so far?
I'll be away for a week starting this friday, so just checking beforehead. :)
Hi Targor,
sorry for keeping silent in the last few days, but I have been busy with this one: :O:
http://img547.imageshack.us/img547/7578/9f92.jpg
Meshes and textures made from scratch. It still needs normal texture, reflect mask, and some small adjustements in the UV texture. Moreover, I will need to reduce its polycount if we want to use this model in game (on a side note, I wonder if LOD models, like the one used for air and ship units, woul also work on units' equipment). If as hope this first bomb will look good in game, it will be the first in a series of American, British and German brand new ordnance models :up:
But before releasing it, I need to finish my work on the balloon and on the lighthouse.
For now you can start exporting the balloon cable, from the obj file I have already sent to you. Later today or tomorrow I will send you the lighthouse for similar exporting.
Thank you for your help, I don't know what I could do without it :salute:
Targor Avelany
09-17-13, 01:30 PM
Hi Targor,
sorry for keeping silent in the last few days, but I have been busy with this one: :O:
http://img547.imageshack.us/img547/7578/9f92.jpg
Meshes and textures made from scratch. It still needs normal texture, reflect mask, and some small adjustements in the UV texture. Moreover, I will need to reduce its polycount if we want to use this model in game (on a side note, I wonder if LOD models, like the one used for air and ship units, woul also work on units' equipment). If as hope this first bomb will look good in game, it will be the first in a series of American, British and German brand new ordnance models :up:
But before releasing it, I need to finish my work on the balloon and on the lighthouse.
For now you can start exporting the balloon cable, from the obj file I have already sent to you. Later today or tomorrow I will send you the lighthouse for similar exporting.
Thank you for your help, I don't know what I could do without it :salute:
Sounds good. Will prep and send you the balloon models today.
Madox58
09-17-13, 02:32 PM
Very Nice work gap!
:rock:
Very Nice work gap!
:rock:
Thank you mate. :salute:
3d modelling has monopolized my attenction lately, as much as I am monopolizing this thread (Sorry Trev :oops:).
I am still learning but I am already aware that, as far as videogames are concerned, it is all a matter of compromise between detail level and poly count. In the case of the below model I got a bit carried away, sure enough. :D
Luckily, the program that you pointed me to (Softimage Mod Tool) got a powerful polygon reduction function. It is surprising how much of the general shape and, to some degree, of the original detail it can retain, while reducing by half (or more) the number of vertices :rock:
Madox58
09-17-13, 03:19 PM
I learned alot from others here at SubSim concerning 3D Modeling way back when I first joined.
I have another free program that is for poly reducetion that is great also.
Balancer.
http://www.atangeo.com
:D
The free version works great.
Sjizzle
09-17-13, 03:45 PM
http://img547.imageshack.us/img547/7578/9f92.jpg
wow nice on Gap can u borrow me pls this toy to put it under my wife's mother pillow "jk"
:spammm:
I learned alot from others here at SubSim concerning 3D Modeling way back when I first joined.
yep, I am learning too a lot from other subsim members and from old post on this forum, and I l aready know by heart your units for GWX :O:
I have another free program that is for poly reducetion that is great also.
Balancer.
http://www.atangeo.com
:D
The free version works great.
Thanks, I will give it a try :up:
I have also read some good reviews about meshlab, but it might be a more complex program to learn.
wow nice on Gap can u borrow me pls this toy to put it under my wife's mother pillow "jk"
:spammm:
This is just a 100lb (about 50 kg) general purpose US bomb. You might want at least an SP (special purpose :O:) 500 lb bomb for that particular job :03: :D
Mikemike47
09-17-13, 05:24 PM
I need to finish my work on the balloon and on the lighthouse.
I lost count of all the projects you have been working on for the community.
Projects (http://www.subsim.com/radioroom/showthread.php?p=2088719#post2088719)
And now Reworked Submarine Damage!!! :salute::up:
How is the B-25 bomber?
I lost count of all the projects you have been working on for the community.
Projects (http://www.subsim.com/radioroom/showthread.php?p=2088719#post2088719)
:haha:
too many ideas, too little time devoted to each of them. Sometimes I think I would need for a full time working team :doh: :O:[/QUOTE]
And now Reworked Submarine Damage!!! :salute::up:
Well, this is a different case: I am only helping with my suggestions. All the ideas, their implementation and their testing is by vdr1981. :03:
How is the B-25 bomber?
The aircraft itself is fully working. I dind't test if it takes damage from enemy fire yet, but it should. It got different bomb loadouts and it uses them (on a side note, the idea of modelling new bombs came from the need to give it more historically accurate loadouts). I have also painted some new skins for it, besides the ones provided with the model by JU_88. Data collection on different makes of the plane, their operators, usage during WWII (airbases and dates), etc, has started and it is in an advanced stage.
The one problem I have with it, is its poor usage of its guns (atm only two gun turrets got a controller), which would render it an easy target for our AA gunners. In fact it only fires very few shots during its first attack run. Then, due to the way TDW coded IRAI, it keeps strafing on enemies trying without success to unload its shell reserves. I am sure I am missing a little detail, but what?
With JU_88's permission, I would like it to be released with the next version of OH's. In the meanwhile, if someone wants to test it, I can post here a link to the last version of it :up:
V13dweller
09-18-13, 04:05 AM
I have been playing Open Horizons II on my current SH5 installation, I received a message from the BDU saying a supply ship is in the port of Vigo until 1941 from 1940, so I sailed there with about 50% fuel left, but when I got there, sadly no Dock icon appeared, so I sailed in, then out again but not icon appeared, I reloaded a save I made there, but again no dock icon.
Is this just an aesthetic effect or is it a working feature?
PS the supply ship was present at the dock.
I have been playing Open Horizons II on my current SH5 installation, I received a message from the BDU saying a supply ship is in the port of Vigo until 1941 from 1940, so I sailed there with about 50% fuel left, but when I got there, sadly no Dock icon appeared, so I sailed in, then out again but not icon appeared, I reloaded a save I made there, but again no dock icon.
Is this just an aesthetic effect or is it a working feature?
PS the supply ship was present at the dock.
You are not the only one having this issue. I couldn't find where, but someone else has reported a similar problem not long ago. Unfortunately I don't remember if/how he solved it.
The one reason for your inconvenience that comes to my mind right now, is that you might have already refitted during the same patrol. IIRC vanilla game limits refittings to one per patrol. The good news is that TDW has deviced a patch for removing this limit. It is available for download together with its patcher. Let us know if it works.
V13dweller
09-18-13, 05:07 AM
Is that the one in the TDW patcher?
If yes, I have it installed and activated.
Mikemike47
09-18-13, 05:30 AM
I have been playing Open Horizons II on my current SH5 installation, I received a message from the BDU saying a supply ship is in the port of Vigo until 1941 from 1940, so I sailed there with about 50% fuel left, but when I got there, sadly no Dock icon appeared, so I sailed in, then out again but not icon appeared, I reloaded a save I made there, but again no dock icon.
PS the supply ship was present at the dock.
You are not the only one having this issue. I couldn't find where, but someone else has reported a similar problem not long ago. Unfortunately I don't remember if/how he solved it.
I don't know where I found All information but I copied and pasted the refueling information to my SH5 documents folder for future reference. Some information was from Refueling (http://www.subsim.com/radioroom/showpost.php?p=1945193&postcount=2088). Other refueling information listed at middle of post #1. Gap, this information was most helpful.
Did I discover that a "+" symbol shows up at a Spanish port next to the name of the city? The "+" references a dock icon? I do not recall at the moment.
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)
2 below work in latest version:
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)
Is that the one in the TDW patcher?
If yes, I have it installed and activated.
That one :yep:
Replenishments from tankers docked in Spanish ports are not available for all the OH's objectives, but only for the ones which historically required it. I think that Trevally followed strictly the scheme reported below by Mike.
I don't know where I found All information but I copied and pasted the refueling information to my SH5 documents folder for future reference. Some information was from Refueling (http://www.subsim.com/radioroom/showpost.php?p=1945193&postcount=2088). Other refueling information listed at middle of post #1. Gap, this information was most helpful.
Did I discover that a "+" symbol shows up at a Spanish port next to the name of the city? The "+" references a dock icon? I do not recall at the moment.
Thank you Mike :up:
V13dweller
09-18-13, 06:24 AM
Indeed, historical accuracy is important.
This has enlightened me to this topic, thank you for your help.
Trevally.
09-18-13, 06:27 AM
Very Nice work gap!
:rock:
:agree::Kaleun_Thumbs_Up:
Trevally.
09-18-13, 06:29 AM
Refuelling in Vigo
I have just checked this guys and the tanker is in Vigo for some time.
The resupply option however has a narrow window 01/06/40 to 31/03/41
:arrgh!::D
Trevally.
09-18-13, 06:31 AM
I don't know where I found All information but I copied and pasted the refueling information to my SH5 documents folder for future reference. Some information was from Refueling (http://www.subsim.com/radioroom/showpost.php?p=1945193&postcount=2088). Other refueling information listed at middle of post #1. Gap, this information was most helpful.
Did I discover that a "+" symbol shows up at a Spanish port next to the name of the city? The "+" references a dock icon? I do not recall at the moment.
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)
2 below work in latest version:
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)
:Kaleun_Thumbs_Up: this is correct
That one :yep:
Replenishments from tankers docked in Spanish ports are not available for all the OH's objectives, but only for the ones which historically required it. I think that Trevally followed strictly the scheme reported below by Mike.
Thank you Mike :up:
:up:
Indeed, historical accuracy is important.
This has enlightened me to this topic, thank you for your help.
Hope you continue to enjoy OHII:sunny:
Trevally.
09-18-13, 06:35 AM
More fuel info :D
Refuelling.
Refueling and spares was one of the biggest challenges that the boat faced (other than air attacks) and OHII tries to add this. Resupply tankers are used in most objectives in the campaign, but a game limitation restricks you to one refuel only (I had always wanted to use two) per patrol (leaving and returning to dock).
EDIT: Resupply is now fixed by TDW - Use his patcher (http://www.subsim.com/radioroom/showthread.php?t=181433) to fix this bug
Historical refittings from German tankers moored in Spanish ports:
http://www.subsim.com/radioroom/show...postcount=2078 (http://www.subsim.com/radioroom/showpost.php?p=1944568&postcount=2078)
http://www.subsim.com/radioroom/show...postcount=2088 (http://www.subsim.com/radioroom/showpost.php?p=1945193&postcount=2088)
Historical refittings from German tankers in the Atlantic and Indian Ocean:
http://www.subsim.com/radioroom/show...postcount=2158 (http://www.subsim.com/radioroom/showpost.php?p=1950598&postcount=2158)
http://www.subsim.com/radioroom/show...postcount=2159 (http://www.subsim.com/radioroom/showpost.php?p=1950607&postcount=2159)
Trevally.
09-18-13, 06:43 AM
http://img28.imageshack.us/img28/7039/44725564.jpg
http://img29.imageshack.us/img29/1271/refit.jpg
Silent Steel
09-18-13, 07:22 AM
... I have been busy with this one:
http://img547.imageshack.us/img547/7578/9f92.jpg
But before releasing it, I need to finish my work on the balloon and on the lighthouse.
Gap - your skills are absolutely stunning and captivating :o
I'm positive your lighthouse and balloon will be of the same marvelous standard.
Thanks for all your hard work, Gap :salute:
More fuel info :D
:up: :smug:
:agree::Kaleun_Thumbs_Up:
the full US series:
http://www.subsim.com/radioroom/showpost.php?p=2069458&postcount=31
We have enough information to model all of them (both meshes and damage), instead of being content with the three generic bombs used by all the nations in stock game. Same for mines, depth charges, gun rounds, etc. :03:
Information on ordnance of the main nations involved in WWII to be found here:
http://www.lexpev.nl/manuals/index.html
Gap - your skills are absolutely stunning and captivating :o
I'm positive your lighthouse and balloon will be of the same marvelous standard.
Thanks for all your hard work, Gap :salute:
Thank you mate :salute:
I am waiting for Targor to send me some missing parts of the Balloon exported from 3ds. Unfortunately, Wings 3d-exported obj files get corrupted once imported into GR2 Editor. Similarly, I am going to send Targor my lighthouse model ready for export.
Fast render previews of both models are found at te following links:
http://www.subsim.com/radioroom/showpost.php?p=2109415&postcount=3732
http://www.subsim.com/radioroom/showpost.php?p=2098408&postcount=33
Some other lighthouse models (not by me) which, with some reworks, could be used in game:
http://www.subsim.com/radioroom/showpost.php?p=2097329&postcount=12
Last but not least one of my favorite, the lighthouse by Flakmonkey: :sunny:
http://www.subsim.com/radioroom/showpost.php?p=2096941&postcount=7
Targor Avelany
09-18-13, 09:21 AM
Files ready for you :)
Files ready for you :)
Thank you Sir :salute:
Admiral Von Gerlach
09-18-13, 10:25 AM
That ordinance is stunningly beautifully done. Very very nice.
ditto the lighthouse, balloon is a nice idea they were used a great deal as barrage and Defense just about everywhere.
That ordinance is stunningly beautifully done. Very very nice.
ditto the lighthouse, balloon is a nice idea they were used a great deal as barrage and Defense just about everywhere.
Thank you Admiral Von Gerlach :)
I am also tempted to model the US version of barrage balloons:
http://upload.wikimedia.org/wikipedia/commons/thumb/6/69/Barrage_balloon_fsac_1a35100.jpg/772px-Barrage_balloon_fsac_1a35100.jpg
They are nice, streamlined objects, but I am afraid that their usage wasn't as widespread as in England, especially during the first part of the conflict when U-boats were more active around the East Coast :hmm2:
Madox58
09-18-13, 11:00 AM
I have also read some good reviews about meshlab, but it might be a more complex program to learn.
MeshLab is very easy to use and does have some very nice filters that do many cool things.
However!
It's obj output is in a format which will not work with GR2 Editor yet.
Importing to another program then exporting can wreck everything MeshLab did.
Data Parse can move things around to the right order though.
:yep:
Sometimes you can import the obj to a dat with S3D then export it again and it will work fine.
Sometimes. Not all the time.
MeshLab is very easy to use and does have some very nice filters that do many cool things.
However!
It's obj output is in a format which will not work with GR2 Editor yet.
Importing to another program then exporting can wreck everything MeshLab did.
Data Parse can move things around to the right order though.
:yep:
Honestly I didn't start messing with Data Parse yet, but having ran it once I can say that it doesn't look like a program that you can use without knowing exactly what you are doing. One should read its manual first (which I will asap) :88) :O:
Anyway, what imo we really need is having an intelligent post-processing tool, by someone with a deep knowledge of both informatics and 3d files, that will automatically optimize obj files generated by various modelling programs for import in GR2 Editor.
In four letters: PIFT :D
Sometimes you can import the obj to a dat with S3D then export it again and it will work fine.
Sometimes. Not all the time.
Tried it with the balloon, but the UV map was equally corrupetd after import in GR2 Editor.
Madox58
09-18-13, 11:51 AM
Honestly I didn't start messing with Data Parse yet, but having ran it once I can say that it doesn't look like a program that you can use without knowing exactly what you are doing. One should read its manual first :88) :O:
Yes. The free version requires you to write scripts.
I do that in 010 but not everyone will/can pony up the $50.00 or so.
(They did take a few of my suggestions and are going to add some cool features to 010 soon like Macro recording and scriptable column stuff :D)
I'm looking at Data Parse as a free program that can do what PIFT did.
:03:
So all I need to do is write the script and Bob's your Uncle!
:haha:
It's really nothing more then some shuffling/fudgeing of text based information!
One thing about the Barrage Balloon I need to know. Did you export it from a GR2 or have the original model to work with?
Yes. The free version requires you to write scripts.
I do that in 010 but not everyone will/can pony up the $50.00 or so.
(They did take a few of my suggestions and are going to add some cool features to 010 soon like Macro recording and scriptable column stuff :D)
I'm looking at Data Parse as a free program that can do what PIFT did.
:03:
So all I need to do is write the script and Bob's your Uncle!
:haha:
It's really nothing more then some shuffling/fudgeing of text based information!
yes, from your previous comments I imagined that it wasn't nothing more than re-arranging file sections based on what one can see from a GR2 Editor-exported file. I would have focused on this task, but during the last days I was more absorbed by the "artistic" aspect of 3d modelling :D
P.S: why are you talking about PIFT using the past? Is it MIA? :dead:
One thing about the Barrage Balloon I need to know. Did you export it from a GR2 or have the original model to work with?
:huh:
I modelled it based on Trevally's meshes. I don't remember if I used as base an obj file exported from OH's dat, or directly the original files that Trevally had sent to me more than one year ago.
I thought I had sent you my working files in obj format. Didn't I? :hmm2:
Madox58
09-18-13, 12:46 PM
Yes. I have your files just didn't know if it was new or an export from a GR2 or dat.
I first did a 'PIFT' conversion by hand in 010. I then wrote an Alpha version in C.
That was on an old system and I scrubbed that when I got this one.
I lost A LOT of good stuff I thought I saved. (Ever wiped 500+ GIG of data and go OMG!!!)
:haha:
The basic thing is it's all done by messing with text files as that's what obj files are.
Now, export an obj from a GR2 and import it to some 3D program and then export it without doing anything to it.
Notice it has changed? The model is still good but it lost file size (on disk) and data!
:hmmm:
I noticed this way back when trying to Hex some files for the first interior mods and my Open Bunker stuff.
Files did not match for verts and so on.
I'd import to Max, make changes and export and loose verts, normals, and tex-coords!
:nope:
So I studied the original exports (I used my exporter back then, It does bulk exports)
I imported to Max and exported again and compared files.
I found that the GR2 files 'adds' things so that the way they are placed in the GR2 allows the structures!
So if the AO tex-coords are greater then the base tex-coords?
We just grab a few verts and all the other things with it and throw them in till file things match!
It can be zeros it don't matter!!
:haha:
We just need to make sure the structure is correct!
That means We need to match the verts between Base an AO obj files so that's where a shuffle comes in.
Any missing stuff we fudge.
:)
I first did a 'PIFT' conversion by hand in 010. I then wrote an Alpha version in C.
That was on an old system and I scrubbed that when I got this one.
I lost A LOT of good stuff I thought I saved. (Ever wiped 500+ GIG of data and go OMG!!!)
:haha:
:wah:
...export an obj from a GR2 and import it to some 3D program and then export it without doing anything to it.
Notice it has changed? The model is still good but it lost file size (on disk) and data!
...I'd import to Max, make changes and export and loose verts, normals, and tex-coords!...
...I found that the GR2 files 'adds' things so that the way they are placed in the GR2 allows the structures!...
...So if the AO tex-coords are greater then the base tex-coords?
We just grab a few verts and all the other things with it and throw them in till file things match!
It can be zeros it don't matter!!
:haha:
...We just need to make sure the structure is correct!
That means We need to match the verts between Base an AO obj files so that's where a shuffle comes in.
Any missing stuff we fudge.
:)
Do you mean that GR2 objects contain dummy/redundant data, whose use is just to keep a certain file structure and/or size? :huh:
How does it relate to my problem? my "buggy" Wings 3d obj files, once processed in 3ds, are read correctly by GR2 Editor (or at least it looks so)... does 3ds add the missing strings? :hmm2:
Targor Avelany
09-18-13, 03:48 PM
Yes. I have your files just didn't know if it was new or an export from a GR2 or dat.
I first did a 'PIFT' conversion by hand in 010. I then wrote an Alpha version in C.
That was on an old system and I scrubbed that when I got this one.
I lost A LOT of good stuff I thought I saved. (Ever wiped 500+ GIG of data and go OMG!!!)
:haha:
The basic thing is it's all done by messing with text files as that's what obj files are.
Now, export an obj from a GR2 and import it to some 3D program and then export it without doing anything to it.
Notice it has changed? The model is still good but it lost file size (on disk) and data!
:hmmm:
I noticed this way back when trying to Hex some files for the first interior mods and my Open Bunker stuff.
Files did not match for verts and so on.
I'd import to Max, make changes and export and loose verts, normals, and tex-coords!
:nope:
So I studied the original exports (I used my exporter back then, It does bulk exports)
I imported to Max and exported again and compared files.
I found that the GR2 files 'adds' things so that the way they are placed in the GR2 allows the structures!
So if the AO tex-coords are greater then the base tex-coords?
We just grab a few verts and all the other things with it and throw them in till file things match!
It can be zeros it don't matter!!
:haha:
We just need to make sure the structure is correct!
That means We need to match the verts between Base an AO obj files so that's where a shuffle comes in.
Any missing stuff we fudge.
:)
In gentoo:
bash$ > parted:
: rm 1
: rm 2
: rm 3
: rm 4
: rm 5
: rm 6
Without realizing that the program is not like fdisk, that actually asks for confirmation... parted just writes tha partitions. 500gb... :dead: Unrestorable.
In gentoo:
bash$ > parted:
: rm 1
: rm 2
: rm 3
: rm 4
: rm 5
: rm 6
Without realizing that the program is not like fdisk, that actually asks for confirmation... parted just writes tha partitions. 500gb... :dead: Unrestorable.
What? When? :o
Targor Avelany
09-18-13, 04:49 PM
What? When? :o
a while back. on my linux computer. Just mentioned to relay to the tragedy of loosing information due to your own stupidity. :)
a while back. on my linux computer. Just mentioned to relay to the tragedy of loosing information due to your own stupidity. :)
I thought it had just happened. :doh:
Targor Avelany
09-18-13, 05:32 PM
I usually learn on my mistakes from on the first try :haha:
I usually learn on my mistakes from on the first try :haha:
Off topic: going to import your exported files. Fingers crossed and stay online if you can :)
@ Targor
two remarks:
1 - the vertex coordinated of the objects you have exported where offset so to center the model on the y axis, while I had it set so that cables started at y = 0. This might pose some problem when placing the unit in game. Could you re-export the balloon by keeping the original coordinates. :)
2 - even worst: every time I import the cables, everything looks fine until I try saving; at this point I get a broken chain error, and the saving is aborted. Tried with my original cables, and I get the same error. To know what is wrong with them now :hmmm:
2 - even worst: every time I import the cables, everything looks fine until I try saving; at this point I get a broken chain error, and the saving is aborted. Tried with my original cables, and I get the same error. To know what is wrong with them now :hmmm:
Update: the problem is not in the model I am trying to import, but in the GR2 file I am using as base (costal_guns_small.GR2). Every time I try replacing the second mesh (Costal_Gun_Small_mount) with whatever obj file, I get the same error, no matter if do it on a clean file. :shifty:
Time to rest now, I will try again tomorrow with another file. :yawn:
1 - the vertex coordinated of the objects you have exported where offset so to center the model on the y axis, while I had it set so that cables started at y = 0. This might pose some problem when placing the unit in game. Could you re-export the balloon by keeping the original coordinates. :)
Nevermind. Please ignore the above statement: it was my mistake. I am sending you a new set of files for 3ds export :oops:
I have finally started importing the balloon meshes in a new GR2 file. I have a couple of problems though:
In GR3 Editor the ropes hanging from the sides of the balloon (second subset) is only visible against the background, but not in lateral view against the balloon:
http://img7.imageshack.us/img7/4207/jsgj.jpg
...and this is how the same file looks in Goblin: :-?
http://img541.imageshack.us/img541/3691/3hi8.jpg
V13dweller
09-21-13, 05:34 AM
What date is Coastal Waters meant to end? I am on may 29th 1940 and it still has not finished, I failed operation Weserubung due to inablility to find sufficient ships and I am not able to continue to the next mission(Campaign mission) , and this is maddening because I have been on this mission for over 4 months real life time due to mods requiring a fresh start.
So what do I do?
If I must restart the game again, I will not bother and just give up.:/\\!!
EDIT are you able to not get all the crosses and fail a campaign and still move on to the next? or will you have to get 100% to pass?
THE_MASK
09-21-13, 05:50 AM
What date is Coastal Waters meant to end? I am on may 29th 1940 and it still has not finished, I failed operation Weserubung due to inablility to find sufficient ships and I am not able to continue to the next mission(Campaign mission) , and this is maddening because I have been on this mission for over 4 months real life time due to mods requiring a fresh start.
So what do I do?
If I must restart the game again, I will not bother and just give up.:/\\!!
EDIT are you able to not get all the crosses and fail a campaign and still move on to the next? or will you have to get 100% to pass?Coastal waters ends on 01/06/1940
V13dweller
09-21-13, 05:59 AM
I am now on June 12th, still in Coastal Waters...:/\\!!
http://www.mediafire.com/convkey/9647/4miyxbpyu5nldjm7g.jpg (http://www.mediafire.com/view/?4miyxbpyu5nldjm)
THE_MASK
09-21-13, 06:03 AM
I am now on June 12th, still in Coastal Waters...:/\\!!
Screenshots to come if needed.Head back to base .
V13dweller
09-21-13, 06:05 AM
I am in base.
EDIT I left dock, then went back in and repeated process until mission ended, about 3 times later.
THE_MASK
09-21-13, 06:09 AM
Click on the flotilla commander in the bunker . Do you get new campaign missions on the briefing map ?
V13dweller
09-21-13, 06:17 AM
I got to the next mission.
Thanks for all input.:salute:
Trevally.
09-21-13, 07:21 AM
The campaign end by date can be a bit glitch - I have seen this before too.
I should set the gap between campaigns longer but Im not sure if this will help.
@Dweller
Did you time travel when starting the next campaign:06:
If the campaign coastal waters over runs happy times - did you notice the happy time started on the correct date
:arrgh!:
Targor Avelany
09-21-13, 10:04 AM
@gap:
Was not able to figure much out. I need more time but that is something I currently don't have.
I get weirdest results left right and center. Never had such problem with my boat: at least not this weird.
I'll be away till next friday, unfortunately, so wont have access to this files or ability to meddle with them. It will be, however, my priority as soon as I come back. Sorry about this.
Was not able to figure much out. I need more time but that is something I currently don't have.
I get weirdest results left right and center. Never had such problem with my boat: at least not this weird.
:doh:
I'll be away till next friday, unfortunately, so wont have access to this files or ability to meddle with them. It will be, however, my priority as soon as I come back. Sorry about this.
Thank you Targor. No need to say sorry. Take your time on the balloon and have a nice trip. :up:
Husksubsky
09-23-13, 07:07 PM
I finally got my type C boat during Mare Nostrum. CTD when loadin mission.Tried everything but no luck. Only solution was to reload before baseenter and say no to the new boat. Any suggestions? I use OH 2.0 still with sobers list from some months back
Trevally.
09-24-13, 06:51 AM
I finally got my type C boat during Mare Nostrum. CTD when loadin mission.Tried everything but no luck. Only solution was to reload before baseenter and say no to the new boat. Any suggestions? I use OH 2.0 still with sobers list from some months back
Try using "silentotto" and select that campaign - if you get your type C and no ctd - something is wrong with your mod setup.
I know it says this mod is compatible with TDW UI, FX and IRAI but is it also compatible with sobers mod list?
Husksubsky
09-25-13, 08:55 PM
Try using "silentotto" and select that campaign - if you get your type C and no ctd - something is wrong with your mod setup.
Thx Trev I will try, but I m at work now. I got a new sub the type B at campaign start. I thought maybe there was something that prevented new sub MID campaign cause of new boat from Kiel or something. (I got the type C to work in historic mission). I will try as soon as I come home. I really looked forward to this cause it s the first time I got to play with radar. Had the game since release but always got sunk before radar was possible and I HAVE to start in 39 lol.
volodya61
09-26-13, 01:53 AM
I know it says this mod is compatible with TDW UI, FX and IRAI but is it also compatible with sobers mod list?
I want to advise you more attentively/carefully read the forum threads and posts.. Open Horizons II is included in the Sober's mod list..
Trevally.
09-26-13, 12:10 PM
Hi guys, can someone Tell me how to correct "install" open horizons 2?
I've overwritten data files but it doesn't work...
Open your SH5 folder (the one with the SH5.exe)
paste in your copy of JSGME
run JSGME and a MODS folder will be made
download OHIIv2.2 from here
unpack using 7zip
paste unpacked OHIIv2.2 into the MODS folder
run JSGME again and activate OHII
run game
start NEW CAREER
:yeah:
Silent Steel
09-26-13, 11:49 PM
http://www.subsim.com/radioroom/picture.php?albumid=816&pictureid=6596
Just in case you'd like to to save copies of your future profiles;
http://www.subsim.com/radioroom/picture.php?albumid=816&pictureid=6107
SnipersHunter
09-27-13, 03:02 PM
Hey noob question, where can i get out of the first harbour? There is overall land?
Tonci87
09-27-13, 03:12 PM
Hey noob question, where can i get out of the first harbour? There is overall land?
Go North.
On the map it looks like there is no exit but don´t worry, there is a gap.
volodya61
09-27-13, 03:19 PM
Hey noob question, where can i get out of the first harbour? There is overall land?
take a look - http://www.subsim.com/radioroom/showpost.php?p=2063138&postcount=3367
Mikemike47
09-27-13, 03:23 PM
Hey noob question, where can i get out of the first harbour? There is overall land?
Go North.
On the map it looks like there is no exit but don´t worry, there is a gap.
I am guessing that you are talking about Memel. I informed Trevally with words and pics about it months ago. He could not duplicate it.
I zoomed in as far as I could go and saw no small gap either.
I plotted a course north near the ships in open water. I eventually went to bridge view and navigated the narrow channel until I got into open water.
SnipersHunter
09-27-13, 03:25 PM
But my view isnt ok its closed their :(
Edit: I reinstalled it and now it works thanks.
Husksubsky
09-27-13, 07:16 PM
Try using "silentotto" and select that campaign - if you get your type C and no ctd - something is wrong with your mod setup.
I get CTD with silentotto . No idea what to make out of it. Better stay with my type B then.
Trevally.
09-28-13, 03:53 AM
I get CTD with silentotto . No idea what to make out of it. Better stay with my type B then.
hmm - this sounds like something messing with the type C:hmmm:
Can anyone else who is using Sober's mod list try using silentotto to get a type C boat. If so - this could be fixed by mod order:hmmm:
Where should I get a type C in the campaign ?
Trevally.
09-28-13, 04:52 AM
Where should I get a type C in the campaign ?
Thanks plj:salute:
Post 2 in this thread gives information about the campaigns see here (http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2)
So a type C will be standard in campaigns - Mare Nostrum 15/03/41 - 01/12/41 and Western Approaches 20/03/41 - 01/12/41
:)
I start hearing dock sounds, get a few ui elements, start seeing the drydock, then CTD.
DebugView output:
[2052] TheDarkWraithAutomation InitializeScript
[2052] TheDarkWraithUserOptions InitializeScript
[2052] 32bit Key found. Value='D:\Games\Silent Hunter 5\'
[2052] \ found as last character in install path from registry!
[2052] InstallPath=D:\Games\Silent Hunter 5
[2052] sh5.exe file version is 1.2.0.0
[2052]
[2052] TDW DLL versions:
[2052] D:\Games\Silent Hunter 5\TDWDestroyedMarks.dll=1.0.41.0
[2052] D:\Games\Silent Hunter 5\TDWDraggables.dll=1.0.1.0
[2052] D:\Games\Silent Hunter 5\TDWFileUtils.dll=1.0.9.0
[2052] D:\Games\Silent Hunter 5\TDWHPT.dll=1.0.4.0
[2052] D:\Games\Silent Hunter 5\TDWHydrophone.dll=1.0.4.0
[2052] D:\Games\Silent Hunter 5\TDWMouse.dll=1.0.3.0
[2052] D:\Games\Silent Hunter 5\TDWRadioMessages.dll=1.1.3.0
[2052] D:\Games\Silent Hunter 5\TDWSoan.dll=1.0.4.0
[2052] D:\Games\Silent Hunter 5\TDWSound.dll=1.0.1.0
[2052] D:\Games\Silent Hunter 5\TDWUserCharts.dll=1.0.15.0
[2052] D:\Games\Silent Hunter 5\TDWUtils.dll=1.0.4.0
[2052]
[2052] MODS installed:
[2052] [DEPENDANCIES]
[2052] 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""Fuel Gauge WoGaDi_SteelViking's Interior""Equipment_Upgrades_Fix_v1_4_Patch_1""R.E.M_by_Xrundel_TheBeast_1.2""silentmichal's interior mod 1.2.3""sobers Lights Cfg V5 SH5"
[2052] SteelViking's Interior Mod V1.2.2 Patch="DynEnv v2.9 - 1. Main Mod""sobers Lights Cfg V5 SH5"
[2052] DynEnv v2.9 - 1. Main Mod="DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters""Small_trees_SH5_V1""sobers smoke screen V1 SH5 (DynEnv compatible)""sobers water splash anim SH5""sobers best ever fog V22 SH5""sobers base sky mechanics V1""EUF_UBoat_FX_v0_0_3_ byTheBeast""FX_Update_0_0_22_ByTheDarkWraith""sobers Lights Cfg V5 SH5"
[2052] sobers smoke screen V1 SH5 (DynEnv compatible)="sobers waves mod V12 27032013""OPEN HORIZONS II_full v2.2""RPM Hydrophone v2.2.1""Church's Compass Dials Mod v2.2 - Option One""sobers no footstep sound mod""sobers Realistic contrast V6 SH5""sobers map colors SH5 V1"
[2052] 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""NewUIs_TDC_7_5_0_ByTheDarkWraith""R.S.D. - Reworked Submarine Damage v4 by vdr1981""Reworked Morale and Abilities v.1.1""MCCD_1.04_MFCM_1.2.1_compatible""sobers bad weather deck gun V5 SH5"
[2052] 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_22_ByTheDarkWraith""NewUIs_TDC_7_5_0_ByTheDarkWraith""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""OPEN HORIZONS II_full v2.2""R.S.D. - Reworked Submarine Damage v4 by vdr1981""Reworked Morale and Abilities v.1.1"
[2052] FX_Update_0_0_22_ByTheDarkWraith="FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)""NewUIs_TDC_7_5_0_ByTheDarkWraith""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""OPEN HORIZONS II_full v2.2""R.S.D. - Reworked Submarine Damage v4 by vdr1981""RPM Hydrophone v2.2.1""TDW FX Fix for Sobers chimney smoke"
[2052] NewUIs_TDC_7_5_0_ByTheDarkWraith="NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo""NewUIs_TDC_7_5_0_Real_Navigation""Submarine's .sim&cfg (modified for engine ratio + independent control patches)""Sjizzles - Charts for NewUIs part1_07.06.2013""Sjizzles - Charts for NewUIs part 2_07.06.2013""Sjizzles - Charts for NewUIs part 3_24.06.2013""Sjizzles - Charts for NewUIs part 4_20.07.2013""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""OPEN HORIZONS II_full v2.2""R.S.D. - Reworked Submarine Damage v4 by vdr1981""Speech fixes and additions (english version)""RPM Hydrophone v2.2.1""Church's Compass Dials Mod v2.2 - Option One""Trevally Tutorial - All v0.2(for OHIIv1.3)""Trevally Automated Scripts v0.6""Trevally Harbour & Kiel Canal Pilot v3.1""Trevally TDC Help v2""EQuaTool 01.01 by AvM - Large Style""TDW_GenericPatcher_v_1_0_149_0"
[2052] IRAI_0_0_39_ByTheDarkWraith="IRAI_0_0_39_ByTheDarkWraith_Patch_1""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""OPEN HORIZONS II_full v2.2""R.S.D. - Reworked Submarine Damage v4 by vdr1981""SkyBaron's Leigh Light for SH5 1.1""sobers bad weather deck gun V5 SH5"
[2052] R.E.M_by_Xrundel_TheBeast_1.2="R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible""silentmichal's interior mod 1.2.3"
[2052] Accurate German Flags="OPEN HORIZONS II_full v2.2"
[2052] Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix="R.S.D. - Reworked Submarine Damage v4 by vdr1981"
[2052] OPEN HORIZONS II_full v2.2="R.S.D. - Reworked Submarine Da
[2052] mage v4 by vdr1981""SkyBaron's Leigh Light for SH5 1.1""Sobers Terrain fix for OH2 V2.2""Expanded Navies by Cybermat47 v.1.0.01""Reworked Morale and Abilities v.1.1""RPM Hydrophone v2.2.1""MadMaxs_SH5_Subdiesel (mono) v2"
[2052] SH5 Longer Repairs v.1="R.S.D. - Reworked Submarine Damage v4 by vdr1981"
[2052] MightyFine Crew Mod 1.2.1 Alt w beards="MCCD_1.04_MFCM_1.2.1_compatible"
[2052] Reworked Morale and Abilities v.1.1="MCCD_1.04_MFCM_1.2.1_compatible"
[2052] Trevally Tutorial - All v0.2(for OHIIv1.3)="Trevally TDC Help v2"
[2052] [MODS]
[2052] Accurate German Flags=1
[2052] sobers game loading tips V8 SH5=2
[2052] DBM Background Video=3
[2052] SteelViking's Interior Mod V1.2=4
[2052] SteelViking's Interior Mod V1.2.2 Patch=5
[2052] sobers multi color mod V5=6
[2052] DynEnv v2.9 - 1. Main Mod=7
[2052] DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters=8
[2052] DynEnv v2.9 - 12. Sounds=9
[2052] Small_trees_SH5_V1=10
[2052] sobers smoke screen V1 SH5 (DynEnv compatible)=11
[2052] sobers water splash anim SH5=12
[2052] sobers best ever fog V22 SH5=13
[2052] sobers base sky mechanics V1=14
[2052] sobers better terrain v3 SH5=15
[2052] sobers waves mod V12 27032013=16
[2052] sobers more trees SH5=17
[2052] SH5_7A_Conning_Fix=18
[2052] Fuel Gauge WoGaDi_SteelViking's Interior=19
[2052] Equipment_Upgrades_Fix_v1_4_byTheBeast=20
[2052] Equipment_Upgrades_Fix_v1_4_Patch_1=21
[2052] Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix=22
[2052] Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober=23
[2052] EUF_UBoat_FX_v0_0_3_ byTheBeast=24
[2052] SH5 Longer Repairs v.1=25
[2052] AI_sub_crew_1_0_2_TheDarkWraith=26
[2052] FX_Update_0_0_22_ByTheDarkWraith=27
[2052] FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)=28
[2052] NewUIs_TDC_7_5_0_ByTheDarkWraith=29
[2052] NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo=30
[2052] NewUIs_TDC_7_5_0_Real_Navigation=31
[2052] NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha=32
[2052] Submarine's .sim&cfg (modified for engine ratio + independent control patches)=33
[2052] Sjizzles - Charts for NewUIs part1_07.06.2013=34
[2052] Sjizzles - Charts for NewUIs part 2_07.06.2013=35
[2052] Sjizzles - Charts for NewUIs part 3_24.06.2013=36
[2052] Sjizzles - Charts for NewUIs part 4_20.07.2013=37
[2052] Manos Scopes-patch for 16x9=38
[2052] IRAI_0_0_39_ByTheDarkWraith=39
[2052] IRAI_0_0_39_ByTheDarkWraith_Patch_1=40
[2052] R.E.M_by_Xrundel_TheBeast_1.2=41
[2052] R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible=42
[2052] Depth Charge Fix Reduced Explosion Range=43
[2052] Cerberus62 Corrected Depth Charge Projector 1.0=44
[2052] silentmichal's interior mod 1.2.3=45
[2052] OPEN HORIZONS II_full v2.2=46
[2052] R.S.D. - Reworked Submarine Damage v4 by vdr1981=47
[2052] SkyBaron's Leigh Light for SH5 1.1=48
[2052] Sobers Terrain fix for OH2 V2.2=49
[2052] Expanded Navies by Cybermat47 v.1.0.01=50
[2052] Reworked Morale and Abilities v.1.1=51
[2052] MightyFine Crew Mod 1.2.1 Alt w beards=52
[2052] MCCD_1.04_MFCM_1.2.1_compatible=53
[2052] Speech fixes and additions (english version)=54
[2052] RPM Hydrophone v2.2.1=55
[2052] sobers green crew training V4 SH5=56
[2052] TDW FX Fix for Sobers chimney smoke=57
[2052] Church's Compass Dials Mod v2.2 - Option One=58
[2052] smaller flags for Warships 1_0b=59
[2052] sobers Lights Cfg V5 SH5=60
[2052] Trevally Tutorial - All v0.2(for OHIIv1.3)=61
[2052] Trevally Automated Scripts v0.6=62
[2052] Trevally Harbour & Kiel Canal Pilot v3.1=63
[2052] Trevally TDC Help v2=64
[2052] MadMaxs_SH5_Subdiesel (mono) v2=65
[2052] sobers hud sounds V1 SH5=66
[2052] sobers no footstep sound mod=67
[2052] sobers Realistic contrast V6 SH5=68
[2052] EQuaTool 01.01 by AvM - Large Style=69
[2052] AOB slide ruller for TDW UIs and MO by stoianm=70
[2052] sobers deck crew always whispering v2 SH5=71
[2052] gap - HD 1 deg Scope Bearing v 1.0=72
[2052] Shadow Improvement ModLR=73
[2052] sobers bad weather deck gun V5 SH5=74
[2052] sobers map colors SH5 V1=75
[2052] TDW_GenericPatcher_v_1_0_149_0=76
[2052]
[2052]
[2052] TDWAutomation.__init__: Automation files read in:
[2052] D:\Games\Silent Hunter 5\data\Automation\activate_stations.SHA
[2052] activate_stations
[2052] D:\Games\Silent Hunter 5\data\Automation\Automation_hotkeys.SHA
[2052] Automation hotkeys
[2052] D:\Games\Silent Hunter 5\data\Automation\Automation_travel_mode.SHA
[2052] Travel mode testing
[2052] D:\Games\Silent Hunter 5\data\Automation\Basic_sub_handling-depth_control.SHA
[2052] Basic sub handling - depth control
[2052] D:\Games\Silent Hunter 5\data\Automation\basic_sub_maneuvering.SHA
[2052] basic_sub_maneuvering
[2052] D:\Games\Silent Hunter 5\data\Automation\Four_Bearings.SHA
[2052] Four_Bearings
[2052] D:\Games\Silent Hunter 5\data\Automation\How_to_use_speed_finder_feature. SHA
[2052] How to use speed finder
[2052] D:\Games\Silent Hunter 5\data\Automation\How_to_use_tutorial.SHA
[2052] How to use tutorial
[2052] D:\Games\Silent Hunter 5\data\Automation\Manual_TDC_01_90deg.SHA
[2052] Manual_TDC_01_90deg
[2052] D:\Games\Silent Hunter 5\data\Automation\Manual_TDC_02_90deg_Salvo.SHA
[2052] Manual_TDC_02_90deg_Salvo
[2052] D:\Games\Silent Hunter 5\data\Automation\New_features_commands.SHA
[2052] D:\Games\Silent Hunter 5\data\Automation\Range_AOB_info.SHA
[2052] AOB_Range_Finder
[2052] D:\Games\Silent Hunter 5\data\Automation\Range_AOB_Practice.SHA
[2052] Range_AOB_Practice
[2052] D:\Games\Silent Hunter 5\data\Automation\RAOBF.SHA
[2052] RAOBF_Practice
[2052] D:\Games\Silent Hunter 5\data\Automation\Real_Nav_auto_fix_v0.2.sha
[2052] Real Nav Auto position Fix 5min
[2052] Real Nav Auto position Fix Battle Stations
[2052] Real Nav Auto Position Fix 04-08
[2052] Real Nav Auto Position Fix 08-12
[2052] Real Nav Auto Position Fix 12-16
[2052] Real Nav Auto Position Fix 16-20
[2052] Real Nav Auto Position Fix 20-00
[2052] Real Nav Auto Position Fix 00-04
[2052] D:\Games\Silent Hunter 5\data\Automation\Search_Patterns.sha
[2052] Search Pattern 1 Stoianm (shipping lane)
[2052] Search Pattern 2 (patrol area)
[2052] D:\Games\Silent Hunter 5\data\Automation\Solution_Finder.SHA
[2052] Solution_Finder
[2052] D:\Games\Silent Hunter 5\data\Automation\TDC_Checker.SHA
[2052] TDC_Checker
[2052] D:\Games\Silent Hunter 5\data\Automation\Trevally Harbour & Kiel.SHA
[2052] Bergen Harbour
[2052] Bremen Harbour
[2052] Brest Harbour
[2052] Kiel Harbour & Canal Inbound
[2052] Kiel Harbour & Canal Outbound
[2052] Kiel Harbour Outbound Skagerrak Route
[2052] Kiel Harbour Inbound Skagerrak Route
[2052] La Pallice Harbour
[2052] La Spezia Harbour
[2052] Lorient Harbour
[2052] Memel Harbour
[2052] Piraeus Harbour
[2052] St Nazaire Harbour
[2052] Toulon Harbour
[2052] Wilhelmshaven Harbour
[2052] D:\Games\Silent Hunter 5\data\Automation\Trevally Scripts v0.4.sha
[2052] PreSurface Check
[2052] Deck Gun With ZigZag
[2052] Flak Guns With ZigZag
[2052] Suspect Distant Contact
[2052] Pesky Aeroplanes!
[2052] Sneak away 180
[2052] Sneak away straight ahead
[2052] Dont panic 1 (port)
[2052] Dont panic 2 (starboard)
[2052] Patrol with hydro check at station (looped)
[2052] No Station Hydrophone check
[2052] No Station Hydrophone check for real nav
[2052]
[2052] TDWSound constructor
[2052] TDWRadioMessages: constructor
[2052] TDWRadioMessages: Loading all WWII ship names
[2052] TDWSoan constructor
[2052] Retrieving all countries and their equivalent names from SOANNames.cfg
[2052] # countries in SOANNames.cfg=61
[2052] Retrieving all categories and their equivalent names from SOANNames.cfg
[2052] # of new categories in SOANNames.cfg=7
[2052] Retrieving all countries and their equivalent names from Names.cfg
[2052] # countries in Names.cfg=57
[2052] Adding countries from Names.cfg not found in SOANNames.cfg to database
[2052] D:\Games\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Buoy_G1_FL\Buoy_G1_FL.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Buoy_O1_FL\Buoy_O1_FL.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Buoy_R1_FL\Buoy_R1_FL.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\CMD_small_boat\CMD_small_boat.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Dolphin\Dolphin.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Floating_Mine\Floating_Mine.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain .cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Ch ain_16.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\HBWhale\HBWhale.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Iceberg01\Iceberg01.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Iceberg02\Iceberg02.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Iceberg03\Iceberg03.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Iceberg04\Iceberg04.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Iceberg05\Iceberg05.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\JPFish01\JPFish01.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\JPFish02\JPFish02.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\NAMC_Z\NAMC_Z.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\NF_boat\NF_boat.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\NF_Boat_1\NF_Boat_1.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\NMFMPC_Z\NMFMPC_Z.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\NOS_Haruna_Z\NOS_Haruna_Z.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\NSampan01\NSampan01.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\NSampan02\NSampan02.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\NSampan03\NSampan03.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Subnet\Subnet.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Survivor\Survivor.cfg recmanualcategory not found!
[2052] D:\Games\Silent Hunter 5\data\Sea\Tug_Z\Tug_Z.cfg recmanualcategory not found!
[2052] SOAN categories and contents:
[2052]
[2052] Escorts:
[2052] ClassName=Small Gun Boat Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Medium Gun Boat Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Bathurst Corvette Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[2052] ClassName=Flower Corvette Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[2052] ClassName=A Class Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
[2052] ClassName=Akizuki Destroyer Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Asashio Destroyer Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Clemson Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
[2052] ClassName=Draug Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
[2052] ClassName=Fletcher Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2Identical
[2052] ClassName=Grom Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2ForeWider
[2052] ClassName=B Class Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2Identical
[2052] ClassName=Minekaze Destroyer Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Mutsuki Destroyer Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=R Class Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[2052] ClassName=Soldati Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Raked
[2052] ClassName=Somers Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[2052] ClassName=Town Lend-Lease Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
[2052] ClassName=Tribal Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2ForeWider
[2052] ClassName=Type 34 Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
[2052] ClassName=Typ-36-Narvik Zerstörer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
[2052] ClassName=V&W Class Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
[2052] ClassName=HMS Walker Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
[2052] ClassName=Wicher Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
[2052] ClassName=Buckley Destroyer Escort Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[2052] ClassName=Evarts Destroyer Escort Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[2052] ClassName=River Class Frigate Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[2052] ClassName=Black Swan Sloop Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[2052] ClassName=HMS Stork Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[2052] ClassName=MLGryf Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[2052] ClassName=165-foot "B" Cutter Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[2052] ClassName=TDW Torpedo Patrol Boat Islands= SuperStructures= BowShape=Raked Funnels=
[2052] ClassName=Armed Trawler Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[2052] ClassName=SC-497 Sub Chaser Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[2052] ClassName=Subchaser Islands= SuperStructures= BowShape= Funnels=
[2052] Freighters:
[2052] ClassName=Amphibious Group Command Ship Islands=1 SuperStructures=Composite BowShape=Raked Funnels=
[2052] ClassName=SV Medium Freighter Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Auxiliary Cruiser Komet Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[2052] ClassName=Auxiliary Cruiser Penguin Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
[2052] ClassName=SV Tug Boat Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Large Steamer Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[2052] ClassName=C2-S-B1 Hull Large Merchant Islands=2 SuperStructures=Composite BowShape=Raked Funnels=
[2052] ClassName=Ehrenfels Type Large Freighter Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
[2052] ClassName=North Sands Type Large Freighter Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
[2052] ClassName=Large Steamer (War Supplies) Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[2052] ClassName=Uekel Medium Composite Freighter Islands= SuperStructures= BowShape= Funnels=
[2052] ClassN
[2052] ame=C1-B Type Medium Merchant Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[2052] ClassName=Hog Island Type A Freighter Islands=123 SuperStructures=Split BowShape=Plumb Funnels=
[2052] ClassName=Hog Island Medium Freighter (War supplies) Islands=123 SuperStructures=Split BowShape=Plumb Funnels=
[2052] ClassName=N3SA1 Small Merchant Islands=123 SuperStructures=Composite BowShape=Plumb Funnels=
[2052] ClassName=SV Small Modern Composite Merchant Ship Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Rongel Small Old Split Freighter Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Ems Type Small Freighter Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[2052] ClassName=Liberty Cargo Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[2052] ClassName=Liberty Ship (War Supplies) Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[2052] ClassName=Middeleton Attack Transport Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[2052] ClassName=Victory Cargo Islands=1 SuperStructures=Composite BowShape=Raked Funnels=
[2052] Warships:
[2052] ClassName=Carl Peters Fleet Tender Islands= SuperStructures= BowShape=Raked Funnels=1Large
[2052] ClassName=Bismarck Battleship Islands= SuperStructures= BowShape=Raked Funnels=1
[2052] ClassName=Duilio Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
[2052] ClassName=Fuso Battleship Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=King George V Battleship Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[2052] ClassName=HMS Duke Of York Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[2052] ClassName=Kongo Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[2052] ClassName=Littorio Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
[2052] ClassName=Nelson Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[2052] ClassName=New York Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[2052] ClassName=North Carolina Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
[2052] ClassName=Bretagne Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[2052] ClassName=Queen Elizabeth Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[2052] ClassName=Royal Sovereign Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[2052] ClassName=Schleswig-Holstein Pre-Dreadnought Islands= SuperStructures= BowShape=Plumb Funnels=2
[2052] ClassName=Yamato Battleship Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Deutschland Pocket Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[2052] ClassName=Hood Battlecruiser Islands= SuperStructures= BowShape=Raked Funnels=2
[2052] ClassName=Renown Battlecruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
[2052] ClassName=Scharnhorst Battleship Islands= SuperStructures= BowShape=Raked Funnels=1
[2052] ClassName=Admiral Hipper Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=1
[2052] ClassName=County Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=3+
[2052] ClassName=Furutaka Heavy Cruiser Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Kent Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=3+
[2052] ClassName=HMS Suffolk Islands= SuperStructures= BowShape=Plumb Funnels=3+
[2052] ClassName=Northampton Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[2052] ClassName=Prinz Eugen Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=1
[2052] ClassName=Trento Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace
[2052] ClassName=Agano Light Cruiser Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Di Giussano Light Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace
[2052] ClassName=Brooklyn Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2
[2052] ClassName=Dido Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[2052] ClassName=Emden Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2
[2052] ClassName=K Class Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[2052] ClassName=Leander Light Cruiser Islands= SuperStructures= BowShape=Raked
[2052] Funnels=2WideSpace
[2052] ClassName=Montecuccoli Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[2052] Troop Transports:
[2052] ClassName=Patroclus Armed Merchant Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
[2052] ClassName=Rawalpindi Armed Merchant Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
[2052] ClassName=Hospital Ship Islands= SuperStructures= BowShape=Raked Funnels=1
[2052] ClassName=Landing Ship Tank Islands= SuperStructures= BowShape=Raked Funnels=0
[2052] ClassName=LSMFPD Islands= SuperStructures= BowShape=Plumb Funnels=0
[2052] ClassName=Large Liner Islands= SuperStructures= BowShape=Plumb Funnels=2
[2052] ClassName=Large Italian Liner Islands= SuperStructures= BowShape=Plumb Funnels=2
[2052] ClassName=AOTDMadMax/Stormfly/SteelViking Big modern Passangership Islands= SuperStructures= BowShape=Raked Funnels=1
[2052] ClassName=Huge European Liner Islands= SuperStructures= BowShape=Raked Funnels=2
[2052] ClassName=Uekel Small Passenger Type Islands= SuperStructures= BowShape= Funnels=
[2052] ClassName=Felix Roussel Islands= SuperStructures= BowShape=Plumb Funnels=2
[2052] ClassName=Medium Troopship Islands= SuperStructures= BowShape=Plumb Funnels=2
[2052] ClassName=Troop Transport Islands= SuperStructures= BowShape=Plumb Funnels=2
[2052] ClassName=Wilhelm Gustloff Islands= SuperStructures= BowShape=Plumb Funnels=2
[2052] Tankers:
[2052] ClassName=Dithmarschen Supply Ship Islands= SuperStructures= BowShape=Raked Funnels=1Large
[2052] ClassName=Dale Class Fleet Oiler Islands= SuperStructures= BowShape=Raked Funnels=1Large
[2052] ClassName=Cimmaron Class Tanker Islands= SuperStructures= BowShape=Raked Funnels=1
[2052] ClassName=Ranger Medium Tanker Islands= SuperStructures= BowShape=Plumb Funnels=1
[2052] ClassName=SteelViking Tanker Islands= SuperStructures= BowShape= Funnels=
[2052] Aircraft Carriers:
[2052] ClassName=Archer Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
[2052] ClassName=Attacker Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
[2052] ClassName=Audacity Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
[2052] ClassName=Avenger Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
[2052] ClassName=Bogue Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
[2052] ClassName=Charger Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
[2052] ClassName=CVGrafZeppelin Islands= SuperStructures=Small BowShape= Funnels=0
[2052] ClassName=Long Island Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
[2052] ClassName=Sangamon Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
[2052] ClassName=Ark Royal Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
[2052] ClassName=Glorious Fleet Carrier Islands= SuperStructures=Small BowShape= Funnels=1Large
[2052] ClassName=Eagle Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
[2052] ClassName=Furious Fleet Carrier Islands= SuperStructures=Small BowShape= Funnels=1
[2052] ClassName=Hermes Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
[2052] ClassName=Illustrious Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
[2052]
[2052] SOAN ships by country:
[2052]
[2052] SeaFolderName=JPGunBoat01 ShipName=Small Gun Boat RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=JPGunBoat01:
[2052] Country=Japan AD=1-1-1938 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=JPGunBoat02 ShipName=Medium Gun Boat RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=JPGunBoat02:
[2052] Country=Japan AD=1-1-1938 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NAGC_C2Appalachian ShipName=Amphibious Group Command Ship RecManualCategory=Freighters Islands=1 SuperStructures=Composite BowShape=Raked Funnels= Class=AGCC2Appalachian:
[2052] Country=American AD=11-12-1941 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=British AD=11-12-1941 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Greece AD=11-12-1941 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Norway AD=11-12-1941 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NAGP_CarlPeters ShipName=Carl Peters Fleet Tender RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1Large Class=AGPCarlPeters:
[2052] Country=German AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NAMC ShipName=SV Medium Freighter RecManualCategory=Freighters Islands= SuperStructures= BowShape= Funnels= Class=GeAuxCruiser:
[2052] Country=American AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Argentina AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Australian AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Belgium AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=British AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Canadian AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=China AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Colombia AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Cuba AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Denmark AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Egypt AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Estonia AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Finland AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=France AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeBelgium AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeDenmark AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeFinland AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeFrench AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeGreece AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeNetherland AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeNorway AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreePoland AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeSweden AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=German AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Greece AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Iceland AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=India AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Ireland AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Italian AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Japan AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Latvia AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Lithuania AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Mexico AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Nicaragua AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Panama AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Poland AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Portugal AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Russia AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=SouthAfrica AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Spain AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Uruguay AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Venezuela AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Yugoslavia AD=5-3-1924 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NAMC_Komet ShipName=Auxiliary Cruiser Komet RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Raked Funnels= Class=AMCKomet:
[2052] Country=German AD=1-4-1928 0:00:00 DD=17-4-1946 0:00:00
[2052] SeaFolderName=NAMC_Patroclus ShipName=Patroclus Armed Merchant Cruiser RecManualCategory=Troop Transports Islands= SuperS
[2052] tructures= BowShape=Plumb Funnels=2 Class=AMCPatroclus:
[2052] Country=British AD=12-9-1939 0:00:00 DD=1-10-1941 0:00:00
[2052] SeaFolderName=NAMC_Penguin ShipName=Auxiliary Cruiser Penguin RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Plumb Funnels= Class=AMCPenguin:
[2052] Country=German AD=1-4-1928 0:00:00 DD=17-4-1946 0:00:00
[2052] SeaFolderName=NAMC_Rawalpindi ShipName=Rawalpindi Armed Merchant Cruiser RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=AMCRawalpindi:
[2052] Country=British AD=1-10-1939 0:00:00 DD=1-5-1943 0:00:00
[2052] SeaFolderName=NAO_Dithmarschen ShipName=Dithmarschen Supply Ship RecManualCategory=Tankers Islands= SuperStructures= BowShape=Raked Funnels=1Large Class=AODithmarschen:
[2052] Country=German AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] SeaFolderName=NATF ShipName=SV Tug Boat RecManualCategory=Freighters Islands= SuperStructures= BowShape= Funnels= Class=TugBoat:
[2052] Country=American AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Argentina AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Australian AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Belgium AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Brazil AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=British AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Canadian AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=China AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=France AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeFrench AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=German AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Greece AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=India AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Ireland AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Italian AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=NewZealand AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Norway AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Panama AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Russia AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Turkey AD=1-1-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NBB_Bismark ShipName=Bismarck Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=BBBismark:
[2052] Country=German AD=14-2-1939 0:00:00 DD=12-11-1944 0:00:00
[2052] SeaFolderName=NBB_Duilio ShipName=Duilio Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BBDuilio:
[2052] Country=Italian AD=10-5-1915 0:00:00 DD=1-1-1957 0:00:00
[2052] SeaFolderName=NBB_Fuso ShipName=Fuso Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=BBFuso:
[2052] Country=Japan AD=20-11-1913 0:00:00 DD=25-10-1944 0:00:00
[2052] SeaFolderName=NBB_King_GeorgeV ShipName=King George V Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=BBKingGeorgeV:
[2052] Country=British AD=11-12-1940 0:00:00 DD=1-1-1958 0:00:00
[2052] SeaFolderName=NBB_King_GeorgeV_DoYork ShipName=HMS Duke Of York RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=BBHMSDukeOfYork:
[2052] Country=British AD=4-11-1941 0:00:00 DD=1-11-1951 0:00:00
[2052] SeaFolderName=NBB_Kongo ShipName=Kongo Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBKongo:
[2052] Country=Japan AD=12-3-1914 0:00:00 DD=11-4-1948 0:00:00
[2052] SeaFolderName=NBB_Littorio ShipName=Littorio Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BBLittorio:
[2052] Country=Italian AD=28-4-1940 0:00:00 DD=1-2-1948 0:00:00
[2052] SeaFolderName=NBB_Nelson ShipName=Nelson Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBNelson:
[2052] Country=British AD=1-9-1927 0:00:00 DD=1-12-1947 0:00:00
[2052] SeaFolderName=NBB_New_York ShipName=New York Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBNewYork:
[2052] Country=American AD=12-3-1914 0:00:00 DD=11-4-1948 0:00:00
[2052] SeaFolderName=NBB_North_Carolina ShipName=North Carolina Battleship Re
[2052] cManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BBNorthCarolina:
[2052] Country=American AD=9-4-1941 0:00:00 DD=1-6-1960 0:00:00
[2052] SeaFolderName=NBB_Provence ShipName=Bretagne Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBProvence:
[2052] Country=France AD=12-3-1914 0:00:00 DD=11-4-1948 0:00:00
[2052] SeaFolderName=NBB_QueenElizabeth ShipName=Queen Elizabeth Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBQueenElizabeth:
[2052] Country=British AD=1-1-1915 0:00:00 DD=1-1-1948 0:00:00
[2052] SeaFolderName=NBB_RoyalSovereign ShipName=Royal Sovereign Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BBRoyalSovereign:
[2052] Country=British AD=16-3-1916 0:00:00 DD=1-3-1948 0:00:00
[2052] Country=Russia AD=16-3-1916 0:00:00 DD=1-3-1948 0:00:00
[2052] SeaFolderName=NBB_Schleswig_Holstein ShipName=Schleswig-Holstein Pre-Dreadnought RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=BBSchleswigHolstein:
[2052] Country=German AD=7-12-1906 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NBB_Yamato ShipName=Yamato Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=BBYamato:
[2052] Country=Japan AD=16-12-1941 0:00:00 DD=31-12-1945 0:00:00
[2052] SeaFolderName=NBC_Deutschland ShipName=Deutschland Pocket Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=BCDeutschland:
[2052] Country=German AD=1-4-1933 0:00:00 DD=17-4-1945 0:00:00
[2052] SeaFolderName=NBC_Hood ShipName=Hood Battlecruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=BCHood:
[2052] Country=British AD=11-12-1920 0:00:00 DD=25-5-1941 0:00:00
[2052] SeaFolderName=NBC_Renown ShipName=Renown Battlecruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=BCRenown:
[2052] Country=British AD=1-1-1916 0:00:00 DD=1-3-1948 0:00:00
[2052] SeaFolderName=NBC_Scharnhorst ShipName=Scharnhorst Battleship RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=BCScharnhorst:
[2052] Country=German AD=7-1-1939 0:00:00 DD=26-12-1943 0:00:00
[2052] SeaFolderName=NCA_Admiral_Hipper ShipName=Admiral Hipper Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=CAHipper:
[2052] Country=German AD=25-4-1939 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NCA_County ShipName=County Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=CACounty:
[2052] Country=Australian AD=25-6-1928 0:00:00 DD=1-1-1948 0:00:00
[2052] SeaFolderName=NCA_Furutaka ShipName=Furutaka Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=CAFurutaka:
[2052] Country=Japan AD=31-3-1926 0:00:00 DD=11-10-1942 0:00:00
[2052] SeaFolderName=NCA_Kent ShipName=Kent Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=CAKent:
[2052] Country=British AD=25-6-1928 0:00:00 DD=1-1-1948 0:00:00
[2052] SeaFolderName=NCA_Kent_Suffolk ShipName=HMS Suffolk RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=CAHMSSuffolk:
[2052] Country=British AD=7-2-1928 0:00:00 DD=1-6-1948 0:00:00
[2052] SeaFolderName=NCA_Northampton ShipName=Northampton Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=CANorthampton:
[2052] Country=American AD=17-5-1930 0:00:00 DD=1-4-1960 0:00:00
[2052] SeaFolderName=NCA_Prinz_Eugen ShipName=Prinz Eugen Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=1 Class=CAPrinzEugen:
[2052] Country=German AD=25-4-1939 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NCA_Trento ShipName=Trento Heavy Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace Class=CATrento:
[2052] Country=Italian AD=1-1-1928 0:00:00 DD=10-4-1943 0:00:00
[2052] SeaFolderName=NCL_Agano ShipName=Agano Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape= Funnels= Class=CLAgano:
[2052] Country=Japan AD=3
[2052] 1-10-1942 0:00:00 DD=2-7-1946 0:00:00
[2052] SeaFolderName=NCL_Bartolomeo ShipName=Di Giussano Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace Class=CLBartolomeo:
[2052] Country=Italian AD=1-1-1931 0:00:00 DD=1-4-1942 0:00:00
[2052] SeaFolderName=NCL_Brooklyn ShipName=Brooklyn Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=CLBrooklyn:
[2052] Country=American AD=30-9-1937 0:00:00 DD=15-6-1984 0:00:00
[2052] SeaFolderName=NCL_Dido ShipName=Dido Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=CLDido:
[2052] Country=British AD=24-5-1940 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=NewZealand AD=24-5-1940 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NCL_Emden ShipName=Emden Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2 Class=CLEmden:
[2052] Country=German AD=15-10-1925 0:00:00 DD=10-4-1945 0:00:00
[2052] SeaFolderName=NCL_Konigsberg ShipName=K Class Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=CLKonigsberg:
[2052] Country=German AD=17-4-1929 0:00:00 DD=5-2-1943 0:00:00
[2052] SeaFolderName=NCL_Leander ShipName=Leander Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=CLLeander:
[2052] Country=Australian AD=24-5-1940 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NCL_Montecuccoli ShipName=Montecuccoli Light Cruiser RecManualCategory=Warships Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace Class=CLMontecuccoli:
[2052] Country=Italian AD=1-1-1935 0:00:00 DD=1-1-1964 0:00:00
[2052] SeaFolderName=NCO_Bathurst ShipName=Bathurst Corvette RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=1Straight Class=COBathurst:
[2052] Country=Australian AD=14-2-1939 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NCO_Flower ShipName=Flower Corvette RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=1Straight Class=COFlower:
[2052] Country=American AD=10-3-1942 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Australian AD=10-3-1942 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=British AD=14-2-1939 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Canadian AD=19-11-1940 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=France AD=19-11-1940 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=FreeFrench AD=14-2-1939 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Netherlands AD=1-1-1944 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=NewZealand AD=1-1-1944 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NCVE_Archer ShipName=Archer Escort Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=None BowShape= Funnels=0 Class=CVEArcher:
[2052] Country=British AD=17-11-1941 0:00:00 DD=6-11-1943 0:00:00
[2052] SeaFolderName=NCVE_Attacker ShipName=Attacker Escort Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Small BowShape= Funnels=0 Class=CVEAttacker:
[2052] Country=British AD=30-9-1942 0:00:00 DD=12-5-1946 0:00:00
[2052] SeaFolderName=NCVE_Audacity ShipName=Audacity Escort Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=None BowShape= Funnels=0 Class=CVEAudacity:
[2052] Country=British AD=31-7-1941 0:00:00 DD=21-12-1941 0:00:00
[2052] SeaFolderName=NCVE_Avenger ShipName=Avenger Escort Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Small BowShape= Funnels=0 Class=CVEAvenger:
[2052] Country=British AD=1-5-1942 0:00:00 DD=1-1-1945 0:00:00
[2052] SeaFolderName=NCVE_Bogue ShipName=Bogue Escort Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Small BowShape= Funnels=0 Class=CVEBogue:
[2052] Country=American AD=15-9-1942 0:00:00 DD=1-1-1960 0:00:00
[2052] SeaFolderName=NCVE_Charger ShipName=Charger Escort Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Small BowShape= Funnels=0 Class=CVECharger:
[2052] Country=American AD=3-3-1942 0:00:00 DD=15-3-1946 0:00:00
[2052] SeaFolderName=NCVE_GrafZeppelin ShipName=CVGrafZeppelin RecManualCategory=Aircraft Carriers Islands= SuperStructures=Small BowShape= Funnels=0 Class=CVGrafZeppelin:
[2052] Country=German AD=4-11-1916 0:00:00 DD=18-6-1945 0:00:00
[2052] SeaFolder
[2052] Name=NCVE_Long_Islan
[2052] d ShipName=Long Island Escort Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=None BowShape= Funnels=0 Class=CVELongIsland:
[2052] Country=American AD=2-6-1941 0:00:00 DD=12-4-1946 0:00:00
[2052] SeaFolderName=NCVE_Sangamon ShipName=Sangamon Escort Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Small BowShape= Funnels=0 Class=CVESangamon:
[2052] Country=American AD=24-8-1942 0:00:00 DD=8-1-1947 0:00:00
[2052] SeaFolderName=NCV_Ark_Royal ShipName=Ark Royal Fleet Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Large BowShape= Funnels=1 Class=CVArkRoyal:
[2052] Country=British AD=16-12-1938 0:00:00 DD=14-11-1941 0:00:00
[2052] SeaFolderName=NCV_Courageous ShipName=Glorious Fleet Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Small BowShape= Funnels=1Large Class=CVGlorious:
[2052] Country=British AD=4-11-1916 0:00:00 DD=18-6-1940 0:00:00
[2052] SeaFolderName=NCV_Eagle ShipName=Eagle Fleet Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Large BowShape= Funnels=1 Class=CVEagle:
[2052] Country=British AD=26-2-1924 0:00:00 DD=11-8-1942 0:00:00
[2052] SeaFolderName=NCV_Furious ShipName=Furious Fleet Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Small BowShape= Funnels=1 Class=CVFurious:
[2052] Country=British AD=26-6-1917 0:00:00 DD=15-9-1944 0:00:00
[2052] SeaFolderName=NCV_Hermes ShipName=Hermes Fleet Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Large BowShape= Funnels=1 Class=CVHermes:
[2052] Country=British AD=5-5-1923 0:00:00 DD=9-4-1942 0:00:00
[2052] SeaFolderName=NCV_Illustrious ShipName=Illustrious Fleet Carrier RecManualCategory=Aircraft Carriers Islands= SuperStructures=Large BowShape= Funnels=1 Class=CVIllustrious:
[2052] Country=British AD=25-5-1940 0:00:00 DD=15-12-1954 0:00:00
[2052] SeaFolderName=NDD_A&B ShipName=A Class Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller Class=DDAB:
[2052] Country=British AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Canadian AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NDD_Akizuki ShipName=Akizuki Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=DDAkizuki:
[2052] Country=Japan AD=1-7-1941 0:00:00 DD=1-1-1969 0:00:00
[2052] SeaFolderName=NDD_Asashio ShipName=Asashio Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=DDAsashio:
[2052] Country=Japan AD=31-8-1937 0:00:00 DD=7-4-1945 0:00:00
[2052] SeaFolderName=NDD_Clemson ShipName=Clemson Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=DDClemson:
[2052] Country=American AD=1-1-1918 0:00:00 DD=31-12-1945 0:00:00
[2052] SeaFolderName=NDD_Draug ShipName=Draug Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=DDDraug:
[2052] Country=Norway AD=9-9-1940 0:00:00 DD=1-12-1945 0:00:00
[2052] SeaFolderName=NDD_Fletcher ShipName=Fletcher Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=2Identical Class=DDFletcher:
[2052] Country=American AD=4-2-1942 0:00:00 DD=1-6-1967 0:00:00
[2052] SeaFolderName=NDD_Grom ShipName=Grom Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=2ForeWider Class=DDGrom:
[2052] Country=Poland AD=8-6-1937 0:00:00 DD=1-1-1969 0:00:00
[2052] SeaFolderName=NDD_Keith ShipName=B Class Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=2Identical Class=DDKeith:
[2052] Country=British AD=1-7-1930 0:00:00 DD=22-4-1955 0:00:00
[2052] SeaFolderName=NDD_Minekaze ShipName=Minekaze Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=DDMinekaze:
[2052] Country=Japan AD=8-2-1919 0:00:00 DD=15-2-1948 0:00:00
[2052] SeaFolderName=NDD_Mutsuki ShipName=Mutsuki Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=DDMutsuki:
[2052] Country=Japan AD=25-3-1926 0:00:00 DD=31-12-1945 0:00:00
[2052] SeaFolderName=NDD_Rocket ShipName=R Class Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=1Straight Class=DDRocket:
[2052] Country=British AD=6-10-1941 0:00:00 D
[2052] D=1-1-1981 0:00:00
[2052] SeaFolderName=NDD_Soldati ShipName=Soldati Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=1Raked Class=DDSoldati:
[2052] Country=Italian AD=11-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NDD_Somers ShipName=Somers Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=1Straight Class=DDSomers:
[2052] Country=American AD=13-3-1937 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NDD_Town ShipName=Town Lend-Lease Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=3+ Class=DDTown:
[2052] Country=British AD=9-9-1940 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Canadian AD=24-9-1940 0:00:00 DD=1-1-1945 0:00:00
[2052] Country=Netherlands AD=28-3-1941 0:00:00 DD=5-9-1941 0:00:00
[2052] Country=Russia AD=9-9-1940 0:00:00 DD=1-12-1945 0:00:00
[2052] SeaFolderName=NDD_Tribal ShipName=Tribal Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=2ForeWider Class=DDTribal:
[2052] Country=Australian AD=8-6-1937 0:00:00 DD=1-1-1969 0:00:00
[2052] Country=British AD=8-6-1937 0:00:00 DD=1-1-1969 0:00:00
[2052] Country=NewZealand AD=8-6-1937 0:00:00 DD=1-1-1969 0:00:00
[2052] Country=Russia AD=8-6-1937 0:00:00 DD=1-1-1969 0:00:00
[2052] SeaFolderName=NDD_Type34 ShipName=Type 34 Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider Class=DDType34:
[2052] Country=German AD=18-8-1935 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NDD_Type36N ShipName=Typ-36-Narvik Zerstörer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider Class=DDType36N:
[2052] Country=German AD=1-6-1940 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NDD_V&W ShipName=V&W Class Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller Class=DDV&W:
[2052] Country=Argentina AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Australian AD=11-10-1933 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Brazil AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=British AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Canadian AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=China AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=France AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=FreeFrench AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=FreeNorway AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=FreePoland AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Greece AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=India AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=NewZealand AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Norway AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Panama AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Poland AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Russia AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=SouthAfrica AD=11-10-1933 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NDD_V&W_Walker ShipName=HMS Walker RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller Class=DDHMSWalker:
[2052] Country=British AD=1-1-1919 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NDD_Wicher ShipName=Wicher Destroyer RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider Class=DDWicher:
[2052] Country=Poland AD=18-8-1935 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NDE_Buckley ShipName=Buckley Destroyer Escort RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=1Straight Class=DEBuckley:
[2052] Country=American AD=29-6-1942 0:00:00 DD=3-7-1946 0:00:00
[2052] SeaFolderName=NDE_Evarts ShipName=Evarts Destroyer Escort RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=1Straight Class=DEEvarts:
[2052] Country=American AD=24-7-1942 0:00:00 DD=1-2-1946 0:00:00
[2052] SeaFolderName=NDE_River ShipName=River Class Frigate RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=1Straight Class=DERiver:
[2052] Country=Australian AD=26-4-1936 0:00:00 DD=1-1-1946 0:00:00
[2052] Country=Canadian AD=26-4-1936 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NFF_Black_Swan ShipName=Black Swan Sloop RecManualCategory=Es
[2052] corts Islands= SuperStructures= BowShape=Plumb Funnels=1Straight Class=FFBlackSwan:
[2052] Country=British AD=26-4-1936 0:00:00 DD=1-1-1946 0:00:00
[2052] SeaFolderName=NFF_Black_Swan_Stork ShipName=HMS Stork RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=1Straight Class=FFHMSStork:
[2052] Country=British AD=1-8-1941 0:00:00 DD=1-9-1945 0:00:00
[2052] SeaFolderName=NHOSP ShipName=Hospital Ship RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Raked Funnels=1 Class=HOSP:
[2052] Country=American AD=16-5-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Australian AD=16-5-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=British AD=16-5-1939 0:00:00 DD=1-1-1947 0:00:00
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[2052] SeaFolderName=NKS_Ems ShipName=Ems Type Small Freighter RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Raked Funnels= Class=NKSEms:
[2052] Country=German AD=1-1-1938 0:00:00 DD=31-12-1946 0:00:00
[2052] SeaFolderName=NLL ShipName=Liberty Cargo RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Raked Funnels= Class=LL:
[2052] Country=American AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Australian AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=British AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeBelgium AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeDenmark AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeFinland AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeFrench AD=1-1-1939 0:00:00
[2052] DD=1-1-1947 0:00:00
[2052] Country=FreeGreece AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeNetherland AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeNorway AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreePoland AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeSweden AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=German AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Greece AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=India AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Norway AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Panama AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NLL_WarSupplies ShipName=Liberty Ship (War Supplies) RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Raked Funnels= Class=LLWarSupplies:
[2052] Country=American AD=27-9-1941 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Australian AD=27-9-1941 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NLST_Transport ShipName=Landing Ship Tank RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Raked Funnels=0 Class=LST:
[2052] Country=American AD=1-1-1938 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=British AD=1-1-1938 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Greece AD=1-1-1938 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NLS_MFP_D ShipName=LSMFPD RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=0 Class=LSMFPD:
[2052] Country=German AD=1-1-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NML_Gryf ShipName=MLGryf RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels=1Straight Class=MLGryf:
[2052] Country=Poland AD=27-2-1938 0:00:00 DD=3-9-1939 0:00:00
[2052] SeaFolderName=NOL_Dale ShipName=Dale Class Fleet Oiler RecManualCategory=Tankers Islands= SuperStructures= BowShape=Raked Funnels=1Large Class=OLDale:
[2052] Country=British AD=4-3-1937 0:00:00 DD=15-11-1959 0:00:00
[2052] Country=FreeFrench AD=4-3-1937 0:00:00 DD=15-11-1959 0:00:00
[2052] SeaFolderName=NOL_T3Cimmaron ShipName=Cimmaron Class Tanker RecManualCategory=Tankers Islands= SuperStructures= BowShape=Raked Funnels=1 Class=T3Cimmaron:
[2052] Country=American AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] Country=British AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] Country=Greece AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] Country=Norway AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] SeaFolderName=NOM_Ranger ShipName=Ranger Medium Tanker RecManualCategory=Tankers Islands= SuperStructures= BowShape=Plumb Funnels=1 Class=OMRanger:
[2052] Country=American AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] Country=Australian AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] Country=British AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] Country=FreeFrench AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] Country=India AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] Country=Panama AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] Country=Poland AD=15-8-1918 0:00:00 DD=1-1-1999 0:00:00
[2052] SeaFolderName=NOS_Haruna ShipName=SteelViking Tanker RecManualCategory=Tankers Islands= SuperStructures= BowShape= Funnels= Class=OSHaruna:
[2052] Country=American AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Australian AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Brazil AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=British AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=China AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeGreece AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=German AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Greece AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Japan AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Nicaragua AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Panama AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Portugal AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Spain AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Sweden AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Turkey AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Venezuela AD=1-1-1923 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NPC_Thetis ShipName=165-foot "B" Cutter RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=1Straight Class=PCThet
[2052] is:
[2052] Country=American AD=1-1-1931 0:00:00 DD=1-12-1945 0:00:00
[2052] SeaFolderName=NPH_Mauretania ShipName=Large Liner RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=PHMauretania:
[2052] Country=American AD=1-1-1930 0:00:00 DD=31-12-1960 0:00:00
[2052] Country=British AD=1-1-1930 0:00:00 DD=31-12-1960 0:00:00
[2052] SeaFolderName=NPL_C3Middleton ShipName=Middeleton Attack Transport RecManualCategory=Freighters Islands=None SuperStructures=Composite BowShape=Raked Funnels= Class=PLC3Middleton:
[2052] Country=American AD=13-5-1942 0:00:00 DD=31-10-1967 0:00:00
[2052] Country=Australian AD=13-5-1942 0:00:00 DD=31-10-1967 0:00:00
[2052] Country=British AD=13-5-1942 0:00:00 DD=31-10-1967 0:00:00
[2052] Country=FreeFrench AD=13-5-1942 0:00:00 DD=31-10-1967 0:00:00
[2052] Country=India AD=13-5-1942 0:00:00 DD=31-10-1967 0:00:00
[2052] SeaFolderName=NPL_ConteVerde ShipName=Large Italian Liner RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=PLConteVerde:
[2052] Country=Italian AD=1-6-1922 0:00:00 DD=1-12-1945 0:00:00
[2052] SeaFolderName=NPL_Hap ShipName=AOTDMadMax/Stormfly/SteelViking Big modern Passangership RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Raked Funnels=1 Class=NPL_Hap:
[2052] Country=American AD=16-5-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Australian AD=16-5-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=British AD=16-5-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=German AD=16-5-1939 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NPP_QueenMary ShipName=Huge European Liner RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Raked Funnels=2 Class=PPQueenMary:
[2052] Country=British AD=7-12-1928 0:00:00 DD=1-12-1945 0:00:00
[2052] SeaFolderName=NPS_Tyohei ShipName=Uekel Small Passenger Type RecManualCategory=Troop Transports Islands= SuperStructures= BowShape= Funnels= Class=PSTyohei:
[2052] Country=American AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Argentina AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Australian AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Belgium AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Brazil AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=British AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Bulgaria AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Canadian AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Cuba AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Denmark AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Egypt AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Finland AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=France AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=German AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Greece AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Iceland AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Ireland AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Italian AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Japan AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Lithuania AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Mexico AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Netherlands AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=NewZealand AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Nicaragua AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Norway AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Panama AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Poland AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Portugal AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Romania AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Russia AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=SouthAfrica AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Spain AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Sweden AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Turkey AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Venezuela AD=22-5-1920 0:00:00 DD=1-1-1947 0:00:00
[2052] SeaFolderName=NPT ShipName=TDW Torpedo Patrol Boat RecManualCategory=Escorts Islands= SuperStructures= BowShape=Raked Funnels= Class=PTElco:
[2052] Country=A
[2052] merican AD=1-1-1938
[2052] 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Australian AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=British AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Canadian AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=German AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] SeaFolderName=Nrtw ShipName=Armed Trawler RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=1Straight Class=PCTrawler:
[2052] Country=Albania AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Argentina AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Australian AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Belgium AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Brazil AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=British AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Bulgaria AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Canadian AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=China AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Colombia AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Cuba AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Denmark AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Estonia AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Finland AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=France AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=FreeNorway AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=German AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Greece AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Iceland AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=India AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Ireland AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Italian AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Latvia AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Lithuania AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Mexico AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Netherlands AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=NewZealand AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Nicaragua AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Norway AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Panama AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Poland AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Portugal AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Romania AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Russia AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=SouthAfrica AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Spain AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Sweden AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Turkey AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Uruguay AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Venezuela AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] Country=Yugoslavia AD=1-1-1938 0:00:00 DD=1-12-1945 0:00:00
[2052] SeaFolderName=NSC_SC497 ShipName=SC-497 Sub Chaser RecManualCategory=Escorts Islands= SuperStructures= BowShape=Plumb Funnels=1Straight Class=SC497:
[2052] Country=American AD=18-3-1942 0:00:00 DD=1-12-1945 0:00:00
[2052] SeaFolderName=NSC_SubChaser ShipName=Subchaser RecManualCategory=Escorts Islands= SuperStructures= BowShape= Funnels= Class=SCSubchaser:
[2052] Country=Japan AD=8-2-1919 0:00:00 DD=15-2-1948 0:00:00
[2052] SeaFolderName=NTR_Felix_Roussel ShipName=Felix Roussel RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=TRFelixRoussel:
[2052] Country=FreeFrench AD=1-10-1939 0:00:00 DD=1-5-1943 0:00:00
[2052] SeaFolderName=NTR_Oronsay ShipName=Medium Troopship RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=TROronsay:
[2052] Country=British AD=1-1-1938 0:00:00 DD=31-12-1946 0:00:00
[2052] SeaFolderName=NTR_Rawalpindi ShipName=Troop Transport RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=TR:
[2052] Country=British AD=1-10-1939 0:00:00 DD=1-5-1943 0:00:00
[2052] SeaFolderName=NTR_Wilhelm_Gustloff ShipName=Wilhelm Gustloff RecManualCategory=Troop Transports Islands= SuperStructures= BowShape=Plumb Funnels=2 Class=TRWilhelmGustloff:
[2052] Country=German
[2052] AD=1-10-1939 0:00:00 DD=1-5-1943 0:00:00
[2052] SeaFolderName=NVV ShipName=Victory Cargo RecManualCategory=Freighters Islands=1 SuperStructures=Composite BowShape=Raked Funnels= Class=VV:
[2052] Country=American AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Australian AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=British AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=FreeFrench AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Greece AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=India AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Norway AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
[2052] Country=Panama AD=28-2-1942 0:00:00 DD=1-1-1947 0:00:00
[2052] TDWSoan Initialize
[2052] TheDarkWraithUserOptions InitializeVariables
[2052] Using real navigation
[2052] TDWMouse constructor
[2052] Found the SH5 process
[2052] Creating the mouse device
[2052] Setting cooperation level
[2052] Creating new threads
[2052] Setting event notification
[2052] Creating bootstrap thread
[2052] Starting bootstrap thread
[2052] Acquiring mouse
[2052] Mouse acquired
[2052] TDWMouse constructor end
[2052] TDWDestroyedMarks constructor
[2052] TDWDestroyedMarks: documents folder=C:\Users\Planet_Jeroen\Documents
[2052] TDWDestroyedMarks: SH5 data folder=C:\Users\Planet_Jeroen\Documents\SH5\data
[2052] TDWDestroyedMarks: SH5 data folder exists=True
[2052] TDWDestroyedMarks: SH5 data\Users folder=C:\Users\Planet_Jeroen\Documents\SH5\data\U sers
[2052] TDWDestroyedMarks: SH5 data\Users folder exists=True
[2052] TDWDestroyedMarks: SH5 data\cfg\SaveGames folder=C:\Users\Planet_Jeroen\Documents\SH5\data\c fg\SaveGames
[2052] TDWDestroyedMarks: SH5 data\cfg\SaveGames folder exists=True
[2052] TDWDestroyedMarks: SH5 process found!
[2052] TDWDestroyedMarks: Retrieving ProcessID and thread ID from SH5 process...
[2052] TDWDestroyedMarks: SH5 Process data: ProcessID=0x804 ThreadID=0x1604
[2052] TDWDestroyedMarks: failed to read PE header information
[2052] Page main InitializeScript
[2052] Clearing all user marks
[2052] TDWDestroyedMarks: Reset
[2052] Menu InitializeScript
[2052] Start Campaign Screen
[2052] Start Campaign Screen
[2052] CTrackTag::Flush(): Could not send tag!
[2052] Page event camera InitializeScript
[2052] Page layout InitializeScript
[2052] TDWHPT constructor
[2052] Page Default HUD InitializeScript
[2052] TC level changed to 1
[2052] TheDarkWraithUserOptions InitializeVariables
[2052] PDH: SVHCFGS.Bunker: clearing all user marks
[2052] Clearing all user marks
[2052] TDWDestroyedMarks: Reset
[2052] Page SpeechRecSettings InitializeScript
[2052] Reading Convoy speeds from D:\Games\Silent Hunter 5\data\Cfg\Contacts.cfg
[2052] Convoy speeds read are: ['0.1', '8', '12', '35']
[2052] Stationary=0.100 Slow=8.00 Medium=12.000 Fast=35.000
[2052] TDWUserCharts constructor
[2052] TDWUserCharts: parent found!
[2052] TDWUserCharts: user charts charts found!
[2052] TDWUserCharts: user charts categories found!
[2052] TDWUserCharts: user charts listbox found!
[2052] TDWUserCharts: user categories listbox found!
[2052] TDWUserCharts: Clonable found!
[2052] TDWUserCharts: Clonable checkbox found!
[2052] TDWUserCharts: fullpath=D:\Games\Silent Hunter 5\data\UserCharts\UserChart
[2052] TDWUserCharts: reading in and creating user defined charts...
[2052] TDWUserCharts: category Default added to categories listbox
[2052] TDWUserCharts: read in file contents of D:\Games\Silent Hunter 5\data\UserCharts\UserChart_Default.TDW
[2052] TDWUserCharts: read in file contents of D:\Games\Silent Hunter 5\data\UserCharts\UserChart_RPM.TDW
[2052] TDWUserCharts: read in file contents of D:\Games\Silent Hunter 5\data\UserCharts\UserChart_Shipping.TDW
[2052] TDWUserCharts: read in file contents of D:\Games\Silent Hunter 5\data\UserCharts\UserChart_Sjizzle part2.TDW
[2052] TDWUserCharts: read in file contents of D:\Games\Silent Hunter 5\data\UserCharts\UserChart_Sjizzle part4.TDW
[2052] TDWUserCharts: read in file contents of D:\Games\Silent Hunter 5\data\UserCharts\UserChart_Sjizzle part_3.TDW
[2052] TDWUserCharts: read in file contents of D:\Games\Silent Hunter 5\data\UserCharts\UserChart_Sjizzle.TDW
[2052] TDWUserCharts: read in file contents of D:\Games\Silent Hunter 5\data\UserCharts\UserChart_Speed_conversions.TDW
[2052] TDWUserCharts: chart 1 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1200x900
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Flags (1) added!
[2052] TDWUserCharts: category RPM Hydrophone Charts added to categories listbox
[2052] TDWUserCharts: chart 2 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 830x800
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Merchants 40-69 RPM (2) added!
[2052] TDWUserCharts: chart 3 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 830x800
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Merchants 70-99 RPM (3) added!
[2052] TDWUserCharts: chart 4 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1894x623
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart RPM Warships (4) added!
[2052] TDWUserCharts: category Shipping added to categories listbox
[2052] TDWUserCharts: chart 5 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1600x1128
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Shipping (colored) (5) added!
[2052] TDWUserCharts: chart 6 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1600x1128
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Shipping (non-colored) (6) added!
[2052] TDWUserCharts: category Other Charts and Tables added to categories listbox
[2052] TDWUserCharts: chart 7 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1024x1024
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart upgradeschart (7) added!
[2052] TDWUserCharts: chart 8 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1000x836
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Trigonometric Table (8) added!
[2052] TDWUserCharts: category Ship recognition added to categories listbox
[2052] TDWUserCharts: chart 9 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart escorts1 (9) added!
[2052] TDWUserCharts: chart 10 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart escorts2 (10) added!
[2052] TDWUserCharts: chart 11 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart passagierschiffe (11) added!
[2052] TDWUserCharts: chart 12 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart typ1a (12) added!
[2052] TDWUserCharts: chart 13 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart typ1b (13) added!
[2052] TDWUserCharts: chart 14 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart typ2a (14) added!
[2052] TDWUserCharts: chart 15 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart typ2b (15) added!
[2052] TDWUserCharts: chart 16 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart typ2c (16) added!
[2052] TDWUserCharts: chart 17 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart typ3a (17) added!
[2052] TDWUserCharts: chart 18 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart typ3b (18) added!
[2052] TDWUserCharts: chart 19 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart warships1 (19) added!
[2052] TDWUserCharts: chart 20 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart warships2 (20) added!
[2052] TDWUserCharts: category Real Navigation added to categories listbox
[2052] TDWUserCharts: chart 21 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 922x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Coastal Navigation (21) added!
[2052] TDWUserCharts: chart 22 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1023x735
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Celestial Navigation (22) added!
[2052] TDWUserCharts: chart 23 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1230x887
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Star Charts Equatorial (23) added!
[2052] TDWUserCharts: chart 24 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1224x889
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Star Charts Equatorial II (24) added!
[2052] TDWUserCharts: chart 25 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1228x882
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Star Charts Northern (25) added!
[2052] TDWUserCharts: chart 26 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1219x886
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Star Charts Southern (26) added!
[2052] TDWUserCharts: category Ship poster added to categories listbox
[2052] TDWUserCharts: chart 27 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1032x940
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart British Navy (27) added!
[2052] TDWUserCharts: chart 28 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1200x940
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart French Navy (28) added!
[2052] TDWUserCharts: chart 29 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1200x940
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart German Navy (29) added!
[2052] TDWUserCharts: chart 30 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1200x940
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Italian Navy (30) added!
[2052] TDWUserCharts: chart 31 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1200x784
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Soviet Navy (31) added!
[2052] TDWUserCharts: chart 32 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1200x752
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart US Navy (32) added!
[2052] TDWUserCharts: category Maps added to categories listbox
[2052] TDWUserCharts: chart 33 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1600x1128
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Minefield map (33) added!
[2052] TDWUserCharts: chart 34 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 1600x1128
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Kriegsmarine Grid Map (34) added!
[2052] TDWUserCharts: category Plotting Tools added to categories listbox
[2052] TDWUserCharts: chart 35 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 727x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Maneuvering Board (35) added!
[2052] TDWUserCharts: chart 36 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 103x600
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Timepiece Board (36) added!
[2052] TDWUserCharts: category Target Data Assessment Charts added to categories listbox
[2052] TDWUserCharts: chart 37 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x655
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart AoB Assessment (37) added!
[2052] TDWUserCharts: chart 38 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 580x420
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart AoB_AspectRatio (38) added!
[2052] TDWUserCharts: chart 39 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 326x490
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Speed Assessment (39) added!
[2052] TDWUserCharts: chart 40 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 326x436
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Range Assessment Chart (40) added!
[2052] TDWUserCharts: category Torpedo Settings Charts added to categories listbox
[2052] TDWUserCharts: chart 41 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 383x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Safe Torpedo Depths Table (41) added!
[2052] TDWUserCharts: chart 42 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 390x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart 90 deg Torpedo Bearings Table (42) added!
[2052] TDWUserCharts: category Weather Charts added to categories listbox
[2052] TDWUserCharts: chart 43 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Beaufort and Douglas (43) added!
[2052] TDWUserCharts: chart 44 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 785x656
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Beaufort Scale with Pics (44) added!
[2052] TDWUserCharts: chart 45 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 500x190
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Simultaneous hits slide ruler (45) added!
[2052] TDWUserCharts: category Speed conversions added to categories listbox
[2052] TDWUserCharts: chart 46 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 712x1200
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Knots in meters per minute (46) added!
[2052] TDWUserCharts: chart 47 found!
[2052] TDWUserCharts: chart size's width and/or height set to image size. Chart size is 712x1200
[2052] TDWFileUtils: setting new texture
[2052] TDWUserCharts: user chart Knots in kilometers per hour (47) added!
[2052] TDWUserCharts: category clicked: Name=Default
[2052] TDWUserCharts: chart Flags added to charts listbox
[2052] Page TDC InitializeScript
[2052] Reading D:\Games\Silent Hunter 5\data\Menu\Gui\Touchpads\Page TDC.xml
[2052] Reading group AttackDisk (AttackDisk)
[2052] Reading group Front (AttackDisk/Front)
[2052] Reading focus item RelativeBearing (AttackDisk/Front/RelativeBearing)
[2052] Reading focus item CompassRose (AttackDisk/Front/CompassRose)
[2052] Reading touchpad Disk for AttackDisk/Front/CompassRose
[2052] Reading focus item TargetDisc (AttackDisk/Front/TargetDisc)
[2052] Reading touchpad Degrees for AttackDisk/Front/TargetDisc
[2052] Reading touchpad Pointer for AttackDisk/Front/TargetDisc
[2052] Reading focus item BearingAndLeadAngle (AttackDisk/Front/BearingAndLeadAngle)
[2052] Reading touchpad Disk for AttackDisk/Front/BearingAndLeadAngle
[2052] Reading touchpad Pointer for AttackDisk/Front/BearingAndLeadAngle
[2052] Reading touchpad ExcludeRect for AttackDisk/Front/BearingAndLeadAngle
[2052] Reading touchpad ExcludeLeftTri for AttackDisk/Front/BearingAndLeadAngle
[2052] Reading touchpad ExcludeRightTri for AttackDisk/Front/BearingAndLeadAngle
[2052] Reading focus item AttackCoursePointer (AttackDisk/Front/AttackCoursePointer)
[2052] Reading touchpad Pointer for AttackDisk/Front/AttackCoursePointer
[2052] Reading focus item ToggleCompassRoseLock (AttackDisk/Front/ToggleCompassRoseLock)
[2052] Reading group Back (AttackDisk/Back)
[2052] Reading focus item Degrees (AttackDisk/Back/Degrees)
[2052] Reading focus item SpeedAndDistance (AttackDisk/Back/SpeedAndDistance)
[2052] Reading touchpad Disk for AttackDisk/Back/SpeedAndDistance
[2052] Reading focus item Time (AttackDisk/Back/Time)
[2052] Reading touchpad Disk for AttackDisk/Back/Time
[2052] Reading touchpad Pointer for AttackDisk/Back/Time
[2052] Reading focus item Side (AttackDisk/Side)
[2052] Reading group RAOBF (RAOBF)
[2052] Reading focus item ActiveMask (RAOBF/ActiveMask)
[2052] Reading focus item Inner (RAOBF/Inner)
[2052] Reading touchpad Outer for RAOBF/Inner
[2052] Reading touchpad Inner for RAOBF/Inner
[2052] Reading focus item Outer (RAOBF/Outer)
[2052] Reading touchpad Outer for RAOBF/Outer
[2052] Reading touchpad Inner for RAOBF/Outer
[2052] Reading focus item ToggleActive (RAOBF/ToggleActive)
[2052] Menu StartGame
[2052] TheDarkWraithUserOptions StartGame
[2052] TDWRadioMessages: Initialize(params)
[2052] Page event camera StartGame
[2052] Pageeventcamera's draggables restored!
[2052] Page SpeechRecSettings StartGame
[2052] PageSpeechRecSettings's draggables restored!
[2052] Page layout StartGame
[2052] TDWHydrophone: Initialize
[2052] TDWHydrophone: Sonarman set
[2052] Pagelayout's draggables restored!
[2052] high precision timer reset
[2052] Stopping high precision timer
[2052] Timer stopped
[2052] Page Default HUD StartGame
[2052] TDWUO: sextant active=False
[2052] TheDarkWraithUserOptions InitializeVariables
[2052] PDH: SVHCFGS.Bunker: clearing all user marks
[2052] Clearing all user marks
[2052] TDWDestroyedMarks: Reset
[2052] using SH5 Enhanced UI style
[2052] PageDefaultHud: Integrating levels into SH5 HUD
[2052] Page ChalkBoard InitializeScript
[2052] PageDefaultHud's draggables restored!
[2052] TC level changed to 1
[2052] Time is shown as nautical time
[2052] TDWRadioMessages: Initialize()
[2052] TDWRadioMessages: Clearing all radio messages
[2052] Binocular found!
[2052] UZO found!
[2052] Flak gun 1 found!
[2052] Deckgun found!
[2052] Attack scope found!
[2052] Obs scope found!
[2052] PL: Disable_electrics_surfaced
[2052] Page TDC StartGame
[2052] PageTDC's draggables restored!
[2052] Page main StartGame
[2052] Menu StartGame
[2052] Page ChalkBoard StartGame
[2052] PageChalkBoard's draggables restored!
.mep file used:
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.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
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
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
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
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
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
silentmichal's interior mod 1.2.3
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
Expanded Navies by Cybermat47 v.1.0.01
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
RPM Hydrophone v2.2.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option One
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
sobers deck crew always whispering v2 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Feel free to use me for testing .. my install is a virgin one, except for the savegame folder by now. No carreers going that I cant miss .. will be on and off at various times the whole weekend.
Silent Steel
09-28-13, 08:02 AM
I just wanted to see if I possibly could asssist here.
I'm no longer very familiar with building mod lists including NewUIs (Parts Magui :D)
Still I have a few SUGGESTIONS below. You wizards out there - could this be an improvement?
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
sobers multi color mod V5
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Fuel Gauge WoGaDi_SteelViking's Interior
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
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
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
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
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
SH5_7A_Conning_Fix
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
Expanded Navies by Cybermat47 v.1.0.01
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
RPM Hydrophone v2.2.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option One
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
sobers deck crew always whispering v2 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
I'm an absolute and total nubcake myself. 3 weeks ago I never installed a mod for sh5 before ;) I'll test this in an hour or two .. kids demanding attention :p
volodya61
09-28-13, 08:50 AM
Hej Silent :salute:
All I can say is - all the EUF mods should be enabled before NewUIs and REM :yep:..
Trevally.
09-28-13, 08:58 AM
hmmm that's two users crashing when getting the type C :hmm2:
Can you please test again with only OHII v2.2 installed:06:
Thanks:sunny:
Stormfly
09-28-13, 09:29 AM
i got also a ctd while using "silentotto" and campaign Mare Nostrum.
...if i start the campaign regulary, all went ok, but this could also be a mod soup problem, not shure yet.
EDIT: found it, this CTD is R.S.D. - Reworked Submarine Damage v4 by vdr1981 related !
hmmm that's two users crashing when getting the type C :hmm2:
Can you please test again with only OHII v2.2 installed:06:
Thanks:sunny:
It loads fine with only OHII v2.2 installed. So it's a mod conflict somewhere I guess. Is this the part where trial and error in loading order commences ?
Trevally.
09-28-13, 10:42 AM
It loads fine with only OHII v2.2 installed. So it's a mod conflict somewhere I guess. Is this the part where trial and error in loading order commences ?
EDIT: found it, this CTD is R.S.D. - Reworked Submarine Damage v4 by vdr1981 related !
Thanks for the help guys:yeah:
Mikemike47
09-28-13, 11:53 AM
Thanks Silent Steel. I am going to add your post #3864 for the newbies on the JSGME thread I created. I have seen you post this all over the SH series.
vdr1981
09-28-13, 12:59 PM
EDIT: found it, this CTD is R.S.D. - Reworked Submarine Damage v4 by vdr1981 related !
:hmmm: http://www.subsim.com/radioroom/showpost.php?p=2120432&postcount=191
Do you use Magui or TDW UI's?
When you add RSD to your modlist , do you actually overwrite any other mod except:
Compatibility:
This mod uses files from and it's fully compatible with folowing mods :
- FX_Update_0_0_22_ByTheDarkWraith
- SH5 Longer Repairs v.1
- Equipment_Upgrades_Fix_v1_4_byTheBeast
- IRAI_0_0_39
- OPEN HORIZONS II_full v2.2
I will do my best to maintain compatibility with newer versions of this mods.
RSD update + continued campaign=CTD
RSD update + new campaign= No CTD
Can you guys confirm this?
Can you guys confirm this?
A new campaign without silentotto = No CTD
A new campaign with silentotto started at Mare Nostrum = CTD
Havent got a save to start from anywhere near there .. so no idea what it does on my system once I get there, bet given the previous mentioning of a CTD when loading and accepting the new sub, I suspect I would do no better.
Silent Steel
09-29-13, 03:57 AM
Hej Silent :salute:
All I can say is - all the EUF mods should be enabled before NewUIs and REM :yep:..
Болшое СРАСИБО за сведение :up:
Забыл :oops:
Silent Steel
09-29-13, 04:10 AM
I'm an absolute and total nubcake myself. 3 weeks ago I never installed a mod for sh5 before ;) I'll test this in an hour or two .. kids demanding attention :p
You, know there is an easy way to edit your mod list - just;
1. Open your current mod list up in e.g. Note Pad and do whatever changes you want. Move them around, replace them with new ones. Whatever.
2. Save this edited file in a new name in the same folder where you keep your .mep (JSGME profiles) files
Just make sure you save it in .mep format.
In Note Pad that is, when you save it do it by 'Save as' and then in Note Pad choose 'All files' format. Not the default .txt format.
Like this; 'your chosen file name'.mep
Right?
Then you can load it the normal way in JSGME.
If you add some mods to your list this way > make sure those new mods are present in JSGME. I.e. in your C:\Ubisoft\Silent Hunter 5\MODS folder
If they're not, JSGME won't find any possibly newly added mods and the list won't load properly.
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=7008
Silent Steel
09-29-13, 04:27 AM
Thanks Silent Steel. I am going to add your post #3864 for the newbies on the JSGME thread I created. I have seen you post this all over the SH series.
:D
N.B. what Volodya told us; '...all the EUF mods should be enabled before NewUIs and REM'
Which would mean this mod list should look like this;
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
sobers multi color mod V5
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Fuel Gauge WoGaDi_SteelViking's Interior
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
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
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
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
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
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
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
SH5_7A_Conning_Fix
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
OPEN HORIZONS II_full v2.2
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
Expanded Navies by Cybermat47 v.1.0.01
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
RPM Hydrophone v2.2.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option One
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
sobers deck crew always whispering v2 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Considering what Stormy found, I've removed the 'R.S.D. - Reworked Submarine Damage v4 by vdr1981'
volodya61
09-29-13, 05:36 AM
..Which would mean this mod list should look like this..
Just one small remark -
EUF_UBoat_FX_v0_0_3_ byTheBeast should be enabled after the EUF group :up:
vdr1981
09-29-13, 06:49 AM
I'm really sorry guys but i just cant reproduce that bug,even with R.S.D. v4 (CTD with "silentotto" - mare nostrum)...:hmmm:. Once again, i started a new campaign with type VIIc without any problems. You must give me some answers:
- Did you make any equipment upgrade before the first mission?
- Do you use TDW or Magui UI's?
- Did you overwrite RSD files with ANY other mod?
- Do you have this mods installed in your modlist before RSD in this particular order:
- 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
- SH5 Longer Repairs v.1
- FX_Update_0_0_22_ByTheDarkWraith
- IRAI_0_0_39
- OPEN HORIZONS II_full v2.2
Did you actually overwrite ANY other mod with RSD?
Silent Steel
09-29-13, 07:36 AM
Just one small remark -
EUF_UBoat_FX_v0_0_3_ byTheBeast should be enabled after the EUF group :up:
nag, nag, nag :O:
- Do you use TDW or Magui UI's?[/B]
Parts Magui :up:
vdr1981
09-29-13, 07:52 AM
Parts Magui :up:
Could you be more specific? What about other questions? I'm trying to help here but i can't do it without your assistance... Can someone give me the link for "magui parts"?
Silent Steel
09-29-13, 08:04 AM
Could you be more specific? What about other questions? I'm trying to help here but i can't do it without your assistance... Can someone give me the link for "magui parts"?
Parts Magui; http://www.subsim.com/radioroom/showthread.php?t=181370
Sorry, never used the RSD :03:
I started a new campaing, in 1939.
the officer dnt give me any missions after coastal waters. Only one, the invasion of Norway in april 1940.
After this, i was transfered to france, without any mission..
I am waitin doing nothing. Is august 1940, and i continuw without missions..
it is normal?
i think no..
thanks
(sorry for my english)
Husksubsky
09-30-13, 08:05 PM
Big thanks to all of you testing the ctd with Mare Nostrum and type C. I ve been on a small trip. I ll get my hands dirty right away ;).
My soup might be problem. Its not of the newest, but since it WAS very steady I didn t want to fiddle to much midcarreer. Those things I added last just to save time shouldn t be a pboblem when I saw what it was overwriting. That might be a truth with modifications ... The IRAI_0_0_39_ByTheDarkWraith has just got the shipweapons.aix file.R.S.D. - Reworked Submarine Damage v4 by vdr1981 is not in my list. I will try make it more correct using Silent Steels brilliant idea with changing in notepad and save as mep.
I got EXCACTLY same experience as plj discribed when starting Mare Nostrum with silentotto
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Real Environment - Revision_3
sobers best ever fog V20 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers see thru wake fix
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Speech fixes and additions (german version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_2_0_ByTheDarkWraith
NewUIs_TDC_7_2_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_2_0_Real_Navigation
NewUIs_TDC_7_2_0_RadCapTools_0_2_alpha
TDW_Ship_Inertia_1_1_0
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Expanded Navies by Cybermat47 v.0.0.07
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map for TDWs Ui
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Das Boot
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V3 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm (german)
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
IRAI_0_0_39_ByTheDarkWraith
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
Depth Charge Fix Reduced Explosion Range
Silent Steel
10-01-13, 12:38 AM
[QUOTE=Husksubsky;2121622]...I will try make it more correct using Silent Steels brilliant idea with changing in notepad and save as mep. :smug:
I'll later try to find the time to look into your mod list - it's massive :o
I'm really sorry guys but i just cant reproduce that bug,even with R.S.D. v4 (CTD with "silentotto" - mare nostrum)...:hmmm:. Once again, i started a new campaign with type VIIc without any problems. You must give me some answers:
- Did you make any equipment upgrade before the first mission?
- Do you use TDW or Magui UI's?
- Did you overwrite RSD files with ANY other mod?
- Do you have this mods installed in your modlist before RSD in this particular order:
- 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
- SH5 Longer Repairs v.1
- FX_Update_0_0_22_ByTheDarkWraith
- IRAI_0_0_39
- OPEN HORIZONS II_full v2.2Did you actually overwrite ANY other mod with RSD?
I'm pretty confident it's a mod order or mod incompatibility issue. I changed my modlist to mikemike47's list, and I no longer have any CTD's from Mare Nostrum.
modlist WITH CTD's
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.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
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_22_ByTheDarkWraith
FX_Update_0_0_22_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
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
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 w beards
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
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
sobers deck crew always whispering v2 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
modlist WITHOUT CTD's
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
U-Boat Watch Crew Routine SFX
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
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_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (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_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Altho in this second list, my weapons officer ceases to be able to identify ships.
Husksubsky
10-01-13, 06:57 AM
[QUOTE=Husksubsky;2121622]...I will try make it more correct using Silent Steels brilliant idea with changing in notepad and save as mep. :smug:
I'll later try to find the time to look into your mod list - it's massive :o
Thats really nice of you. I ts just Sobers list from some time back xpt the 4 (maybe 5) last ones I put in the end cause I didn t know your method how to put them in between.
The German Uboat hydrophone doesnt owerrite anything
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober only owerwrites Equipment_Upgrades_Fix_v1_4_byTheBeast (and it s patches)
IRAI_0_0_39_ByTheDarkWraith (with only shipweapons.aix...was that the patch?) owerrites the same file in IRAI _0_0_37.
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches) owerwrite torpedoes_g7a-e.sim and torpedoes_ai.sim from FX_Update_0_0_19_ByTheDarkWraith
Depth Charge Fix Reduced Explosion Range owerwrites DC_barrels.sim and Guns_radars_01.sim from IRAI_0_0_37_ByTheDarkWraith.
I ll also try to sort the differences Plj made with his listchange . That might give a clue
BTW the MCCD_1.04_MFCM_1.2.1_compatible gave me CTD s (after lost of wseat and tears I found out) so that was skipped from the list
I tried take them out but still CTD. No CTD with type B. I ll try to remove all mods and see what happens then.
Regards:salute:
Trevally.
10-01-13, 07:45 AM
Look - I am a spam hunter:smug:
:subsim:
volodya61
10-01-13, 08:23 AM
Look - I am a spam hunter:smug:
:subsim:
I guess, Neal gave a distribution of new appointments yesterday night :)
Husksubsky
10-01-13, 08:34 AM
Entered MARE NOSTRUM silentotto with only OH 2.0
No CTD even when starting patrol
putting group by group of mods in. Got CTD after expanded navies by cybermat 47 v 0.0.0.7 but next time I tried it worked..continue trying.
All mods are back now and no more CTDS when entering Mare Nostrum SilentOtto. changed those last 4 mods position but that shouldn t mattered. I still can t enter seas with my type C in my savegame. Only with Silentotto. So I ll sack my list and start a bew career in Mare Nostrum with all the newest from Sobers list.
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Real Environment - Revision_3
sobers best ever fog V20 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers see thru wake fix
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Speech fixes and additions (german version)
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
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
NewUIs_TDC_7_2_0_ByTheDarkWraith
NewUIs_TDC_7_2_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_2_0_Real_Navigation
NewUIs_TDC_7_2_0_RadCapTools_0_2_alpha
TDW_Ship_Inertia_1_1_0
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
Depth Charge Fix Reduced Explosion Range
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Expanded Navies by Cybermat47 v.0.0.07
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map for TDWs Ui
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
gap - Sonar Sound Collection v 1.0 for SH5 - Das Boot
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V3 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm (german)
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
German U-Boat Hydrophone SFX
Mikemike47
10-01-13, 10:01 AM
Entered MARE NOSTRUM silentotto with only OH 2.0
No CTD even when starting patrol
Entered MARE NOSTRUM silentotto with all the mods listed on next line, including OH II V2.2, not OH 2.0.
No CTD when starting a new campaign. Last modlist is stated in this thread (http://www.subsim.com/radioroom/showpost.php?p=2121043&postcount=1) within last few days.
Look - I am a spam hunter:smug:
:subsim:
I guess, Neal gave a distribution of new appointments yesterday night :)
Glad to see that you guys have joined the club :03:
What about a spam killing contest? I bet on my sheriff's badge that you can't shot them down as quickly as me :D
THEBERBSTER
10-01-13, 11:32 AM
I completed Uboat Blitz and sank a few merchants towards the next patrol "Second Happy Times" Ran out of torps, ended the patrol. Selected "Second Happy Times" and requested this patrol. This gave me an icon and a primary object "Recon Beaufort Harbor" I reached the icon and even went into the harbour but cannot seem to complete the objective. Should I have refuelled first and then gone to the harbour? Is the problem that I have already sunk those merchants before selecting the patrol the problem? Any ideas guys?
Trevally.
10-01-13, 11:49 AM
I guess, Neal gave a distribution of new appointments yesterday night :)
Glad to see that you guys have joined the club :03:
There could be a song here...... three spam hunters blady bla:D
Trevally.
10-01-13, 11:50 AM
What about a spam killing contest? I bet on my sheriff's badge that you can't shot them down as quickly as me :D
SPAM!
oops - guess I'm a little trigger happy:O:
Trevally.
10-01-13, 11:53 AM
I completed Uboat Blitz and sank a few merchants towards the next patrol "Second Happy Times" Ran out of torps, ended the patrol. Selected "Second Happy Times" and requested this patrol. This gave me an icon and a primary object "Recon Beaufort Harbor" I reached the icon and even went into the harbour but cannot seem to complete the objective. Should I have refuelled first and then gone to the harbour? Is the problem that I have already sunk those merchants before selecting the patrol the problem? Any ideas guys?
Zoom in on the map and make sure you are within 1km of the orange marker.
Try to surface.
Take some pictures - needs to be high value targets (not some old tug:O:)
There could be a song here...... three spam hunters blady bla:D
SPAM!
oops - guess I'm a little trigger happy:O:
:rotfl2:
You are right, to be a good spam hunter I should report most of my posts for a start :roll:
THEBERBSTER
10-02-13, 06:53 AM
Hi Trevally
I tried what you said but nothing happened. I think the interface I am using where the Watchman can take a photo is not compatible with OH2. I tried both periscopes and also from the conning tower
Mikemike47
10-02-13, 12:04 PM
Hi Trevally
I tried what you said but nothing happened. I think the interface I am using where the Watchman can take a photo is not compatible with OH2. I tried both periscopes and also from the conning tower
If I am not mistaken, I took photos with the weapons officer, not watch officer. Photo icon was way on the right side.
Targor Avelany
10-03-13, 10:43 AM
hey gap,
Have you figured something out with the balloon? I just came back yesterday and will work on the files if you haven't (being stuck in edmonton for extra 2 days due to car blew :( - sucks).
Silent Steel
10-03-13, 11:19 AM
Hi Trevally
I tried what you said but nothing happened. I think the interface I am using where the Watchman can take a photo is not compatible with OH2. I tried both periscopes and also from the conning tower
Come to a full stop, then take your pics.
Find the pics in; C:\Ubisoft\Silent Hunter 5 (.bmp format)
Have you figured something out with the balloon?
No, honestly not, the texture corruption shown in goblin has greatly demoted me. :-?
I am not going to change settings and to move coordinates around the obj file randomly, when someone who knows what he's doing (I have at least two names in mind, three with you :03:), could do a much better job in one hundredth of the time :doh:
But I am not giving up, indeed. I am ready to cooperate with you, or with anyone else wanting to investigate the GR2 format and the clumsy way SH5 uses it. In the meanwhile, I have come to the conclusion of releasing the new balloons as dat units, as Trevally did. Talking about flying objects, one would hardly notice the lack of rendered shadows and the other flaws of the dat format. What do you think?
I just came back yesterday and will work on the files if you haven't
Yes please go on, and, as said above, don't esitate asking for my assistance, in case you think I can ease your work :up:
(being stuck in edmonton for extra 2 days due to car blew :( - sucks).
Yep, that sucks, but it is anyway nice hearing from you again :salute:
Targor Avelany
10-03-13, 12:41 PM
No, honestly not, the texture corruption shown in goblin has greatly demoted me. :-?
I am not going to change settings and to move coordinates around the obj file randomly, when someone who knows what he's doing (I have at least two names in mind, three with you :03:), could do a much better job in one hundredth of the time :doh:
But I am not giving up, indeed. I am ready to cooperate with you, or with anyone else wanting to investigate the GR2 format and the clumsy way SH5 uses it. In the meanwhile, I have come to the conclusion of releasing the new balloons as dat units, as Trevally did. Talking about flying objects, one would hardly notice the lack of rendered shadows and the other flaws of the dat format. What do you think?
Yes please go on, and, as said above, don't esitate asking for my assistance, in case you think I can ease your work :up:
Yep, that sucks, but it is anyway nice hearing from you again :salute:
Ok, I will keep you updated then.
One of the things that a bit messing things up (at least for me understanding wise), are the locations of the bones. Some of the bones show that their position is 0 on all accounts, but they actually not at the worlds center. And I'm not sure why and how to change it.
Ok, I will keep you updated then.
I count on you :up:
One of the things that a bit messing things up (at least for me understanding wise), are the locations of the bones. Some of the bones show that their position is 0 on all accounts, but they actually not at the worlds center. And I'm not sure why and how to change it.
The position/rotation/scale of each bone is relative to position/rotation/scale of its parent bone. If we had a chain of three bones, where the root bone had an y translation of 1, -3 for the seconf bone, and 0 for the last one, the y position of the latter would be 1 - 3 + 0 = -2 :03:
Wether a bone has or not position/rotation/scale data is detremined by its flag :yep:
Targor Avelany
10-03-13, 01:12 PM
I count on you :up:
The position/rotation/scale of each bone is relative to position/rotation/scale of its parent bone. If we had a chain of three bones, where the root bone had an y translation of 1, -3 for the seconf bone, and 0 for the last one, the y position of the latter would be 1 - 3 + 0 = -2 :03:
Wether a bone has or not position/rotation/scale data is detremined by its flag :yep:
I understand that. But if ALL bones are at 0? Including root bone?
Though I might have missed something. Will dig again when get home.
I understand that. But if ALL bones are at 0? Including root bone?
In that unlucky case we are in presence of yet another GR2 mistery :-?
THEBERBSTER
10-03-13, 05:46 PM
Hi Mikemike47
I think the problem is that I am using Realistic Interface and not TDW UI
Hi Mikemike47
I think the problem is that I am using Realistic Interface and not TDW UI
HiDef Realistic Interface? :o
That is an outdated version of an abandoned UI mod, i.e. UI-Boat. Use the last version of UI-boat at least :03:
Silent Steel
10-04-13, 07:57 AM
Why not Magui right away? :up:
Here; http://www.subsim.com/radioroom/showthread.php?t=181370
Why not Magui right away? :up:
Here; http://www.subsim.com/radioroom/showthread.php?t=181370
Yes, why not?
For two reasons, I suppose: I assumed arbitrarily that THEBERBSTER was sentimentally devoted to Reaper7's UIs, and I myself would feel sorry if his UI-boat sank into the oblivion :O: ...but I agree with you that MaGui would be a much better option.
Silent Steel
10-04-13, 10:28 AM
Yes, why not?
For two reasons, I suppose: I assumed arbitrarily that THEBERBSTER was sentimentally devoted to Reaper7's UIs, and I myself would feel sorry if his UI-boat sank into the oblivion :O: ...but I agree with you that MaGui would be a much better option.
:rotfl2:
SnipersHunter
10-05-13, 02:45 AM
Hi Mikemike47
I think the problem is that I am using Realistic Interface and not TDW UI
What are the reasons tha you dont wanna use it? But like the others said try Magui.
Silent Steel
10-05-13, 08:27 AM
What are the reasons tha you dont wanna use it? But like the others said try Magui.
Just try the Magui and you won't play without it again, I think :yep:
Teriffic UI, a must have.
Hi,
Could anyone tell me please if MTNS is still compatible with the latest version of Open Horizons (v2.2)? If yes, what should be the install order?
Thank you
http://www.subsim.com/radioroom/showpost.php?p=1831033&postcount=1
This topic suggests the light version is.
volodya61
10-07-13, 07:32 AM
Hi,
Could anyone tell me please if MTNS is still compatible with the latest version of Open Horizons (v2.2)? If yes, what should be the install order?
Thank you
Unfortunately no.. last fix was made by Uekel for OHII v1.9..
Mikemike47
10-07-13, 09:58 AM
@Trevally
Did you create the silentotto cheat? Problems happening alot with silentotto and Reworked submarine damage (http://www.subsim.com/radioroom/showpost.php?p=2123667&postcount=292) starting here and continuing on with other users. CTDS. I am not the only one experiencing problems with silentotto and v5.3 of Reworked submarine damage. Perhaps you can give some insight.
volodya61
10-07-13, 10:08 AM
@Trevally
Did you create the silentotto cheat?
It's cheat by Ubi..
It's cheat by Ubi..
Yes, it was used by devs (and by Zedi & Trevally) to quicly test each campaign. :yep:
@Trevally
Did you create the silentotto cheat? Problems happening alot with silentotto and Reworked submarine damage (http://www.subsim.com/radioroom/showpost.php?p=2123667&postcount=292) starting here and continuing on with other users. CTDS. I am not the only one experiencing problems with silentotto and v5.3 of Reworked submarine damage. Perhaps you can give some insight.
@ Trevally Re. the CTD problem pointed by Mike
We are trying to narrow down the problem. It seems to me that it could be a campaign- and U-boat equipment-related issue. Today Vecko has drawn my attenction on the fact that Open Horizons conflicts with Equipment Upgrades Fix, overwriting its NSS_Uboat7*.upcge files in sobers mega mod (see here (http://www.subsim.com/radioroom/showthread.php?p=2124823#post2124823)). I started wondering if by any chance RSD could "reveal" somehow this discrepancy, and make the game to CTD on loading some campaigns, when new boats or equipments get available.
Could you please tell us which are the changes of the aforementioned OH's files over their stock counterparts? If possible, I would like to device a proper EUF - TDW - OH - RSD compatibility patch. Unfortunately TDW and TheBeast are not active at present, but any input by you would be most helpful :salute:
Trevally.
10-08-13, 04:09 AM
@ Trevally Re. the CTD problem pointed by Mike
We are trying to narrow down the problem. It seems to me that it could be a campaign- and U-boat equipment-related issue. Today Vecko has drawn my attenction on the fact that Open Horizons conflicts with Equipment Upgrades Fix, overwriting its NSS_Uboat7*.upcge files in sobers mega mod (see here (http://www.subsim.com/radioroom/showthread.php?p=2124823#post2124823)). I started wondering if by any chance RSD could "reveal" somehow this discrepancy, and make the game to CTD on loading some campaigns, when new boats or equipments get available.
Could you please tell us which are the changes of the aforementioned OH's files over their stock counterparts? If possible, I would like to device a proper EUF - TDW - OH - RSD compatibility patch. Unfortunately TDW and TheBeast are not active at present, but any input by you would be most helpful :salute:
Hi Gap,
I have not been following the CTD issue but I am aware of it.
I am not at my modding computer today so I cant check what changes OHII has made to the subs files. From mem TDWs fix for the hydro CTD (same one as is in his UI). Also a date change to when type C boats can be gotten.
If CTD are happening with MareNostrum (first time a type c is issued) and a direct date change from OHII - the Western Approaches should also CTD??
If you check post 2 in this thread you will see all the campaign where a type c is issued. If they do not CTD and the MN and WA do then it would look like date related.
If MN CTD and WA does not - this it is not date related.
We need to know what campaigns CTD on silentotto and which do not (full list)
:hmmm:
Danke Trev, alles klar.
Please follow the discussion going on on the RSD thread, whenever you can :salute:
SnipersHunter
10-09-13, 10:12 AM
What should i do of sober terrain fix for this doesnt work too?
Serge65
10-11-13, 11:19 AM
Hi Trevally!
If you add in OHII these planes (SBD-3, F4U, P-47, P51), need for better functionality add these files: http://yadi.sk/d/kqUaA0NHAqjeC. This is a guns for these planes and 3InchRocketGB from SH4 OpsMonsun. Slightly revised and tested in SH5. Everything is working.
Rev.2 Reduced the number of files and added 5InchRocketUS. To used 5InchRocketUS need editing planes .eqp files.
Trevally.
10-14-13, 09:25 AM
Hi Trevally!
If you add in OHII these planes (SBD-3, F4U, P-47, P51), need for better functionality add these files: http://yadi.sk/d/kqUaA0NHAqjeC. This is a guns for these planes and 3InchRocketGB from SH4 OpsMonsun. Slightly revised and tested in SH5. Everything is working.
Rev.2 Reduced the number of files and added 5InchRocketUS. To used 5InchRocketUS need editing planes .eqp files.
Thank Serge:salute:
I will update OHII to version 2.3 with your work and some other fixes and pass onto Rongel:up:
Trevally.
10-14-13, 09:30 AM
Remembering HMS Royal Oak (http://www.orcadian.co.uk/2013/10/remembering-hms-royal-oak/)
http://upload.wikimedia.org/wikipedia/commons/7/7e/RoyalOakatJutland.PNG (http://upload.wikimedia.org/wikipedia/commons/7/7e/RoyalOakatJutland.PNG)
Silent Steel
10-14-13, 10:17 AM
Remembering HMS Royal Oak (http://www.orcadian.co.uk/2013/10/remembering-hms-royal-oak/)
:Kaleun_Salute:
Remembering HMS Royal Oak (http://www.orcadian.co.uk/2013/10/remembering-hms-royal-oak/)
Have you attended the ceremony? :)
SnipersHunter
10-14-13, 10:39 AM
What should i do of sober terrain fix for this doesnt work too?
Can none help me?
What should i do of sober terrain fix for this doesnt work too?
Can none help me?
What do you mean by "doesnt work too"? :hmmm:
This is a guns for these planes and 3InchRocketGB from SH4 OpsMonsun. Slightly revised and tested in SH5. Everything is working.
I have just seen the rocket in your screenie. So cool! :rock:
SnipersHunter
10-14-13, 10:54 AM
What do you mean? :hmmm:
I got the terrain bug in memel but sobers terrain fix dont work
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
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_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
Naights Submaine Textures v1.2G (PUV)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
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
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
Speech fixes and additions (german 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
Sobers Terrain fix for OH2 V2.2
oh2v22_de_test
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.3
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
SkyBaron's Leigh Light for SH5 1.1
Expanded Navies by Cybermat47 v.1.0.01
SH5 External Cargo 1.0
Grossdeutscher Rundfunk
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
gap - Alternative Cursors & KM Map Tools v2 - 1. Base Mod
gap - Alternative Cursors & KM Map Tools v2 - 2.a Alternate Tool Graphics - Wooden Handle
gap - Alternative Cursors & KM Map Tools v2 - 3. Shadowed Cursors
gap - Alternative Cursors & KM Map Tools v2 - 4.b Alternate Dialog Cursors - Shadowed
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm (german)
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Allgemeine Deutsche Übersetzung
I got the terrain bug in memel but sobers terrain fix dont work
Is any file of the terrain fix overwritten by other mods in your JSGME list? Maybe if you posted a screenshot showing the problem, Trevally or sober could get a sense of it...
SnipersHunter
10-14-13, 11:16 AM
Is any file of the terrain fix overwritten by other mods in your JSGME list? Maybe if you posted a screenshot showing the problem, Trevally or sober could get a sense of it...
Nope no file overwrite the terrain fix
Echolot
10-14-13, 11:22 AM
Hello SnipersHunter.
There were users with similiar problem. I think a complete reinstall of the game could help. Uninstall the game. Delete all savegames and leftover. Restart the computer. Install the game. Patch to 1.2. Make a backup copy of the whole folder. Extract a fresh copy of JSGME to the game folder. Copy the mods to the new MODS folder. Activate the mods. Switch Uplay to ever start in offline mode.
:hmmm:
SnipersHunter
10-14-13, 11:26 AM
Okay im gonna try this
Silent Steel
10-15-13, 02:04 AM
Have you attended the ceremony? :)
Nope, but I surely wish I was there :cry:
What should i do of sober terrain fix for this doesnt work too?
Be more detailed. What issue do you have in Memel ? What are you trying to fix ? Dont just reference 'the memel bug' as there is no definitive resource explaining what that bug entails. Please describe.
If the bug is that the see seems unconnected to the harbor, just ignore that .. half speed ahead, turn north, follow buoy's, set course 243 once clear of harbor and go TC512 till 02.30 am .. you should get a taskforce in sight at that point .. which is a German one .. half an hour later, you will get a taskforce @ bearing ~240 .. that's your target.
Silent Steel
10-15-13, 02:32 AM
Can none help me?
Guck dir dein PM an :up:
Ironglove
10-19-13, 09:40 AM
Hi I am Ironglove.
I have being member for a long time, but inactive for more 10 years
I have played all the SH, from the 1 to 4 and now I am tryng to play SH5.
I would like download Open Horizons, but the message says I need to make a post.
Thanks to Travelly for the help in the introducing nad post
Trevally.
10-19-13, 03:40 PM
Welcome Ironglove:salute:
see here for OHII download http://www.subsim.com/radioroom//downloads.php?do=file&id=3337
Sink em all:arrgh!:
welcome back, Ironglove. I hope you will enjoy this game and Open Horizons :salute:
vdr1981
10-20-13, 10:23 AM
Few requests, if possible, for the next update of this awesome mod...
- To remove players ability to reload and refuel in every "blue" port
- To introduce some "time delay" while reloading and refueling...If possible, of course...:03:
Silent Steel
10-20-13, 10:37 AM
Few requests, if possible, for the next update of this awesome mod...
- To remove players ability to reload and refuel in every "blue" port
- To introduce some "time delay" while reloading and refueling...If possible, of course...:03:
Hi vdr
Maybe this is what you are looking for; http://www.subsim.com/radioroom/showthread.php?t=188265
:up:
vdr1981
10-20-13, 10:41 AM
Hi vdr
Maybe this is what you are looking for; http://www.subsim.com/radioroom/showthread.php?t=188265
:up:
No...I meant for other "blue" bases , not home base...You know,all we need is just a click on refit button and puff, submarine refitted...
Trevally.
10-20-13, 11:19 AM
Few requests, if possible, for the next update of this awesome mod...
- To remove players ability to reload and refuel in every "blue" port
Hi vdr1981 and thanks:salute:
I am not sure if this can be done:hmmm:
We only have three states for ports (friend, foe or neutral) (blue, red and green)
Switching ports that we do not want to refit would be done by making another German (copy) and setting it to neutral. Thus German port will not refit
:hmmm:
- To introduce some "time delay" while reloading and refueling...If possible, of course...:03:
Ah - now this sounds like something for TDW and his patcher:yep:
vdr1981
10-20-13, 11:33 AM
Hi vdr1981 and thanks:salute:
I am not sure if this can be done:hmmm:
We only have three states for ports (friend, foe or neutral) (blue, red and green)
Switching ports that we do not want to refit would be done by making another German (copy) and setting it to neutral. Thus German port will not refit
:hmmm:
I noticed that there are some invisible zone around every port which presents some kind of radius limit where refitting can be performed. Is it possible to "move" that zone someplace out of reach for player submarine, above ground or something, or to reduce it's size, if you understand me what I'm trying to say?
If nothing else, even setting all blue ports, with exception of home port and few others, to neutral status would be much more realistic than it is now IMO...
Targor Avelany
10-22-13, 10:23 AM
@gap
I think I found something to work with for the balloon. I still need to figure some slight problems out (textures and materials always have been waaaaay too much fun in GR2 files), but I think we'll get your balloon into GR2 :)
@gap
I think I found something to work with for the balloon. I still need to figure some slight problems out (textures and materials always have been waaaaay too much fun in GR2 files), but I think we'll get your balloon into GR2 :)
WHAT?! :sunny: :yeah: :up:
I hang on your every word! :D
I would like to say hello and thank for this amazing mod!
Trevally.
10-22-13, 01:22 PM
I would like to say hello and thank for this amazing mod!
Thanks Gaudee and welcome :salute:
Any clue what's going on here ?
Trevally.
10-23-13, 10:03 AM
Any clue what's going on here ?
:hmmm:
Video out of memory:O:
Trevally.
10-23-13, 10:07 AM
On the 18th Sept 1939 - two or more freighters came to grief as the tried to sail through a restricted area. The were not aware of the safe corridor and thus mines exploded and sank them
Or
They were attacked by luftwaffe patrols operating in that area
Or
They were sunk by patrolling German DDs
Or you sank them
Or..........
........
...
.
:salute:
On the 18th Sept 1939 - two or more freighters came to grief as the tried to sail through a restricted area. The were not aware of the safe corridor and thus mines exploded and sank them
Or
They were attacked by luftwaffe patrols operating in that area
Or
They were sunk by patrolling German DDs
Or you sank them
Or..........
........
...
.
:salute:
...before the war ? Mines could be .. didnt think of those :p
Trevally.
10-23-13, 10:17 AM
...before the war ? Mines could be .. didnt think of those :p
Before the war:06:
No - the sink marks are dated 18/09/1939
If your game date is prior to this then you have saved your sink marks from and old campaign with the same user name:arrgh!:
:know:
Before the war:06:
No - the sink marks are dated 18/09/1939
If your game date is prior to this then you have saved your sink marks from and old campaign with the same user name:arrgh!:
:know:
Whoops on date .. assumed it to be history and just started a new campaign .. thus assumed it to be prior to current date .. which it isnt :p
You mean to say that if I start a new campaign with the same name, there will be left overs of previous campaigns with that name in my save folder ?
Trevally.
10-23-13, 10:44 AM
You mean to say that if I start a new campaign with the same name, there will be left overs of previous campaigns with that name in my save folder ?
I can't say for sure - but it look like you have saved your sink marks using TDWs UI. His mod can save things the stock game can't:D
Silent Steel
10-23-13, 11:16 AM
I can't say for sure - but it look like you have saved your sink marks using TDWs UI. His mod can save things the stock game can't:D
I've never seen anything like that... :o
Are you positive this can be done?
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6946
http://forums.voiceofthepublic.com/smf2/Smileys/default/shh1.gif
they are listening :D
Trevally.
10-23-13, 11:46 AM
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6946
http://forums.voiceofthepublic.com/smf2/Smileys/default/shh1.gif
they are listening :D
At least someone is listening to me:D
I've never seen anything like that... :o
Are you positive this can be done?
http://www.subsim.com/radioroom/showpost.php?p=1608211&postcount=6511
Yes - the ships journal will save them:up:
Either that or time travel is possible....
Where is Cybermat and his Dr Who take on this - pass the sonic screwdriver please.....
I can't say for sure - but it look like you have saved your sink marks using TDWs UI. His mod can save things the stock game can't:D
So .. shoot me or something .. but I swear on anything that I care about that I did NOT touch the save folder. YET, I had my Tuturial completed set to false .. where I manually changed this to true .. I got these left over save marks, which where of my second patrol of a game I played a week or so ago, and since lately I skip towards my boat and have to dock it, instead of starting in dock.
Mods cant edit the save folder ... right ?? :/\\!!
And yeah, my list did not change .. I only enabled and disabled it a million times.
At least someone is listening to me:D
:har:
to think that they say that the modern man is a lonely man :O:
Trevally.
10-23-13, 01:13 PM
So .. shoot me or something ..
You asked...I answered:timeout:
:har:
to think that they say that the modern man is a lonely man :O:
I'm not lonely. I have my PC my tablet my phone and my PC and my tablet and .... and oh ya and...... my phone (it has twitter)
So I am not lonely:wah:
I'm not lonely. I have my PC my tablet my phone and my PC and my tablet and .... and oh ya and...... my phone (it has twitter)
So I am not lonely:wah:
...and above all you have... :03:
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6946
Trevally.
10-23-13, 01:25 PM
...and above all you have... :03:
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6946
Yes - my new friend http://img.photobucket.com/albums/v611/geroff/buddies.gif (http://www.google.co.uk/url?sa=i&rct=j&q=&esrc=s&frm=1&source=images&cd=&cad=rja&docid=_Nz7sOxhegiQBM&tbnid=q-p14nc8bCzEGM:&ved=0CAUQjRw&url=http%3A%2F%2Fcastletv.net%2Fforums%2Foff-topic-discussion%2Fthe-further-digressions-of-katicstan%2Fpage-319%2F&ei=YhRoUt2iA-Wc0QXP9oDYDw&bvm=bv.55123115,d.d2k&psig=AFQjCNFgwsxKTVX_6aGAQubpx8KVPdzwQQ&ust=1382639070293576)
Yes - my new friend http://img.photobucket.com/albums/v611/geroff/buddies.gif (http://www.google.co.uk/url?sa=i&rct=j&q=&esrc=s&frm=1&source=images&cd=&cad=rja&docid=_Nz7sOxhegiQBM&tbnid=q-p14nc8bCzEGM:&ved=0CAUQjRw&url=http%3A%2F%2Fcastletv.net%2Fforums%2Foff-topic-discussion%2Fthe-further-digressions-of-katicstan%2Fpage-319%2F&ei=YhRoUt2iA-Wc0QXP9oDYDw&bvm=bv.55123115,d.d2k&psig=AFQjCNFgwsxKTVX_6aGAQubpx8KVPdzwQQ&ust=1382639070293576)
Oh, if you need for a shoulder to cry on, you got a good friend for that: :D
http://files1.guildlaunch.net/guild/library/132204/Emoticon-yoda.png
Silent Steel
10-23-13, 01:33 PM
..pass the sonic screwdriver please.....
Sorry, lost mine
Silent Steel
10-23-13, 01:36 PM
and...... my phone (it has twitter)
So I am not lonely:wah:
Twitter ID is...?
Trevally.
10-23-13, 01:40 PM
Twitter ID is...?
Shhhhhh don't tell the NSA
https://twitter.com/JC_Trevally (https://twitter.com/JC_Trevally)
Silent Steel
10-23-13, 01:40 PM
Doesn't it feel good when you feel lonely...
You're not alone out there
Anyway, it's soooo good to see all you guys up and kicking :rock:
Trevally.
10-23-13, 01:44 PM
Do you tweet Stefan:06:
You asked...I answered:timeout:
It is an expression .. supposed to mean something along the lines of: I dont know what to think anymore ...
I get the weirdest behaviour .. modlists working, then not working, then working again, then giving system freezes, then working again, then all of a sudden reviving a deleted save, or at least the killmarks ... you'd say I edit the complete game by hand while I sleep ... except that I dont.
It was not me being rude or anything ;)
Trevally.
10-23-13, 03:07 PM
It is an expression .. supposed to mean something along the lines of: I dont know what to think anymore ...
I get the weirdest behaviour .. modlists working, then not working, then working again, then giving system freezes, then working again, then all of a sudden reviving a deleted save, or at least the killmarks ... you'd say I edit the complete game by hand while I sleep ... except that I dont.
It was not me being rude or anything ;)
:D
:up:
:sunny:
Silent Steel
10-23-13, 04:54 PM
Do you tweet Stefan:06:
If you want me to - yes :up:
or... why not Skype?
Check your PM
Silent Steel
10-23-13, 05:07 PM
Check your PM :yep:
Silent Steel
10-23-13, 05:44 PM
It might be a bug but I don't know...
I've sent you at least 4 PMs and -
I don't see any sent PMs in my profile... :shifty:
So, I dont' know what's going on but I'll keep trying
Trevally.
10-24-13, 07:28 AM
It might be a bug but I don't know...
I've sent you at least 4 PMs and -
I don't see any sent PMs in my profile... :shifty:
So, I dont' know what's going on but I'll keep trying
Oh Ya - sounds like there is something up with your PMs
I do not have any:hmmm:
@Husksubsky
Your PM was the last one I have received on 22/10/13
If you have continued that discussion - I have not received them - so sorry and try again
(hope your exam went ok:sunny:)
Chigley
10-25-13, 05:16 PM
I can remember reading about CTD when approaching Kiel after the Baltic campaign. I believe there were some tips on how to avoid the CTD's, I've tried searching this thread but can't find it. Any help appreciated :)
I can remember reading about CTD when approaching Kiel after the Baltic campaign. I believe there were some tips on how to avoid the CTD's, I've tried searching this thread but can't find it. Any help appreciated :)
I think you should add a little info on the CTD's you get, so we know what you are talking about .. for me 'CTD on Kiel approach after Baltic' does not ring a bell. Is it burried under twitter stuff ?
Chigley
10-25-13, 06:01 PM
OK First CTD from vicinty of Danzig bay on completion of Baltic ops proceeding to Kiel as ordered at 17kts TC512 until 20kms from Kiel estuary dropped to TC32 when CTD on approaching Kiel estuary. I was planning on dropping to 12kts when level with mainland coastline.
2nd CTD. loaded game as continue campaign from last autosave before CTD 1. Again restarted game in vicinity of Dazig bay when proceeded at 17Kts TC512 upon entering Kiel estuary at TC16 and 17kts, I had just changed course 3-5kms short of a waypoint to avoid DD, then CTD.
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 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
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_22_ByTheDarkWraith
FX_Update_0_0_22_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_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
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
MFCMCCDLite
Speech fixes and additions (english version)
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option One
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Bullet_spark_test
Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 CPUs), ~3.7GHz 64 bit
NVIDIA GeForce GTS 450 1GB GDDR5
RAM 8GB
HDD Barracuda 7200.12 1TB
Chigley
10-25-13, 06:26 PM
PLJ if this helps here is the JSGME validator readout.
JSGME Mod Validator v1.0.11.0 by TheDarkWraith
C:\Ubisoft\Silent Hunter 5\data\Applications\JSGME mod validator\jsgmemodvalidator.cfg exists=True
Reading in items to look for in mods...
not looking for any items
using Silent Hunter 5
SH5 version is 1.2.0.0
MODS installed:
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 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
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_22_ByTheDarkWraith
FX_Update_0_0_22_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_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
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
MFCMCCDLite
Speech fixes and additions (english version)
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option One
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Bullet_spark_test
Validating mods...
Validating C:\Ubisoft\Silent Hunter 5\MODS\Accurate German Flags
C:\Ubisoft\Silent Hunter 5\MODS\Accurate German Flags installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\sobers game loading tips V8 SH5
C:\Ubisoft\Silent Hunter 5\MODS\sobers game loading tips V8 SH5 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\DBM Background Video
C:\Ubisoft\Silent Hunter 5\MODS\DBM Background Video installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\SteelViking's Interior Mod V1.2
C:\Ubisoft\Silent Hunter 5\MODS\SteelViking's Interior Mod V1.2 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\SteelViking's Interior Mod V1.2.2 Patch
C:\Ubisoft\Silent Hunter 5\MODS\SteelViking's Interior Mod V1.2.2 Patch installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\sobers multi color mod V5
C:\Ubisoft\Silent Hunter 5\MODS\sobers multi color mod V5 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\DynEnv v2.9 - 1. Main Mod
C:\Ubisoft\Silent Hunter 5\MODS\DynEnv v2.9 - 1. Main Mod installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
C:\Ubisoft\Silent Hunter 5\MODS\DynEnv v2.9 - 4.a Camera Filters - Realistic Colors installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
C:\Ubisoft\Silent Hunter 5\MODS\DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\DynEnv v2.9 - 12. Sounds
C:\Ubisoft\Silent Hunter 5\MODS\DynEnv v2.9 - 12. Sounds installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Small_trees_SH5_V1
C:\Ubisoft\Silent Hunter 5\MODS\Small_trees_SH5_V1 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\sobers smoke screen V1 SH5 (DynEnv compatible)
C:\Ubisoft\Silent Hunter 5\MODS\sobers smoke screen V1 SH5 (DynEnv compatible) installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\sobers water splash anim SH5
C:\Ubisoft\Silent Hunter 5\MODS\sobers water splash anim SH5 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\sobers best ever fog V22 SH5
C:\Ubisoft\Silent Hunter 5\MODS\sobers best ever fog V22 SH5 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\sobers base sky mechanics V1
C:\Ubisoft\Silent Hunter 5\MODS\sobers base sky mechanics V1 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\sobers better terrain v3 SH5
C:\Ubisoft\Silent Hunter 5\MODS\sobers better terrain v3 SH5 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\sobers waves mod V12 27032013
C:\Ubisoft\Silent Hunter 5\MODS\sobers waves mod V12 27032013 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\sobers more trees SH5
C:\Ubisoft\Silent Hunter 5\MODS\sobers more trees SH5 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\SH5_7A_Conning_Fix
C:\Ubisoft\Silent Hunter 5\MODS\SH5_7A_Conning_Fix installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Fuel Gauge WoGaDi_SteelViking's Interior
C:\Ubisoft\Silent Hunter 5\MODS\Fuel Gauge WoGaDi_SteelViking's Interior installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_byTheBeast
C:\Ubisoft\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_byTheBeast installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1
C:\Ubisoft\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
C:\Ubisoft\Silent Hunter 5\MODS\#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
C:\Ubisoft\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\EUF_UBoat_FX_v0_0_3_ byTheBeast
C:\Ubisoft\Silent Hunter 5\MODS\EUF_UBoat_FX_v0_0_3_ byTheBeast installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\SH5 Longer Repairs v.1
C:\Ubisoft\Silent Hunter 5\MODS\SH5 Longer Repairs v.1 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\FX_Update_0_0_22_ByTheDarkWraith
C:\Ubisoft\Silent Hunter 5\MODS\FX_Update_0_0_22_ByTheDarkWraith installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
C:\Ubisoft\Silent Hunter 5\MODS\FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\AI_sub_crew_1_0_2_TheDarkWraith
C:\Ubisoft\Silent Hunter 5\MODS\AI_sub_crew_1_0_2_TheDarkWraith installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_ByTheDarkWraith
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_ByTheDarkWraith installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_alt_officer_wounded_by_Tor pedo
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_alt_officer_wounded_by_Tor pedo installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
C:\Ubisoft\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
C:\Ubisoft\Silent Hunter 5\MODS\Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Sjizzle's - Charts for NewUIs part1_07.06.2013
C:\Ubisoft\Silent Hunter 5\MODS\Sjizzle's - Charts for NewUIs part1_07.06.2013 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Manos Scopes-patch for 16x9
C:\Ubisoft\Silent Hunter 5\MODS\Manos Scopes-patch for 16x9 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\IRAI_0_0_39_ByTheDarkWraith
C:\Ubisoft\Silent Hunter 5\MODS\IRAI_0_0_39_ByTheDarkWraith installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\IRAI_0_0_39_ByTheDarkWraith_Patch_1
C:\Ubisoft\Silent Hunter 5\MODS\IRAI_0_0_39_ByTheDarkWraith_Patch_1 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\R.E.M_by_Xrundel_TheBeast_1.2
C:\Ubisoft\Silent Hunter 5\MODS\R.E.M_by_Xrundel_TheBeast_1.2 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
C:\Ubisoft\Silent Hunter 5\MODS\R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Depth Charge Fix Reduced Explosion Range
C:\Ubisoft\Silent Hunter 5\MODS\Depth Charge Fix Reduced Explosion Range installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Cerberus62 Corrected Depth Charge Projector 1.0
C:\Ubisoft\Silent Hunter 5\MODS\Cerberus62 Corrected Depth Charge Projector 1.0 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Reworked Morale and Abilities v.1.1
C:\Ubisoft\Silent Hunter 5\MODS\Reworked Morale and Abilities v.1.1 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\MFCMCCDLite
C:\Ubisoft\Silent Hunter 5\MODS\MFCMCCDLite installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Speech fixes and additions (english version)
C:\Ubisoft\Silent Hunter 5\MODS\Speech fixes and additions (english version) installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\TDW FX Fix for Sobers chimney smoke
C:\Ubisoft\Silent Hunter 5\MODS\TDW FX Fix for Sobers chimney smoke installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Church's Compass Dials Mod v2.2 - Option One
C:\Ubisoft\Silent Hunter 5\MODS\Church's Compass Dials Mod v2.2 - Option One installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\OPEN HORIZONS II_full v2.2
C:\Ubisoft\Silent Hunter 5\MODS\OPEN HORIZONS II_full v2.2 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Sobers Terrain fix for OH2 V2.2
C:\Ubisoft\Silent Hunter 5\MODS\Sobers Terrain fix for OH2 V2.2 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
C:\Ubisoft\Silent Hunter 5\MODS\R.S.D. - Reworked Submarine Damage v5.4 by vdr1981 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
C:\Ubisoft\Silent Hunter 5\MODS\R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface) installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\Bullet_spark_test
C:\Ubisoft\Silent Hunter 5\MODS\Bullet_spark_test installed correctly
Checking for items to look for...
no items to look for defined
Determining each mod conflict's conflicting files...
Mod conflicts:
+D = creation dates equal, -D = creation dates not equal
+A = last accessed dates equal, -A = last accessed dates not equal
+W = last accessed write dates equal, -M = last accessed write dates not equal
+S = sizes equal, -S = sizes not equal
SteelViking's Interior Mod V1.2.2 Patch conflicts with SteelViking's Interior Mod V1.2
\data\Cfg\Lights.cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_interior_submari ne.cfg -D -A -W -S
\data\Sound\Metal_Door_5_Close.wav -D -A -W -S
\data\Sound\Metal_Door_5_Open.wav -D -A -W -S
\data\Submarine\Common\Rooms\Room_CR.sim -D -A -W -S
\data\Textures\TNormal\tex\comand_room(1024)_1.dds -D -A -W -S
\data\Textures\TNormal\tex\conning_tower_room_01.d ds -D -A -W -S
\data\Textures\TNormal\tex\CR7_cadrane.dds -D -A -W +S
\data\Textures\TNormal\tex\diesel_engine_room_01.d ds -D -A -W -S
\data\Textures\TNormal\tex\doors_rust.dds -D -A -W +S
\data\Textures\TNormal\tex\electric_engine_room_01 .dds -D -A -W -S
\data\Textures\TNormal\tex\electric_engine_room_02 .dds -D -A -W -S
\data\Textures\TNormal\tex\quarter_room1_01.dds -D -A -W -S
\data\Textures\TNormal\tex\quarter_room1_02.dds -D -A -W +S
\data\Textures\TNormal\tex\quarter_room2_01 .dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_03_N.dds -D -A -W +S
\data\Textures\TNormal\tex\tile_metal_11.dds -D -A -W +S
\data\Textures\TNormal\tex\torpedo_room_01.dds -D -A -W -S
\Documentation\SteelViking's Interior Mod.txt -D -A -W -S
sobers multi color mod V5 conflicts with SteelViking's Interior Mod V1.2
\data\Textures\TNormal\tex\tile_metal_01.dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_02.dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_03.dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_04.dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_05.dds -D -A -W -S
DynEnv v2.9 - 1. Main Mod conflicts with SteelViking's Interior Mod V1.2
\data\Cfg\Lights.cfg -D -A -W -S
Fuel Gauge WoGaDi_SteelViking's Interior conflicts with SteelViking's Interior Mod V1.2
\data\Submarine\Common\Rooms\Room_DER.GR2 -D -A -W -S
\data\Submarine\Common\Rooms\Room_DER.sim -D -A -W -S
Equipment_Upgrades_Fix_v1_4_Patch_1 conflicts with SteelViking's Interior Mod V1.2
\data\Objects\Sensors\NSS_Uboat_Senzors.dds -D -A -W -S
R.E.M_by_Xrundel_TheBeast_1.2 conflicts with SteelViking's Interior Mod V1.2
\data\Submarine\Common\Rooms\Room_QR1.sim -D -A -W -S
DynEnv v2.9 - 1. Main Mod conflicts with SteelViking's Interior Mod V1.2.2 Patch
\data\Cfg\Lights.cfg -D -A -W -S
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors conflicts with DynEnv v2.9 - 1. Main Mod
\data\Filters\ColorCorrection\hdr_exterior.cfg +D +A -W -S
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters conflicts with DynEnv v2.9 - 1. Main Mod
\data\Env\EnvColors_Polar.cfg -D -A -W -S
\data\Env\EnvColors_Polar_A.cfg +D +A -W -S
\data\Env\EnvColors_Polar_A_luv.cfg -D -A -W -S
\data\Env\EnvColors_Polar_luv.cfg -D -A -W -S
\data\Env\EnvColors_Temperate.cfg -D -A -W +S
\data\Env\EnvColors_Temperate_A.cfg -D -A -W +S
\data\Env\EnvColors_Temperate_A_luv.cfg +D +A -W -S
\data\Env\EnvColors_Temperate_luv.cfg -D -A -W -S
\data\Env\EnvColors_Tropical.cfg -D -A -W +S
\data\Env\EnvColors_Tropical_A.cfg -D -A -W -S
\data\Env\EnvColors_Tropical_A_luv.cfg -D -A -W -S
\data\Env\EnvColors_Tropical_luv.cfg -D -A -W -S
Small_trees_SH5_V1 conflicts with DynEnv v2.9 - 1. Main Mod
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\7.Savannas\v egetation_savanna_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\7.Savannas\v egetation_savanna_winter.dds -D -A -W +S
sobers smoke screen V1 SH5 (DynEnv compatible) conflicts with DynEnv v2.9 - 1. Main Mod
\data\Library\Baza_FX.dat -D -A -W +S
sobers water splash anim SH5 conflicts with DynEnv v2.9 - 1. Main Mod
\data\Textures\TNormal\tex\water_splash_anim.dds -D -A -W -S
sobers best ever fog V22 SH5 conflicts with DynEnv v2.9 - 1. Main Mod
\data\Env\FogDistances.cfg -D -A -W -S
sobers base sky mechanics V1 conflicts with DynEnv v2.9 - 1. Main Mod
\data\Shaders\Sky\SkyPS_SH5.fx -D -A -W -S
EUF_UBoat_FX_v0_0_3_ byTheBeast conflicts with DynEnv v2.9 - 1. Main Mod
\data\Misc\caustics_anim1.dds -D -A -W -S
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.fx -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.fx -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.FX.fx -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.fx -D -A -W -S
FX_Update_0_0_22_ByTheDarkWraith conflicts with DynEnv v2.9 - 1. Main Mod
\data\Textures\TNormal\tex\water_splash.dds -D -A -W +S
Equipment_Upgrades_Fix_v1_4_Patch_1 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\Menu\Pages\Page WeaponsAndSensors.ini -D -A -W -S
\data\Menu\Skins\German\Gui\Upgrade\Uboat_7C_camo_ d.dds -D -A -W +S
\data\Objects\Sensors\coatings.sim -D -A -W -S
\data\Objects\Sensors\Uboot_Sensor_parts.dat -D -A -W -S
\data\Objects\Sensors\Uboot_Sensor_parts.dat.Grann yIDs -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.sns -D -A -W -S
\data\Textures\TNormal\tex\Conning_7C_01_camo_d.dd s -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_01_N_camo_d. dds -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_02_camo_d.dd s -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_02_N_camo_d. dds -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_02_O01.dds -D -A -W -S
\data\UPCDataGE\UPCLocalization\UPCLocalization.ts r -D -A -W -S
\data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S
\data\UPCDataGE\UPCUnitsData\UpgradePacks.upc -D -A -W -S
\data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCUnitsData\Ammunition.upc -D -A -W -S
\data\UPCDataGE\UPCUnitsData\UpgradePacks.upc -D -A -W -S
\Documentation\Equip_Upgrade_Dates.jpg -D -A -W +S
\Documentation\Readtme.txt -D -A -W +S
\Documentation\tooltip.jsgme -D -A -W +S
EUF_UBoat_FX_v0_0_3_ byTheBeast conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\documentation\tooltip.jsgme -D -A -W -S
SH5 Longer Repairs v.1 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S
NewUIs_TDC_7_5_0_ByTheDarkWraith conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sns -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sns -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S
Reworked Morale and Abilities v.1.1 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCLocalization\dialogs.tsr -D -A -W -S
\data\UPCDataGE\UPCLocalization\UPCLocalization.ts r -D -A -W -S
MFCMCCDLite conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCLocalization\dialogs.tsr -D -A -W -S
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.sns -D -A -W -S
\Data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S
\Data\UPCDataGE\UPCUnitsData\UnitParts1VIIC.upc -D -A -W -S
\Data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\UPCDataGE\UPCUnitsData\UpgradePacks.upc -D -A -W -S
EUF_UBoat_FX_v0_0_3_ byTheBeast conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Objects\Snorkels\DG_7A_Snorkle_Hinged.dat -D -A -W -S
\data\Objects\Snorkels\DG_7A_Snorkle_Hinged.sim -D -A -W -S
\data\Objects\Snorkels\DG_7A_Snorkle_Hinged.val -D -A -W -S
\data\Objects\Snorkels\DG_7A_Snorkle_Hinged.zon -D -A -W +S
\data\Objects\Snorkels\DG_7B_Snorkle_Hinged.dat -D -A -W -S
\data\Objects\Snorkels\DG_7B_Snorkle_Hinged.sim -D -A -W -S
\data\Objects\Snorkels\DG_7B_Snorkle_Hinged.val -D -A -W -S
\data\Objects\Snorkels\DG_7B_Snorkle_Hinged.zon -D -A -W -S
\data\Objects\Snorkels\DG_7C41_Snorkle_Hinged.dat -D -A -W -S
\data\Objects\Snorkels\DG_7C41_Snorkle_Hinged.sim -D -A -W -S
\data\Objects\Snorkels\DG_7C41_Snorkle_Hinged.val -D -A -W -S
\data\Objects\Snorkels\DG_7C41_Snorkle_Hinged.zon -D -A -W -S
\data\Objects\Snorkels\DG_7C_Snorkle_Hinged.dat -D -A -W -S
\data\Objects\Snorkels\DG_7C_Snorkle_Hinged.sim -D -A -W -S
\data\Objects\Snorkels\DG_7C_Snorkle_Hinged.val -D -A -W -S
\data\Objects\Snorkels\DG_7C_Snorkle_Hinged.zon -D -A -W -S
SH5 Longer Repairs v.1 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S
FX_Update_0_0_22_ByTheDarkWraith conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Objects\Sensors\UBoot_Sensors.GR2 -D -A -W +S
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
NewUIs_TDC_7_5_0_ByTheDarkWraith conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Cfg\Contacts.cfg -D -A -W -S
\data\Objects\Sensors\UBoot_Sensors.GR2 -D -A -W +S
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S
IRAI_0_0_39_ByTheDarkWraith conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
R.E.M_by_Xrundel_TheBeast_1.2 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
Reworked Morale and Abilities v.1.1 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\UPCDataGE\UPCLocalization\UPCLocalization.ts r -D -A -W -S
OPEN HORIZONS II_full v2.2 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.upcge -D -A -W +S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.upcge -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.upcge -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.upcge -D -A -W -S
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.upcge -D -A -W -S
\Data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S
\Data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Library\torpedoes_g7a-e.sim -D -A -W -S
\data\Library\Torpedos_AI.sim -D -A -W -S
NewUIs_TDC_7_5_0_ByTheDarkWraith conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.fx -D -A -W -S
\data\Objects\Sensors\UBoot_Sensors.GR2 -D -A -W +S
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W +S
IRAI_0_0_39_ByTheDarkWraith conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
R.E.M_by_Xrundel_TheBeast_1.2 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
TDW FX Fix for Sobers chimney smoke conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Terrain\Locations\CustomAreas\alexandria\ale xandria2.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\augusta\august a.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\Big_generic\Bi g_generic.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\france\Brest\b rest.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\france\Calais\ calais.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\france\Dieppe\ dieppe.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\france\LaPalli ce\lapallice.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\germany\wilhel mshaven.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\gibraltar\gibr altar3.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\kiel\Kiel.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\LaSpezia\La_Sp ezia.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\napoli\napoli4 .sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\norway\navrik. sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\palermo\palerm o.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\pantelleria\pa ntelleria.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\poland\danzig\ danzig.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\poland\hela\he la.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\Small_generic\ small_channel.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\Small_generic\ small_generic.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\Small_generic\ small_generic_mediu.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\taranto\tarant o.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\tobruk\Tobruk. sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\tripoli\Tripol i.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\valletta\Valle tta.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\venezia\venezi a.sim -D -A -W -S
OPEN HORIZONS II_full v2.2 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Zones.cfg -D -A -W -S
\data\Library\flag.dat -D -A -W -S
\data\Sea\NF_Boat_1\NF_Boat_1.GR2 -D -A +W +S
\data\Sea\NF_Boat_1\NF_Boat_1_AO01.dds -D -A +W +S
\data\Sea\NF_Boat_1\NF_Boat_1_LOD.GR2 -D -A +W +S
\data\Sea\NF_Boat_1\NF_Boat_1_sil.dds -D -A +W +S
\data\Sound\Sh.sdl -D -A -W -S
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\Data\Zones.cfg -D -A -W -S
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Menu\Gui\Layout\OfficerA.dds -D -A -W -S
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.cfg -D -A -W -S
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sim -D -A -W -S
\data\Submarine\NSS_Uboat7a_AI\NSS_Uboat7A_AI.sim -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.cfg -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sim -D -A -W -S
\data\Submarine\NSS_Uboat7b_AI\NSS_Uboat7b_AI.sim -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.cfg -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sim -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.cfg -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7C41.sim -D -A -W -S
\data\Submarine\NSS_Uboat7c41_AI\NSS_Uboat7C41_AI. sim -D -A -W -S
\data\Submarine\NSS_Uboat7c_AI\NSS_Uboat7C_AI.sim -D -A -W -S
\data\Submarine\NSS_Undine\NSS_Undine.sim -D -A -W -S
Sjizzle's - Charts for NewUIs part1_07.06.2013 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
Manos Scopes-patch for 16x9 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Library\cameras.cam -D -A -W -S
IRAI_0_0_39_ByTheDarkWraith conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
R.E.M_by_Xrundel_TheBeast_1.2 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
Speech fixes and additions (english version) conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Cfg\Message_NA.cfg -D -A -W -S
Church's Compass Dials Mod v2.2 - Option One conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Menu\Gui\Dials.dds -D -A -W -S
OPEN HORIZONS II_full v2.2 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Menu\Gui\Layout\Flags\Russia.dds -D -A -W +S
\data\RadioMessages\WWIIShipNames.txt -D -A +W +S
\data\RadioMessages\English\1941\03\radiomessages. txt -D -A -W -S
\data\RadioMessages\English\1941\04\radiomessages. txt -D -A -W -S
\data\RadioMessages\English\1943\03\radiomessages. txt -D -A -W -S
\data\Roster\SOANNames.cfg -D -A -W -S
\data\Sea\NKMSS_HogIsland\NKMSS_HogIsland.cfg -D -A -W +S
\data\Sea\NKSCS_N3SA1\NKSCS_N3SA1.cfg -D -A -W +S
\data\Submarine\NSS_Uboat2a\NSS_Uboat2a.dsd -D -A -W -S
\data\Submarine\NSS_Uboat7a_AI\NSS_Uboat7a_AI.dsd -D -A -W -S
\data\Submarine\NSS_Uboat7b_AI\NSS_Uboat7b_AI.dsd -D -A -W -S
\data\Submarine\NSS_Uboat7c41_AI\NSS_Uboat7C41_AI. dsd -D -A -W -S
\data\Submarine\NSS_Uboat7c_AI\NSS_Uboat7c_AI.dsd -D -A -W -S
\data\Submarine\NSS_Undine\NSS_Undine.dsd -D -A -W -S
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\Data\Submarine\NSS_Uboat2a\NSS_Uboat2a.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.zon -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7c41_AI\NSS_Uboat7c41_AI. sns -D -A -W -S
IRAI_0_0_39_ByTheDarkWraith_Patch_1 conflicts with IRAI_0_0_39_ByTheDarkWraith
\data\Scripts\AI\Ship-weapons.aix -D -A -W -S
R.E.M_by_Xrundel_TheBeast_1.2 conflicts with IRAI_0_0_39_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible conflicts with IRAI_0_0_39_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
Depth Charge Fix Reduced Explosion Range conflicts with IRAI_0_0_39_ByTheDarkWraith
\Data\Library\DC_barrels.sim -D -A -W -S
\Data\Library\ShipParts\guns_radars_01.sim -D -A -W -S
OPEN HORIZONS II_full v2.2 conflicts with IRAI_0_0_39_ByTheDarkWraith
\data\Air\AS_USFloatEarlyWar\AS_USFloatEarlyWar.eq p -D -A -W -S
\data\Air\AS_USFloatEarlyWar\AS_USFloatEarlyWar.sn s -D -A -W -S
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981 conflicts with IRAI_0_0_39_ByTheDarkWraith
\Data\Library\DC_barrels.ZON -D -A -W -S
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible conflicts with R.E.M_by_Xrundel_TheBeast_1.2
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
MFCMCCDLite conflicts with Reworked Morale and Abilities v.1.1
\data\Scripts\AI\Dialogs_Default\DT_Chief_all.aix -D -A -W -S
\data\UPCDataGE\UPCLocalization\dialogs.tsr -D -A -W -S
OPEN HORIZONS II_full v2.2 conflicts with Reworked Morale and Abilities v.1.1
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Bosun_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Chief_Turning_Point.aix -D -A +W +S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Cook_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Radio_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Sonar_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_Watch_Turning_Point.aix -D -A +W +S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Scr ipts\AI\Dialogs\DT_XO_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Bosun_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Chief_Turning_Point.aix -D -A -W +S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Cook_Turning_Point.aix -D -A -W +S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Radio_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Sonar_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_Watch_Turning_Point.aix -D -A -W +S
\data\Campaigns\CampaignProjects\Turning_Point\Scr ipts\AI\Dialogs\DT_XO_Turning_Point.aix -D -A -W -S
\data\Campaigns\CampaignProjects\Western_Approache s\Scripts\AI\Dialogs\DT_Bosun_Western_Approaches.a ix -D -A -W -S
\data\Campaigns\CampaignProjects\Western_Approache s\Scripts\AI\Dialogs\DT_Chief_Western_Approaches.a ix -D -A -W -S
\data\Campaigns\CampaignProjects\Western_Approache s\Scripts\AI\Dialogs\DT_Cook_Western_Approaches.ai x -D -A -W -S
\data\Campaigns\CampaignProjects\Western_Approache s\Scripts\AI\Dialogs\DT_Radio_Western_Approaches.a ix -D -A -W -S
\data\Campaigns\CampaignProjects\Western_Approache s\Scripts\AI\Dialogs\DT_Sonar_Western_Approaches.a ix -D -A -W -S
\data\Campaigns\CampaignProjects\Western_Approache s\Scripts\AI\Dialogs\DT_Watch_Western_Approaches.a ix -D -A -W -S
\data\Campaigns\CampaignProjects\Western_Approache s\Scripts\AI\Dialogs\DT_XO_Western_Approaches.aix -D -A -W -S
Church's Compass Dials Mod v2.2 - Option One conflicts with sobers smoke screen V1 SH5 (DynEnv compatible)
OPEN HORIZONS II_full v2.2 conflicts with sobers smoke screen V1 SH5 (DynEnv compatible)
OPEN HORIZONS II_full v2.2 conflicts with Accurate German Flags
\data\Textures\TNormal\tex\German.dds -D -A -W -S
\data\Textures\TNormal\tex\German_m.dds -D -A -W -S
OPEN HORIZONS II_full v2.2 conflicts with Church's Compass Dials Mod v2.2 - Option One
Sobers Terrain fix for OH2 V2.2 conflicts with OPEN HORIZONS II_full v2.2
\data\Terrain\Data\DetailMasks\E021N056_2_6.dds -D -A -W +S
\data\Terrain\Data\DetailMasks\E021N056_2_6.RAW -D -A -W +S
\data\Terrain\Data\DetailMasks\E021N056_2_7.RAW -D -A -W +S
\data\Terrain\Data\DetailMasks\E021N056_3_6.RAW -D -A -W +S
\data\Terrain\Data\DetailMasks\E021N056_3_7.dds -D -A -W +S
\data\Terrain\Data\DetailMasks\E021N056_3_7.RAW -D -A -W +S
\data\Terrain\Data\DetailMasks\W003N059_2_2.RAW -D -A -W +S
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981 conflicts with OPEN HORIZONS II_full v2.2
\Data\Zones.cfg -D -A -W -S
\Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.upcge -D -A -W -S
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981 conflicts with #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
\Data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981 conflicts with SH5 Longer Repairs v.1
\Data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface) conflicts with R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
\data\Objects\Sensors\UBoot_Sensors_2.sim -D -A -W -S
:)
Mikemike47
10-26-13, 01:17 AM
@Trevally
Go to post #6 and #8 of my signature link. Page CampaignSelection.py information to keep you informed since it is in Open Horizons. This file did not cause the CTD.
Silent Steel
10-26-13, 03:12 AM
OK First CTD from vicinty of Danzig bay on completion of Baltic ops proceeding to Kiel as ordered at 17kts TC512 until 20kms from Kiel estuary dropped to TC32 when CTD on approaching Kiel estuary. I was planning on dropping to 12kts when level with mainland coastline.
2nd CTD. loaded game as continue campaign from last autosave before CTD 1. Again restarted game in vicinity of Dazig bay when proceeded at 17Kts TC512 upon entering Kiel estuary at TC16 and 17kts, I had just changed course 3-5kms short of a waypoint to avoid DD, then CTD.
Hi Chigley
I've checked your mod list and I'd suggest you try this load order. Mods in Bold are moved.
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SH5_7A_Conning_Fix
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_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith < has previously been reported to cause CTDs
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z < Hmmm, looks strange - disable
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Speech fixes and additions (english version)
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option One
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
OPEN HORIZONS II_full v2.2
sobers multi color mod V5
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Sobers Terrain fix for OH2 V2.2
Small_trees_SH5_V1
Fuel Gauge WoGaDi_SteelViking's Interior
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Bullet_spark_test
And-
In many cases the savegames seem to be what's causing CTDs. Some of our mates around here have got rid of the CTDs this way;
- Do a save when you start your return to port, i.e. far away from port > 700 - 1000 kms from port (this has done the trick for some mates)
- When you then are in the bunker (hopefully) you save the game again
And just in case you haven't tried this -
When editing your mod list it can be dome quite easily this way;
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=7098
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=7099
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=7100
If this shouldn't help just let us know. This can and will be solved.
I'm beginning to suspect a corrupted JSGME install. If you want to try a JSGME re-install, PM me. I have an instruction, flawless.
Your specs are just fine.
Dont disable the red one .. it's name is just dumb .. but matches the name in the 7z file and it's folder structure is ok. Personally, I renamed the folder to ommit the .7z
Silent Steel
10-26-13, 04:48 AM
Dont disable the red one .. it's name is just dumb .. but matches the name in the 7z file and it's folder structure is ok. Personally, I renamed the folder to ommit the .7z
Not sure if I'm getting you right here?
No offense, maybe I don't have the capacities needed for this.
You mean you rename the mod's name to omit the compressed mod's .7z name?
Right or wrong?
If right - why not rename all mods' names to omit even their .7z names?
:hmmm:
Not sure if I'm getting you right here?
No offense, maybe I don't have the capacities needed for this.
You mean you rename the mod's name to omit the compressed mod's .7z name?
Right or wrong?
If right - why not rename all mods' names to omit even their .7z names?
:hmmm:
Wrong.
In this case, the extracted folder, for some reason, also has the .7z extension. So the listing in the mep file, is correct. I hate rediculous foldernames tho, so I removed .7z from the foldername, and in the .mep file. Did the same for the stupid # in front of one of the EUF mods ;)
volodya61
10-26-13, 08:07 AM
Wrong.
In this case, the extracted folder, for some reason, also has the .7z extension. So the listing in the mep file, is correct. I hate rediculous foldernames tho, so I removed .7z from the foldername, and in the .mep file. Did the same for the stupid # in front of one of the EUF mods ;)
Oops.. sorry.. perhaps it was user error (copy/paste) when I named and packed the mod..
Silent Steel
10-26-13, 11:10 AM
Wrong.
In this case, the extracted folder, for some reason, also has the .7z extension. So the listing in the mep file, is correct. I hate rediculous foldernames tho, so I removed .7z from the foldername, and in the .mep file. Did the same for the stupid # in front of one of the EUF mods ;)
Makes sense.
Thanks :up:
Silent Steel
10-26-13, 11:16 AM
Oops.. sorry.. perhaps it was user error (copy/paste) when I named and packed the mod..
Ничего, сейчас всё понятно :salute:
Chigley
10-26-13, 07:43 PM
Thank you all for your advice and guidance. I've got in and out of Kiel without mishap. I just need to wriggle out of Scapa Flow after upsetting the locals. :)
Silent Steel
10-27-13, 01:16 AM
Thank you all for your advice and guidance. I've got in and out of Kiel without mishap. I just need to wriggle out of Scapa Flow after upsetting the locals. :)
:yeah:
Trevally.
10-27-13, 03:16 AM
I just need to wriggle out of Scapa Flow after upsetting the locals. :)
Take care they do not catch you - they can be an odd bunch
http://www.theminorityreportblog.com/wp-content/uploads/2013/04/mob_440.jpg (http://www.google.co.uk/url?sa=i&source=images&cd=&docid=8MjiXNtROdTxEM&tbnid=rBlk3oATBE5NmM:&ved=0CAgQjRwwAA&url=http%3A%2F%2Fwww.theminorityreportblog.com%2F2 013%2F04%2F14%2Fwheres-my-pitchfork-and-torch%2F&ei=o8tsUtfWNMWf0QXthoH4CQ&psig=AFQjCNE9y_gPSaWen-HnkoOY7U39rfuXJw&ust=1382948131913705)
vdr1981
10-27-13, 12:30 PM
I noticed that there are some invisible zone around every port which presents some kind of radius limit where refitting can be performed. Is it possible to "move" that zone someplace out of reach for player submarine, above ground or something, or to reduce it's size, if you understand me what I'm trying to say?
If nothing else, even setting all blue ports, with exception of home port and few others, to neutral status would be much more realistic than it is now IMO...
Any comments regarding this question?
Maybe I could try something but I'll need few hints how to do it...:)
Trevally.
10-27-13, 01:23 PM
Any comments regarding this question?
Maybe I could try something but I'll need few hints how to do it...:)
Well - I am not so sure this is a good idea.
These ports are under axis control and thus at war with Britain.
To refuse some food and fuel to a boat fighting for them would be wrong and im sure refuelling was important.
Re-arming, I agree is wrong and should only be allowed at some major bases
Re-fitting is only allowed at your own base, so no issue here.
I think the best option is to hope that TDW can find the code to stop torps being supplied during a refuel
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