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Targor Avelany
12-11-13, 01:59 PM
:Kaleun_Thumbs_Up:

Have you added all of the below items to your model?

1. a collision model;
2. a collisionable object controller in the zon file;
3. one or more collision spheres surrounding entirely the object;
4. a damage box set to type 221 (Mines) or any other custom zone you might want to use
5. the torpedo explosion effect triggered by the assigned damage box (for Zone 221, i.e. 'old' OH's mines, it is stored in data\Library\Mine_Explosion.dat)

I have and that is why its weird that it is not working.


Hehe, as usual, floatation is your Achille's heel :O: There are chance that you need to move the vertex coordinates of your model a bit lower. Also make sure to set the its obj_hydro controller correctly :up:

Yeah, I will be rechecking everything.


I guess you are going to need some kind of trick for getting the FollowParent controller to work on a granny object :hmmm:

Who knows. I will try for sure. Need to mess around with bones too.

Trevally.
12-11-13, 02:11 PM
:up:

@ Trevally

Giving the last touch-ups to the revised balloon. Mostly small texture improvements and material property settings. Work on the model and on its importing is finished.

Looking forward to it:woot:

gap
12-11-13, 04:31 PM
I have and that is why its weird that it is not working.

have you checked that everything is in its correct place? :hmm2:

As far as I can see from stock units, the collisionable object is usually placed on the main bone, and collision spheres are assigned to the same bone having the collision model as child. There is more freedom about damage zones, but a good part of them is usually owned by the main bone.


Who knows. I will try for sure. Need to mess around with bones too.

I am following your progress with the maximum interest, Targor. Fingers crossed :up:

Looking forward to it:woot:

Work on materials is finished. I am now focusing on the damage model. Shepres and boxes are in place already and I only need to create proper zone definitions for them. The new files should be ready for download before tomorrow :salute:

Targor Avelany
12-11-13, 04:49 PM
have you checked that everything is in its correct place? :hmm2:

As far as I can see from stock units, the collisionable object is usually placed on the main bone, and collision spheres are assigned to the same bone having the collision model as child. There is more freedom about damage zones, but a good part of them is usually owned by the main bone.

I am following your progress with the maximum interest, Targor. Fingers crossed :up:


Thank you, gap. Hopefully I will be able to finish this all by the end of this week tops, so I don't hold Tervally back any longer. I think re-doing the collisions and messing around with bones should fix the issue with the mines not blowing up. I also, most likely, will make a very simple chain for the mine and just do it as part of .eqp attaching it to a bone (I have an excess of bones in this file, tehe).

Trial and error is my way it seems :)

gap
12-11-13, 05:44 PM
I also, most likely, will make a very simple chain for the mine and just do it as part of .eqp attaching it to a bone (I have an excess of bones in this file, tehe).

I agree, eqp file is probably the best choice. By following this path you can set two mine units (with and without chain), by using the same GR2 file. :up:

I don't know if equipments support the usage of the FollowParent controller, but probably yes. The main problem is that, provided that the chain is going to be a granny obect, you won't be able to put any controller straight on it. You can try placing the controller in a sim file, but I doubt it wold work (animation controllers are quite picky regarding their location). A possible workaround that came to my mind, is creating a dummy chain equipment as a dat object owning the appropriate controller, and linking the GR2 chain to it, through MargeCtrl and prt file.

Trial and error is my way it seems :)

And it is actually the way to go, considering that the creation of GR2 units is still in its experimental phase :yep:

Targor Avelany
12-12-13, 11:34 AM
Well, tiling is not working very well in materials/textures in GR2... At least not new, not that I was able to find to edit... Eeeesh... :hmmm:

Spent 4 hours yesterday trying to re-edit files and import a chain into GR2.... for some horrible reason GR2 just did not like the exported from .dat chain. Just no. Broke GR2 file every single time. Which is annoying somewhat.

Also, as a note, you cannot delete subsets from collision object. If you have more than 1 subset on collision object, it will not let you.

Also, deleting some bones is possible without breaking the file. And some bones can't be. So far no patter was found, so trial and error every single time.

gap
12-12-13, 01:57 PM
Well, tiling is not working very well in materials/textures in GR2... At least not new, not that I was able to find to edit... Eeeesh... :hmmm:

I couldn't find any example of tiled textures among stock units, and yes, I have the same problem with balloon's wires, though it is not very noticeable on them :hmmm:


Spent 4 hours yesterday trying to re-edit files and import a chain into GR2.... for some horrible reason GR2 just did not like the exported from .dat chain. Just no. Broke GR2 file every single time. Which is annoying somewhat.

That is odd. Isn't the chain just an elongated rectagle/cilynder? Have you checked that the problem isn't in the GR2 file you are using as base?


Also, as a note, you cannot delete subsets from collision object. If you have more than 1 subset on collision object, it will not let you.

Had about the same problem: GR2 Editor v 374.1 wouldn't let me to import a 1-material collision mesh in place of a 2-material one. I could delete one of the subsets manually and import the new mesh, but then the whole file was corrupted. After many attempts, I switched to v 320.1, repeated the above process, and all went flawlessy. I can upload the said version, if you don't have it :up:


Also, deleting some bones is possible without breaking the file. And some bones can't be. So far no patter was found, so trial and error every single time.

If memory serves me well, I had no problem deleting bones so far. The most common causes of corruption for me are bone/mesh renaming and material/texture deletion. This seems to happen more commonly with previously edited files than with 'clean' ones. Very annoying, indeed :-?

Targor Avelany
12-12-13, 02:17 PM
I couldn't find any example of tiled textures among stock units, and yes, I have the same problem with balloon's wires, though it is not very noticeable on them :hmmm:

Yep. I tried playing around with the tiling option in the materials, but it did not change anything. I aldo don't think it is a big deal on the chain: murky water, nobody is going to look at the chain anyhow...


That is odd. Isn't the chain just an elongated rectagle/cilynder? Have you checked that the problem isn't in the GR2 file you are using as base?

Oh, I'm very sure :) I used the same base for the chain as for the mine itself. I have about 40 GR2 file-copies from 1-40 of me subsequently saving, resaving, trying, changing and re-saving agian with various attempts and tricks :) Kind of a scary sight in the folder of test1.gr2, test2.gr2........ LOL


Had about the same problem: GR2 Editor v 374.1 wouldn't let me to import a 1-material collision mesh in place of a 2-material one. I could delete one of the subsets manually and import the new mesh, but then the whole file was corrupted. After many attempts, I switched to v 320.1, repeated the above process, and all went flawlessy. I can upload the said version, if you don't have it :up:

I'll check if I do have that version and let you know. The problem I find is that when one editor can do something that the other can't it leads a lot of time to inability for you to continue the editing as you can no longer open the file in the ORIGINAL editor. So the flow of editing becomes extremely important. But that also can be figured out only through trial.


If memory serves me well, I had no problem deleting bones so far. The most common causes of corruption for me are bone/mesh renaming and material/texture deletion. This seems to happen more commonly with previously edited files than with 'clean' ones. Very annoying, indeed :-?
It depends. For deleting I find that for some bones it is enough to move any meshes that are binded to them over somewhere temporarily. For some - no matter what you do it just breaks the file. It wont necessary break it in editor, but for example when you open it in Goblin you just wont see any meshes rendered due to some links being broken inside the file. But it opens fine! :yeah::06:

The renaiming of bones/meshes & deleting of materials: the bane.
I found only one solid way to rename bones/meshes: HEX editor. This way puts a restriction that is extremely important: the length of the names MUST MATCH (that is why you see on my MK17 bones with like ..."0001"). But it is the only sure and good way to rename any of the bones/meshes/skeletons/models.

Material.. Ugh... Most of the time I try and use existing materials. But sometimes it is just not possible or there are extra materials that I just plainly don't need. There is one GR2 editor (I'll post the version later, have to look at it when get home) that deletes materials just fine. The file also works with no problems in Goblin. But you definately brake something, as the latest GR2 will no longer open the file, stating that material pointer is missing. So I save this procedure to the last moment.

gap
12-12-13, 03:05 PM
Yep. I tried playing around with the tiling option in the materials, but it did not change anything.

Is there a tiling option among material properties? Never noticed it... and I have messed with them until yesterday :doh:


I aldo don't think it is a big deal on the chain: murky water, nobody is going to look at the chain anyhow...

If so, why don't you leave it as a dat object? Considering your other problem, it would make your life much easier :03:


Oh, I'm very sure :) I used the same base for the chain as for the mine itself. I have about 40 GR2 file-copies from 1-40 of me subsequently saving, resaving, trying, changing and re-saving agian with various attempts and tricks :) Kind of a scary sight in the folder of test1.gr2, test2.gr2........ LOL

So do I :haha:

...I am always a bit afraid to delete old file versions, even though I have more recent, working, versions... you never know.


I'll check if I do have that version and let you know. The problem I find is that when one editor can do something that the other can't it leads a lot of time to inability for you to continue the editing as you can no longer open the file in the ORIGINAL editor. So the flow of editing becomes extremely important. But that also can be figured out only through trial.

Fair enough :up:

Of course I have checked that files saved with v 320.1 of GR2 editor open correctly in the latest version of TDW's tool, as well as in Goblin and in game (I will post some screenies taken in game later).

On the other hand, the balloon won't open in GR2E v 332.1 (which I use commonly for bone editing), but this has nothing to do with my editing of it in v 320.1, as the former version also refuses to open the files that you originally sent to me...


It depends. For deleting I find that for some bones it is enough to move any meshes that are binded to them over somewhere temporarily. For some - no matter what you do it just breaks the file. It wont necessary break it in editor, but for example when you open it in Goblin you just wont see any meshes rendered due to some links being broken inside the file. But it opens fine! :yeah::06:

I see but, out of curiosity, what is the use of deleting a bone with a mesh attached to it, since we can't delete meshes? :hmm2:


The renaiming of bones/meshes & deleting of materials: the bane.
I found only one solid way to rename bones/meshes: HEX editor. This way puts a restriction that is extremely important: the length of the names MUST MATCH (that is why you see on my MK17 bones with like ..."0001"). But it is the only sure and good way to rename any of the bones/meshes/skeletons/models.

IIRC, the rule is using as new name a string of the same lenght as the old name. Another oddity: if I confirm the new name by clicking elsewhere in GR2 Editor's interface (moving the cursor away from the text editing field is often enough), there is an higher chance of corruption than if I confirm by pressing enter. :yep:

Material.. Ugh... Most of the time I try and use existing materials. But sometimes it is just not possible or there are extra materials that I just plainly don't need. There is one GR2 editor (I'll post the version later, have to look at it when get home) that deletes materials just fine. The file also works with no problems in Goblin. But you definately brake something, as the latest GR2 will no longer open the file, stating that material pointer is missing. So I save this procedure to the last moment.

Keep me informed if you find that version :salute:

gap
12-12-13, 06:45 PM
http://img23.imageshack.us/img23/3561/r68g.jpg

Get it from here:

http://www.mediafire.com/?072kg5r9bn6tq1e

Change list:


Meshes updated as per my description at post #4178 (http://www.subsim.com/radioroom/showpost.php?p=2145190&postcount=4178).
New materials: different materials created for each part/subset of the model;
Material property setting: added light reflections to the main material, and increased reflection map's luminosity and contrast.
Diffuse map improvement: many small corrections + slight sharpening.
Normal map implementation: map redone and set for being rendered in game.
GR2 files optimization: removed all the non-essential stuff still present in the files;


Todo list:


Damage modelling: still not finished, during my last tests the game crashed when planes crashed against the rigging cable;
AI interaction: AI planes still don't attack the balloon, and they don't try avoiding collisions with it.


The present update is fully working and, not including damage/collision controllers, should be immune from crashes. For quick testing, I have included within the same package a custom mission where five stuka's fly through (literally) a balloon barrage field of ten balloons placed at various altitudes.

I think Trevally can start placing balloons in campaign, while I work on ironing out the aforementioned limitations. A few more screen shots taken in game now: :sunny:

http://img24.imageshack.us/img24/2369/91du.jpg

http://img837.imageshack.us/img837/1898/kt69.jpg

http://img542.imageshack.us/img542/623/umtx.jpg

http://img39.imageshack.us/img39/4083/cz8o.jpg

Last: for comparison, a rare color photograph of the real thing (click to visit the source web page with HD version of the picture):

http://img543.imageshack.us/img543/9945/q56g.jpg (http://iliketowastemytime.com/2012/05/16/london-in-colour-during-ww2-14-pics)

Targor Avelany
12-12-13, 06:53 PM
YAY!!!!!!!!!!!!! :rock::rock::rock::rock::rock::rock::rock:

Good job, gap!!!

p.s. are you trying to add AI_ controller? that might be the reason the planes don't recognize it as an enemy unit...

gap
12-12-13, 07:04 PM
YAY!!!!!!!!!!!!! :rock::rock::rock::rock::rock::rock::rock:

Good job, gap!!!

I forgot to aknowledge once more you and privateer for your unvaluable assistance, and TDW for the extraordinary tool he has put in our hands. As noted many times (including our short discussion of today) GR2 Editor is still far from perfect, but with some patience, very cool things can be done with it. :yeah:


p.s. are you trying to add AI_ controller? that might be the reason the planes don't recognize it as an enemy unit...

I gave it just generic 'AI-unit' controller, which is probably not enough for the German Stuka's to "see" the enemy balloon. I hope that giving it a proper AI plane controller will also fix the ugly shortcut to desktop that I talked about in my previous post...

Targor Avelany
12-12-13, 08:02 PM
ok, so, here is I think where the problem might be: when I try to create the Collision controller, Goblin tells me: "There is something wrong with creation of collision controller! There is no world!"

What does this mean exactly????

gap
12-12-13, 08:32 PM
ok, so, here is I think where the problem might be: when I try to create the Collision controller, Goblin tells me: "There is something wrong with creation of collision controller! There is no world!"

What does this mean exactly????

I had the same message myself, but I think you can just ignore it: as a test, I tried giving a new collisionable object controller to one of the stock units, and the very same message popped up, which leads me to think that, supposed that there is a problem, it is not connected with something wrong in the GR2 file.

On the other hand, you should check that:

- if your GR2 file is named 'Mine', model, skeleton and main bone's names should also be called 'Mine';

- meshes should be named 'Mine_*', and bones that they are linked to, should have an identical name;

- the collision mesh, as well as its respective bone, should be named 'DMG_Col_Mine'

- equipment linking bones should be named 'cfg#*_Mine'.

I have come to the conclusion that the crash issue with the balloon model might be related, at least in part, with it not following the above rules. I am now working on amending the incoherent names but, due to the file corruption issue, doing it takes time. :dead:

On a side note: have you made sure that the "used in collision" box of your collision sphere is checked? The best way to check that your model can be collided, is going in free camera and trying to go through it with the camera.

pigzippa47
12-12-13, 08:55 PM
I've got Open Horizons 2.0, curious if I can update to 2.2 and keep playing my saved campaign.

I haven't updated yet but I'd like to. Do I need to perhaps create a new career and edit some files to keep playing with the new version?

Targor Avelany
12-12-13, 10:16 PM
Heh, the funny thing is that my model now won't load in the game... Ugh... Troubleshooting for the win

Targor Avelany
12-13-13, 03:11 AM
Eh.. Dummy me. Figured out the rendering..
Now, for some reason .prt file does not work for the chain in game. Works in the goblins perfectly, but not in game.
Collision is still an issue. Probably will have to see if I can follow your guidance, gap.

gap
12-13-13, 09:13 AM
Eh.. Dummy me. Figured out the rendering..

Do you mean the texture tiling issue? Let me know if you find anything interesting


Now, for some reason .prt file does not work for the chain in game. Works in the goblins perfectly, but not in game.

Which parts are you trying to link together? :hmm2:


Collision is still an issue. Probably will have to see if I can follow your guidance, gap.

That is weird. SH collision detection is relatively simple. Stripped down to its essential parts, the collision model used in game only requires a collisionable object controller and a number of collision spheres. An unit doesn't necessarily need to be liable to damage, for being collisionable: see OH's whale for an example.

Make sure to follow the suggestions in my previous posts as strictly as possible, and let me know if they work :salute:

Zuncha
12-13-13, 10:51 AM
Hey, thanks for this mod :salute:

Targor Avelany
12-13-13, 11:29 AM
Do you mean the texture tiling issue? Let me know if you find anything interesting

No, the model was not created in game at all. But it was my idiotic mistake: properly writing out the path to the model is the key :up:


Which parts are you trying to link together? :hmm2:

Mine and the chain. Figured that out too. Still a bit off (for some reason the chain renderes waaaay toooo low (looks separated) from the model. In the Goblin works fine though. But I'll get there.


That is weird. SH collision detection is relatively simple. Stripped down to its essential parts, the collision model used in game only requires a collisionable object controller and a number of collision spheres. An unit doesn't necessarily need to be liable to damage, for being collisionable: see OH's whale for an example.

Make sure to follow the suggestions in my previous posts as strictly as possible, and let me know if they work :salute:
Have no clue exactly what has changed, but the collision now works. And the boat gets damaged.
Now, the last thing is: the explosion and damage effects don't take place until the mine reaches bottom. The boat just kicks the mine, mine sinks and then blows up... Not exactly sure why or if its suppose to do it that way. I would assume that the explosion would be on contact.

gap
12-13-13, 03:26 PM
No, the model was not created in game at all. But it was my idiotic mistake: properly writing out the path to the model is the key :up:

I see :)


Mine and the chain. Figured that out too. Still a bit off (for some reason the chain renderes waaaay toooo low (looks separated) from the model. In the Goblin works fine though. But I'll get there.

:up:

Is there a reason for you changing plan about the usage of an equipment bone, instead of the MergeCtrl controller? As an aside, have you found a way to attach a FollowParent controller to the chain model?


Have no clue exactly what has changed, but the collision now works. And the boat gets damaged.


Now, the last thing is: the explosion and damage effects don't take place until the mine reaches bottom. The boat just kicks the mine, mine sinks and then blows up... Not exactly sure why or if its suppose to do it that way. I would assume that the explosion would be on contact.[/QUOTE]

Does the dat mine explode the same way?
Going by the 'Mine' zone settings in Zones.cfg, the explosion effect should be triggered immediately. I can have a look into the Mine_Explosion particle generator, in case it is set to have some delay :hmmm:

Targor Avelany
12-13-13, 03:33 PM
the reason for the MergeCtr usage: it just seems easy as heck :)
FollowParrent - haven't tried it, but will when I get home.

In regards to if the original dat unit acts same way - that is what i'm going to check when I get home today.

In regards to explosion, I also want to test it in the deeper water to see how would it work.

gap
12-13-13, 04:24 PM
the reason for the MergeCtr usage: it just seems easy as heck :)

yep, the one advantage of setting the chain as a configurable equipment is that, if Trevally is going to need chainless mines, or mines with chain of different lengths, it woul be easy creating proxy copies of your model (without having to physically clone its GR2 file), and equipping them with the appropriate chain model, or with no chain at all. :yep:


FollowParrent - haven't tried it, but will when I get home.

In regards to if the original dat unit acts same way - that is what i'm going to check when I get home today.

In regards to explosion, I also want to test it in the deeper water to see how would it work.

:up:

Targor Avelany
12-14-13, 02:03 PM
Haven't done too much with .eqp file before. What else will I need to do to get the equipment attached beside writing it out in the file?

gap
12-14-13, 02:18 PM
Haven't done too much with .eqp file before. What else will I need to do to get the equipment attached beside writing it out in the file?

Place the GR2 file containing the chain model in the library folder, and reference the name of its main bone in mine unit's eqp file (pointing it to the right cfg# bone in Mine's GR2). There are many types of equipment linking bones (for sensors, guns, searchlights, cargo, crew, etc), each denoted by its own letter.
In your case, the type used shouldn't make much difference. That's all you need to know, I think :up:

Targor Avelany
12-14-13, 05:02 PM
Hmm.. OK, let's try again then.

gap
12-14-13, 05:56 PM
Hmm.. OK, let's try again then.

:up:

Targor Avelany
12-14-13, 10:41 PM
can't figure out the .eqp part. Really annoying. :/\\!!

gap
12-15-13, 11:47 AM
can't figure out the .eqp part. Really annoying. :/\\!!

[Equipment 1]
NodeName=P01
LinkName=Mine_chain
StartDate=19380101
EndDate=19451231

The above is an example of a possible eqp file for your mine.

NodeName refers to a bone you should create in the the main mine model, as a child of the root bone where model's meshes are placed. Name it cfg#P01_*, where * = name of the GR2 file used for the mine = name of its model = name of its skeleton = name of its root bone.

LinkName refers to the root bone of the chain model. You can name it however you want, as far as you match the LinkName line with it.

Start and EndDate are quite self-explanatory.

Beware that neither GR2 Editor nor Goblin Editor preview equipments. You should check their correct placing in game :salute:

One last note: take it with a pinch of salt, but I have read somewhere that an empty line, possibly followed by a comment line (such as: '; END OF FILE'), might be required for SHIV (and 5?) to read all the eqp entries correctly.

Targor Avelany
12-15-13, 12:10 PM
[Equipment 1]
NodeName=P01
LinkName=Mine_chain
StartDate=19380101
EndDate=19451231The above is an example of a possible eqp file for your mine.

NodeName refers to a bone you should create in the the main mine model, as a child of the root bone where model's meshes are placed. Name it cfg#P01_*, where * = name of the GR2 file used for the mine = name of its model = name of its skeleton = name of its root bone.

LinkName refers to the root bone of the chain model. You can name it however you want, as far as you match the LinkName line with it.

Start and EndDate are quite self-explanatory.

Beware that neither GR2 Editor nor Goblin Editor preview equipments. You should check their correct placing in game :salute:

One last note: take it with a pinch of salt, but I have read somewhere that an empty line, possibly followed by a comment line (such as: '; END OF FILE'), might be required for SHIV (and 5?) to read all the eqp entries correctly.

That is exactly what I'm trying, gap, but it does not show up in game. Neither in a single unit to just check mission, nor in Trev's test mission.

gap
12-15-13, 04:34 PM
That is exactly what I'm trying, gap, but it does not show up in game. Neither in a single unit to just check mission, nor in Trev's test mission.

Have you tried changing cfg bone type? Maybe some equipment types are not rendered underwater. Try renaming it to cfg#H01_* (hydrophone) :hmm2:. Also make sure that the bone has a no offset/rotation, and offset chain's vertices so that its origin is the center of the mine model :hmm2:

bandit484
12-15-13, 11:30 PM
Can someone please tell me how to disable these radio messages. They are really getting annoying!PLEASE!!!!!:/\\!!:/\\!!:/\\!!

Silent Steel
12-16-13, 06:18 AM
Can someone please tell me how to disable these radio messages. They are really getting annoying!PLEASE!!!!!:/\\!!:/\\!!:/\\!!

Hi bandit,


1) Copy this folder; C:\Ubisoft\Silent Hunter 5\data\RadioMessages\English
2) Paste it anywhere you like for backup
3) Delete the same folder: C:\Ubisoft\Silent Hunter 5\data\RadioMessages\English

Trevally.
12-16-13, 06:25 AM
I think Trevally can start placing balloons in campaign, while I work on ironing out the aforementioned limitations.


:woot: Great work Gap - I will start on these this evening:yeah:

I've got Open Horizons 2.0, curious if I can update to 2.2 and keep playing my saved campaign.

I haven't updated yet but I'd like to. Do I need to perhaps create a new career and edit some files to keep playing with the new version?

You can if you are careful.
Wait until you have finished the campaign that you are on and save it just before you select the next campaign (i.e. HappyTimes etc)
Replace OHII v2 with v2.2 in the exact same part of your mod list.
Load your save and select the next campaign stage - this will load the newer files without conflict with your career.

It is a bit risky - so keep a few saves before
Also - v2.3 is only a few days away so hold off for that one perhaps

Hey, thanks for this mod :salute:

My pleasure :sunny:

Can someone please tell me how to disable these radio messages. They are really getting annoying!PLEASE!!!!!:/\\!!:/\\!!:/\\!!

OHII campaign messages are only a few per month - so unless you message tolerance level is very low - some other factor is responsible.

Try adjusting the message options in TDWs option editor (I did a guide for it if you search):up:

Trevally.
12-16-13, 06:29 AM
@ Gap and Targor

No rush for the mines guys - take you time:up:
I will add the new balloons and get an update about the mines then.
If we keep the dat ones as a backup and name Targors new gr2 ones with the same name - we can switch with an easy patch.
This way I can adjust the mines fields as Rongel wanted

:up:

Trevally.
12-16-13, 06:35 AM
:o have you seen this http://www.subsim.com/radioroom/showthread.php?t=209880 :o

I am by no way a good modder (just look at what TDW can do:doh:)

If you do vote for me - I must assume that you are voting for OHII. OHII is made by many people and like them I just want to make SH5 better.
OHII is a mod for subsim and SH5 players.

:subsim: + SH5

and thanks to Illyustrator for nominating OHII:)
http://www.subsim.com/radioroom/showpost.php?p=2005245&postcount=5

gap
12-16-13, 08:23 AM
:woot: Great work Gap - I will start on these this evening:yeah:

I am now considering setting the balloons as "Artillery" (unit type 403), and moving them in the land roster. How easy would be for you changing their campaign layer accordingly, once you have started adding them?

I can upload an update with the above changes in place, if this is going to do your work easier :up:

:o have you seen this http://www.subsim.com/radioroom/showthread.php?t=209880 :o

Voting right away :salute:

Trevally.
12-16-13, 08:40 AM
I am now considering setting the balloons as "Artillery" (unit type 403), and moving them in the land roster. How easy would be for you changing their campaign layer accordingly, once you have started adding them?

I can upload an update with the above changes in place, if this is going to do your work easier :up:

Ya - sure Gap
I have the old balloons in the environ layer so that they have no nation.
If you want them as type 403 - I may even make a new layer for all campaigns just for the balloons - perhaps even the new mines:hmmm:




Voting right away :salute:
:shucks:

gap
12-16-13, 09:15 AM
Ya - sure Gap
I have the old balloons in the environ layer so that they have no nation.
If you want them as type 403 - I may even make a new layer for all campaigns just for the balloons - perhaps even the new mines:hmmm:

Setting them the way I suggested would make our watch crew to report "coastal defences spotted" when balloons are in sight, which is pretty cool, and IMO better than having "aircraft", or nothing at all, reported instead. Moreover, if we stand a future chance of making the balloons collisionable/damageable as units (rather than as object editor-placed objects), we need to give them a CollisionableObject and an Unit_ controller, but making stationary air units not to crash on soil is not possible, and sea units are obviously not allowed on land.

I will upload an update before this evening :up:

Targor Avelany
12-16-13, 11:36 AM
@gap,
So, I cannot seem to make the chain work through .eqp. I will finish off the files today/tomorrow and send you 2 variasions: with .prt working chain and all the options I have for the .eqp file, but so far not working.
Maybe you will be able to figure it out. Please, please, pleaaaaasseee!!!! :wah:

gap
12-16-13, 11:40 AM
@gap,
So, I cannot seem to make the chain work through .eqp. I will finish off the files today/tomorrow and send you 2 variasions: with .prt working chain and all the options I have for the .eqp file, but so far not working.
Maybe you will be able to figure it out. Please, please, pleaaaaasseee!!!! :wah:

Send your files, and sure enough I will have a close look into them :salute:

Should we fail with the eqp chain, the prt version will still be a valid option :up:

Tiny
12-16-13, 01:30 PM
This is depressing, can't skip the tutorial and can't find the line that says "hascompletedtutorial = false/true".

Argh...!

Anyone had this?

Can't be bothered with this tutorial, don't even know if it keeps my difficulty settings. Did it first with external view enabled and then it crashed when I saved. Then with 100% and at least it didn't ctd.

Stuff like this that makes SH5 drive you mad sometimes.

THE_MASK
12-16-13, 03:28 PM
Will I have to start a new campaign with V2.3 :Kaleun_Crying:

Trevally.
12-16-13, 03:42 PM
Will I have to start a new campaign with V2.3 :Kaleun_Crying:

:hmmm:

New balloons etc may cause an issue - more likely they will just not load if new id is applied to them:hmmm:
I think it will be ok, but update will only take full effect with campaign progression :yep:

bandit484
12-16-13, 05:22 PM
Hi bandit,


1) Copy this folder; C:\Ubisoft\Silent Hunter 5\data\RadioMessages\English
2) Paste it anywhere you like for backup
3) Delete the same folder: C:\Ubisoft\Silent Hunter 5\data\RadioMessages\English

Thank you Silent Steel I really appreciate your post. These messages were starting to drive me crazy! But no more thanks to your help!:salute::salute::salute:

Illyustrator
12-16-13, 05:38 PM
:o have you seen this http://www.subsim.com/radioroom/showthread.php?t=209880 :o

I am by no way a good modder (just look at what TDW can do:doh:)

If you do vote for me - I must assume that you are voting for OHII. OHII is made by many people and like them I just want to make SH5 better.
OHII is a mod for subsim and SH5 players.

:subsim: + SH5

and thanks to Illyustrator for nominating OHII:)
http://www.subsim.com/radioroom/showpost.php?p=2005245&postcount=5

Trevally, you're too modest.
I'm far from SH5. Accidentally saw Post-vote. And happy to have made a choice.
Good luck to You!:salute:

P.S. TDW are no equal. He is the best and only one. He should be rewarded without a vote every year. :O:

Madox58
12-16-13, 05:47 PM
I Voted for you Trevally.
:rock:

THE_MASK
12-16-13, 05:52 PM
I voted for you Trevally . Any chance to include Expanded Navies by Cybermat47 v.1.0.01 in OH2.3 ?

gap
12-16-13, 06:01 PM
Trevally, you're too modest.
I'm far from SH5. Accidentally saw Post-vote. And happy to have made a choice.
Good luck to You!:salute:

P.S. TDW are no equal. He is the best and only one. He should be rewarded without a vote every year. :O:


I agree with everything you said :yep:

I Voted for you Trevally.
:rock:

:up:

Katze
12-16-13, 11:50 PM
Hi Trevally, a small spelling mistake in Monsun Gruppe: Passage into the Rising Sun. The Mission Objective entries in the Captain's Log have 'Rendezvous' spelled incorrectly as 'Rondevu'.

PS: no hurry on the next OH2 version as I'm farther in the game than any time in the past 2 years; I don't want to restart a new campaign yet!
I do look forward to the the next version though.

Silent Steel
12-17-13, 02:34 AM
These messages were starting to drive me crazy! But no more thanks to your help!:salute::salute::salute:


:up: :D

Silent Steel
12-17-13, 02:36 AM
I Voted for you Trevally.
:rock:

Me too :rock:

Silent Steel
12-17-13, 02:40 AM
This is depressing, can't skip the tutorial and can't find the line that says "hascompletedtutorial = false/true"


:hmm2:

Did you try this?

Open in e.g. Note Pad

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6846

Make sure you save it in .cfg format

Trevally.
12-17-13, 09:14 AM
Trevally, you're too modest.
I'm far from SH5. Accidentally saw Post-vote. And happy to have made a choice.
Good luck to You!:salute:

P.S. TDW are no equal. He is the best and only one. He should be rewarded without a vote every year. :O:


I Voted for you Trevally.
:rock:

I voted for you Trevally . Any chance to include Expanded Navies by Cybermat47 v.1.0.01 in OH2.3 ?

Hi Trevally, a small spelling mistake in Monsun Gruppe: Passage into the Rising Sun. The Mission Objective entries in the Captain's Log have 'Rendezvous' spelled incorrectly as 'Rondevu'.

PS: no hurry on the next OH2 version as I'm farther in the game than any time in the past 2 years; I don't want to restart a new campaign yet!
I do look forward to the the next version though.

Me too :rock:

Wow - thanks guys:shucks:

@Sober - Yes, I will PM cybermat
@Katze - thanks for the info
:up:

gap
12-17-13, 01:46 PM
@ Trevally

sorry for the delay. I have carried several tests with IRAI .37 enabled. My conclusions below:


No matter their height setting in ME2, land units (types 400-408) are always placed in game with the origin of their meshes on ground.


Aicraft's AI simply ignores land units and other air units (types 300-308); i.e. it doesn't try avoiding collision with them, and doesn't engage hostile units of the said types.


'Environmental' air units (type 306) are not reported by our watchcrew, and they don't show up in the TAI map, but they can still attack hostile sea or submarine units.


Provided that their sim and zon files are set opportunely, type 306 units are also fully collisionable, receiving and causing damage on impact with other collisionable objects.


For damage detection to work properly, each unit requires a unit_* controller in its sim file, appropriate to its own UnitType. Talking about air unit types, the correct controller is unit_Airplane. A wrong or missing unit controller will result in immediate crash on collision detection.


Air units with an unit_Airplane controller will crash on soil if their speed is set to 0 in ME2 :dead:


Summing up: perhaps changing balloon's type to one of the land Id's could be a good idea in future, but it would require the editing of its meshes (this is not a big dela anyway) and giving up the possibility of setting various heights for it. :hmmm:

In any case, for the moment being I would stick to the current settings (i.e. British air roster, unit type 306) and, following your suggestion, I would place the balloon in a new campaign layer, for ease of future editing.

What do you think?

Trevally.
12-17-13, 03:50 PM
sorry for the delay.

No need to rush Gap - its ok:sunny:

In any case, for the moment being I would stick to the current settings (i.e. British air roster, unit type 306) and, following your suggestion, I would place the balloon in a new campaign layer, for ease of future editing.

What do you think?

Do we want the watch crew to call out if a balloon is spotted as they would if set to British:06:

Yes - new layers for both the mines and balloons will make edits and any trouble shooting easier:up:

gap
12-17-13, 04:54 PM
Do we want the watch crew to call out if a balloon is spotted as they would if set to British:06:

Friendly and neutral ship/planes are reported as well as enemy ones.

On the other hand, setting the balloon as an environmental type, or not giving it a cmdr controller, will result in it not being reported. In other words, as it is now, the balloon is invisible to our watch crew :yep:

The main reason for putting our balloons in the British roster, is keeping the door open to a future pacth which, if possible, will expose them to Luftwaffe raids.

Yes - new layers for both the mines and balloons will make edits and any trouble shooting easier:up:

:up:

zzz1
12-17-13, 11:24 PM
Me too :rock:

Me too :rock:

------------------------

By the way, guys, i'm having a little bit problem here, i've OHII and other major mod installed except IRAI when i start a new campaign, and now i've completed my patrol and returning to bunker, saving and then exit the game, and now i'm trying to install the IRAI mod in this order :

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

NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_New_radio_messages_German
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
NewUIs_TDC_7_4_2_WWIIInterface_by_naights
Large Optics for TDW UI 16 by 9
FX_Update_0_0_22_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith (Note : the IRAI patch already installed)
OPEN HORIZONS II_full v2.2
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally
...other mod...


And the game always crashes to desktop whenever i load my campaign savegame (OHII - Atlantic Air Gap)

So my question is : Is it the IRAI that didn't support mid campaign install or it's the OHII that didn't support IRAI without start a new campaign?

Sorry for being a bother, guys.:-?

Kretschmer the IV
12-18-13, 10:23 AM
Hi guys,

i have a question:

I am currently playing operation Drumbeat and i called in the coordinates for refuelling in the middle of the atlantic. After refuelling the refuelling ship (no sub) is following me - even when i am submerge. :doh:

Then i stopped and it crashed right into me. Wtf!? Any ideas? Currently i am sailing to new york followed by this ship hoping someone is destroying it :D

Katze
12-18-13, 11:23 AM
Hi guys,

i have a question:

I am currently playing operation Drumbeat and i called in the coordinates for refuelling in the middle of the atlantic. After refuelling the refuelling ship (no sub) is following me - even when i am submerge. :doh:

Then i stopped and it crashed right into me. Wtf!? Any ideas? Currently i am sailing to new york followed by this ship hoping someone is destroying it :D

I had the same thing happen to me with the first resupply ship in Monsun Gruppe: Passage into the Rising Sun. I thought it was just coincidence. Unfortunately I sunk after ramming at 512 TC so I'm set back a couple of days.

bandit484
12-19-13, 01:11 AM
We'll it took me 6 months to reach the Final Years Campaign. Anybody have any advice on how to proceed without getting killed?:arrgh!:

Kretschmer the IV
12-19-13, 02:54 AM
I had the same thing happen to me with the first resupply ship in Monsun Gruppe: Passage into the Rising Sun. I thought it was just coincidence. Unfortunately I sunk after ramming at 512 TC so I'm set back a couple of days.

Well i guess i have to man my deck gun and do some practice...

Trevally.
12-19-13, 12:52 PM
Me too :rock:
:shucks::up:


And the game always crashes to desktop whenever i load my campaign savegame (OHII - Atlantic Air Gap)

So my question is : Is it the IRAI that didn't support mid campaign install or it's the OHII that didn't support IRAI without start a new campaign?

Sorry for being a bother, guys.:-?

Installing IRAI when you are mid campaign with OHII is ok - just do it when you are in the bunker.
If that is what you did - then there is some other problem:hmmm:

Trevally.
12-19-13, 12:56 PM
Hi guys,

i have a question:

I am currently playing operation Drumbeat and i called in the coordinates for refuelling in the middle of the atlantic. After refuelling the refuelling ship (no sub) is following me - even when i am submerge. :doh:

Then i stopped and it crashed right into me. Wtf!? Any ideas? Currently i am sailing to new york followed by this ship hoping someone is destroying it :D

I had the same thing happen to me with the first resupply ship in Monsun Gruppe: Passage into the Rising Sun. I thought it was just coincidence. Unfortunately I sunk after ramming at 512 TC so I'm set back a couple of days.

Yes - there is a bug here and I do not know if it happens due to the patcher fix for refuelling:hmmm:

The only way I have found to fix it is to sail at full speed until you are out of range of the tanker (30km:huh:)
I can't remember if a save load fixes it just like it does the other bug when a DD will latch onto you at a few km and stay there.

Well i guess i have to man my deck gun and do some practice...

This may cause a ctd if you use TDWs UI

Trevally.
12-19-13, 12:57 PM
We'll it took me 6 months to reach the Final Years Campaign. Anybody have any advice on how to proceed without getting killed?:arrgh!:

Good job:woot:

Kretschmer the IV
12-19-13, 01:28 PM
Yes - there is a bug here and I do not know if it happens due to the patcher fix for refuelling:hmmm:

The only way I have found to fix it is to sail at full speed until you are out of range of the tanker (30km:huh:)
I can't remember if a save load fixes it just like it does the other bug when a DD will latch onto you at a few km and stay there.



This may cause a ctd if you use TDWs UI

Actually a plane appeared and i took a dive, watched via periscope how it perfectly placed a bomb on the refuelling ship and it went to the reefs :yeah:

mikaelanderlund
12-20-13, 08:31 AM
2.3. any release before Christmas? :salute:

Trevally.
12-20-13, 02:36 PM
2.3. any release before Christmas? :salute:

Hi Mike - yes I will add the balloons this weekend and release the new version.
The new gr2 mines can be added with a patch until version 2.4:up:

Trevally.
12-20-13, 02:39 PM
I have good news:sunny:

Cybermat has allowed me to add his mod Expanded Navies (http://www.subsim.com/radioroom/showthread.php?t=198422) to OHII

Trevally.
12-20-13, 02:52 PM
More good news:D

I have been awarded a badge for best mod/modder of 2013:shucks:
I want to donate this award to OHII as it is the thing that deserves it - not me.

So thanks to everyone who has work on and given time, mods and advice:sunny:

Zedi
TheDarkWraith
Reaper07
SteelViking,
Uekel
Rongel
Stormfly
AOTDMadMax
stoianm
Obelix
TheDivingDuck
Gap
TheBeast
Sober
Thfeu58
Cybermat
privateer
Obilex
Illyustrator
Targor
SilentSteel
Cerberus
Ruby2000
Ustahl
Echolot
Serge

sorry if I missed you

mikaelanderlund
12-20-13, 03:40 PM
Hi Mike - yes I will add the balloons this weekend and release the new version.
The new gr2 mines can be added with a patch until version 2.4:up:

Great news :salute:

Thanks!
Mikael

KaiserKruez
12-20-13, 04:06 PM
Awesome Mod
im looking forward to the future version(s)

Targor Avelany
12-20-13, 04:18 PM
Hi Mike - yes I will add the balloons this weekend and release the new version.
The new gr2 mines can be added with a patch until version 2.4:up:

I'm going to be sending the files to gap today to see why the .eqp files not working. Otherwise the mines are ready, as they can work with the MergeCtrl for the chain.

And Congratulations to you for the badge!!!!!!!! :woot:

Madox58
12-20-13, 04:38 PM
More good news:D

I have been awarded a badge for best mod/modder of 2013:shucks:
I want to donate this award to OHII as it is the thing that deserves it - not me.

So thanks to everyone who has work on and given time, mods and advice:sunny:

Zedi
TheDarkWraith
Reaper07
SteelViking,
Uekel
Rongel
Stormfly
AOTDMadMax
stoianm
Obelix
TheDivingDuck
Gap
TheBeast
Sober
Thfeu58
Cybermat
privateer
Obilex
Illyustrator
Targor
SilentSteel
Cerberus
Ruby2000
Ustahl
Echolot
Serge

sorry if I missed you

You earned it Mate.
:salute:

gap
12-20-13, 04:52 PM
More good news:D

I have been awarded a badge for best mod/modder of 2013:shucks:


Having two of the "best of 2013" here in the SH5 section, (you and Fifi) feels so good!

:Kaleun_Applaud::Kaleun_Party::Kaleun_Thumbs_Up: :Kaleun_Cheers:

I'm going to be sending the files to gap today to see why the .eqp files not working. Otherwise the mines are ready, as they can work with the MergeCtrl for the chain.

:up:

volodya61
12-20-13, 06:24 PM
Congratulations, John!!!
Thank you for all your work :salute:

THE_MASK
12-20-13, 07:27 PM
I probably wouldn't bother playing SH5 if it wasn't for all your work on OH2 , congrats .

Cybermat47
12-20-13, 07:28 PM
Good job, Trevally :woot:

zzz1
12-21-13, 02:18 AM
Installing IRAI when you are mid campaign with OHII is ok - just do it when you are in the bunker.
If that is what you did - then there is some other problem:hmmm:

Yep that's what i did, I'll try to reinstall the IRAI then. :hmph:

Thanks for the reply by the way!:salute:

mobucks
12-21-13, 02:56 AM
congratulations! well deserved!:rock:

Trevally.
12-21-13, 04:56 AM
Great news :salute:
Thanks!
Mikael

Awesome Mod
im looking forward to the future version(s)

You earned it Mate.
:salute:

Having two of the "best of 2013" here in the SH5 section, (you and Fifi) feels so good!


Congratulations, John!!!
Thank you for all your work :salute:

I probably wouldn't bother playing SH5 if it wasn't for all your work on OH2 , congrats .

Good job, Trevally :woot:

Yep that's what i did, I'll try to reinstall the IRAI then. :hmph:

Thanks for the reply by the way!:salute:

congratulations! well deserved!:rock:

Thanks guys - I am really chuffed to bits:sunny:

Cybermat47
12-21-13, 04:59 AM
Thanks guys - I am really chuffed to bits:sunny:

I'll bet.

I'm not sure if I actually deserve mine :hmmm:

Trevally.
12-21-13, 05:00 AM
I'm going to be sending the files to gap today to see why the .eqp files not working. Otherwise the mines are ready, as they can work with the MergeCtrl for the chain.

ok - thanks Targor
I have to go Christmas shopping with my wife today and I don't expect to be back for many hours:wah:

I will start with the balloons and get them set in a new layer and then ready the next layer for you mines:)


And Congratulations to you for the badge!!!!!!!! :woot:

:shucks:

Trevally.
12-21-13, 05:01 AM
I'll bet.

I'm not sure if I actually deserve mine :hmmm:

Ah yes you do Mat - Subsim is a large site and some of us just hang about in one corner. You are contributing all over:yeah:

archer9
12-21-13, 07:47 AM
Is there a limit to GRT of a ship for it count towards the sinking goal in Coastal Waters? I've sunk two huge liners and an aircraft carrier and none of them counted towards the mission objective (the bar didn't move forward). :hmmm: And yes, I am 100% sure I sunk them within the highlighted mission area.

gap
12-21-13, 08:33 AM
I'll bet.

I'm not sure if I actually deserve mine :hmmm:

ops... sorry Cybermat, forgot to mention you among the 'SH5ers' who were awarded. Heartfelt congratulations to you too :yeah:

ok - thanks Targor
I have to go Christmas shopping with my wife today and I don't expect to be back for many hours:wah:

I'll bet taht being a best of subsim and a good husband at the same time is not always easy :D :up:

zzz1
12-21-13, 12:00 PM
Is there a limit to GRT of a ship for it count towards the sinking goal in Coastal Waters? I've sunk two huge liners and an aircraft carrier and none of them counted towards the mission objective (the bar didn't move forward). :hmmm: And yes, I am 100% sure I sunk them within the highlighted mission area.

hm..:hmmm: This??
Are you using the EXE patcher ?
http://www.subsim.com/radioroom/showthread.php?t=181433
If using the EXE patcher don't enable any of the Disable orbit Listener patches

I'm pretty sure there are no limit to GRT towards the goal:hmm2: :
http://imagizer.imageshack.us/v2/xq90/17/sh8t.jpg
As you can see, my tonnage. lol

Illyustrator
12-21-13, 02:11 PM
:)Trevally,
My congratulations with the well-deserved award - Best of SUBSIM 2013.
:salute:

Targor Avelany
12-21-13, 04:03 PM
ok - thanks Targor
I have to go Christmas shopping with my wife today and I don't expect to be back for many hours:wah:

I will start with the balloons and get them set in a new layer and then ready the next layer for you mines:)




:shucks:

All is good. I'm still having periodical trouble with couple of things, so don't worry about the mines, I can make em into an addon mod until next release.
For some awful reason my dmg model is not working as intended agian.... :nope::/\\!!

archer9
12-21-13, 04:07 PM
hm..:hmmm: This??


I'm pretty sure there are no limit to GRT towards the goal:hmm2: :


Hmm, I'm using the patcher but I don't have orbit listener patches enabled.

zzz1
12-21-13, 08:08 PM
:)Trevally,
My congratulations with the well-deserved award - Best of SUBSIM 2013.
:salute:

Congrats Trevally! :Kaleun_Salute::Kaleun_Salute:

Otto Kretschmer : :Kaleun_Applaud::Kaleun_Salute:

----------------

Hmm, I'm using the patcher but I don't have orbit listener patches enabled.

Hm..:hmmm: I don't know exactly your problem but, are your problem the same as this?

"Progress bar does not fill - OH II .2." Thread : http://www.subsim.com/radioroom/showthread.php?p=2147441#post2147441

Hi vattila:salute:

There are only two known reasons for the bar not to fill when the correct objective conditions are met.

First is the orbit as posted by Sober
The second is a cracked .exe

There is a fix for the first but not the second

archer9
12-22-13, 04:52 AM
Ok, I double checked the patcher, turns out I did have orbit listener patches enabled after all. :up: Will test a savegame prior to attacking the carrier to be sure.

THE_MASK
12-22-13, 07:02 AM
Ok, I double checked the patcher, turns out I did have orbit listener patches enabled after all. :up: Will test a savegame prior to attacking the carrier to be sure.You will have to start a new career :yep:

Trevally.
12-22-13, 07:44 AM
Open Horizons II v2.3

See post 1 for download


Added Serge65 fixes for aeroplane guns - Thanks Serge
Added war start radio messages as campaign messages
Added Rongels fixes for PT boat burning, rendering NMFMPC_Z and some terrain. - thanks Rongel
Added Sobers terrain fixes from v2.2 - Thanks Sober
Fixes bad spelling in Baltic area
Added more risk to the Scapa raid
Added some lithuania ships to Memel adjusted the jumpers
Increased fps when in wilhelmshaven
Removed convoys leaving Kiel when player in port (TG, MN, WA & TP)
Greatly reduced traffic leaving Kiel when player in port(TG, MN, WA & TP)
Added Rongels fix for Taihosan
Fixed the full speed issue with single ships
Fixed the South African flag is upside down when viewed in-game. thanks to Katze for the information
Fixed typo in Distant_Waters\MissionBriefingText.tsr
Fixed mission markers for Soviet Waters in Arctic Convoys
Removed the old and added the new balloons - thanks Gap, privateer and Targor
Added more whales
Reduced fps hit from mines
Added Cybermats Expanded Navies - thanks Mat
Stopped using parts - v2.3 and onward will be full only


:|\\

Trevally.
12-22-13, 07:47 AM
Modders changes only version here

http://www.4sync.com/archive/hYJnH91I/OPEN_HORIZONS_II_v23_changes_o.html

:up:

gap
12-22-13, 07:58 AM
Open Horizons II v2.3

See post 1 for download

:|\\

Modders changes only version here

http://www.4sync.com/archive/hYJnH91I/OPEN_HORIZONS_II_v23_changes_o.html

:up:

Well done Trevally, and good idea about the 'modders changes version' :yeah:


All is good. I'm still having periodical trouble with couple of things, so don't worry about the mines, I can make em into an addon mod until next release.
For some awful reason my dmg model is not working as intended agian.... :nope::/\\!!

Just a thought: have you tried reimporting the model in a fresh GR2 file? IIRC granny objects need a 'bounding sphere' (automatically computed) which might get corrupted at times :hmm2:

Hmm, I'm using the patcher but I don't have orbit listener patches enabled.

Since when has the problem started? :hmm2:

Trevally.
12-22-13, 08:05 AM
Thanks Gap - have you noticed that we have the same number of posts now

gap
12-22-13, 09:09 AM
Thanks Gap - have you noticed that we have the same number of posts now

yep, it seems I have spammed this forum more than I should have, this last year :D

P.S: yesterday I have received a PM by Iambecomelife which might concern OH. It is about time to add more variety to SH5 ships. Going to reply Iambecomelife's message right away :03: :up:

volodya61
12-22-13, 10:51 AM
Open Horizons II v2.3

See post 1 for download

Thank you! :up:

I'm going back to the game in the near future and these changes perhaps might be able to cure some of the old problems.. I mean reduced Kiel and Wilhelmshaven traffic.. :salute:

Trevally.
12-22-13, 10:56 AM
I hope so Volodya

volodya61
12-22-13, 10:57 AM
Forgot to ask, what about Harbour Addition mod? Can we still use the version reworked for the OHII 2.2?

Echolot
12-22-13, 11:14 AM
Open Horizons II v2.3

See post 1 for download

Modders changes only version here

http://www.4sync.com/archive/hYJnH91...changes_o.html (http://www.4sync.com/archive/hYJnH91I/OPEN_HORIZONS_II_v23_changes_o.html)

Thank you very much Trevally and friends.

:sunny:

Trevally.
12-22-13, 11:20 AM
Forgot to ask, what about Harbour Addition mod? Can we still use the version reworked for the OHII 2.2?

No Volodya - I will have to make an update for it
Should not take long:up:

Thank you very much Trevally and friends.

:sunny:

Your welcome Echolot:sunny:

volodya61
12-22-13, 11:47 AM
No Volodya - I will have to make an update for it
Should not take long:up:

Maybe it's time to add it to the OHII main mod? :hmmm:
As I can see HanSolo doesn't want to support it or make other versions.. what do you think?

mikaelanderlund
12-22-13, 12:58 PM
Thank you very, very :up::salute: much

THE_MASK
12-22-13, 02:49 PM
Watch sobers campaign .
http://www.youtube.com/watch?v=vUi1PdYn5nk
Leaving Memel for start of new OH2 .3 campaign 23/12/2013 .
http://i42.tinypic.com/2mw8bvo.jpg

zzz1
12-22-13, 11:33 PM
Open Horizons II v2.3

See post 1 for download



:|\\

Woah! :salute::rock:

By the way, I have a question regarding the update, can i install it and load my mid campaign data? (OHII v2.2 - Atlantic Air Gap) :hmm2:
Of course i will back to the bunker first before i install it. lol

Cybermat47
12-23-13, 12:42 AM
What mods should I uninstall to make the new version install without stressing me out?

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

Accurate German Flags
sobers game loading tips SH5
DBM Background Video
Dynamic Environment SH5 Basemod (normal ) V2.1
DynEnv 2.1 SkyColor Hotfix DarkerNights
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
SH5 Longer Repairs v.1
FX_Update_0_0_19_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_2_0_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
smaller flags for Warships 1_0b
Trevally Harbour & Kiel Canal Pilot v2.9
North Atlantic Green 1.1
NDB,NDH OM#1 - No Dialog Indicator
OPEN HORIZONS II_full v2.2
War Patrols by Cybermat47 ALPHA
AI sub crew type II fix by Cybermat47
OHII Type IID patch by Cybermat47
Expanded Navies by Cybermat47 v.1.0.02
Auxiliary Cruiser Guns v.1.0.00
The Ships That Never Were v.0.0.01
MightyFine Less Annoying Footsteps 1.0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
IRAI_0_0_37_ByTheDarkWraith
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally
Happy Times v.1.0.00
Depth Charge Range Fix
Battle of the Denmark Strait
ASDIC_alternate_sound
Critical hits 1.1 Torpedos
Grossdeutscher Rundfunk
Flower_Class_Corvette_Pack
DBSM_Music_1_0_4
silentmichal's interior mod 1.2.3
SH5 External Cargo 1.0
DeckKannon
TDW_No_Hydrophone_On_Surface_1_1_0
TDW_Ship_Inertia_1_1_0

Silent Steel
12-23-13, 05:50 AM
I have been awarded a badge for best mod/modder of 2013


Well-deserved :yep: :Kaleun_Cheers:

Silent Steel
12-23-13, 05:58 AM
I'm going back to the game in the near future

:woot::Kaleun_Applaud:

Наконец!
Счастливого рождества Володя

vdr1981
12-23-13, 06:22 AM
Great job Trevally and others!:up:

Just one question...

[RadioRoom]
Multiplier=1.000000
Flotability=0.000000
HitPoints=50
Destructible=No
Armor Level=-0.25

These are your changes Gap , right?
Is it OK to have decimal number for negative armor values? IIRC negative values could be only whole numbers like -1, -2, -3 ... Armor settings of parent object, 2x parent object 3x and so on...

gap
12-23-13, 07:49 AM
These are your changes Gap , right?

yep :yep:


Is it OK to have decimal number for negative armor values? IIRC negative values could be only whole numbers like -1, -2, -3 ... Armor settings of parent object, 2x parent object 3x and so on...

I thought so until recently, but TDW told me that decimal values are also valid when 'negative' armor settings are used.:up:

Rongel
12-23-13, 10:57 AM
Congrats Trevally for the award and for the new version of OH II! :woot:

Now that it's out, I'll include it to the megamod, and after some testing, it can finally be released, this will happen in January I think!

And merry Christmas to all Subsimmers!

vdr1981
12-23-13, 12:28 PM
yep :yep:



I thought so until recently, but TDW told me that decimal values are also valid when 'negative' armor settings are used.:up:

Very well then! Cheers! :up:

flamm
12-23-13, 02:03 PM
Hi, Trevally! Playing OH since v1.2 and I want to say thank you for your great job.
Glad you got an award. You deserved it.

I found a minor bug trying to watch a japanese midget sub in Museum and getting a CTD every time.

Files in my data\Submarine\NS_Ko_Hyoteki\ are:
jap_sub.sim
jap_sub.zon
NS_Ko_Hyoteki.cfg
NS_Ko_Hyoteki.eqp

I thought sim, zon, cfg and eqp files must have the same name...:06:
I renamed jap_sub.sim to NS_Ko_Hyoteki.sim and jap_sub.zon to NS_Ko_Hyoteki.zon.
Submarine appeared in museum:

http://4put.ru/pictures/small/810/2490473.jpg (http://4put.ru/view-max-picture.php?id=2490473)

Was that a bug?
Are there any negative consequences of this?

gap
12-23-13, 02:06 PM
Very well then! Cheers! :up:

:salute:

bandit484
12-23-13, 02:35 PM
How do I reenable contacts on the map? I already made sure that my option settings are correct but I can't see any ships on the map even though I am looking at them from the conning tower.:hmmm:

bandit484
12-23-13, 02:44 PM
Never mind I just found what I was looking for. I forgot about the options screen that you can bring up during your patrol. I feel really stupid.:har::haha::rotfl2:

bandit484
12-23-13, 03:48 PM
Trevally what did you do to the enemy sensors? They are like super human now .:down:

THE_MASK
12-23-13, 09:44 PM
Are these errors ok ?
Classes errors:
D:\Silent Hunter 5\data\Air\Barrage_Balloon\Barrage_Balloon.eqp doesn't exist!
D:\Silent Hunter 5\data\Air\Barrage_Balloon\Barrage_Balloon.sns doesn't exist!
D:\Silent Hunter 5\data\Air\Lowres_Arado\Lowres_Arado.cfg missing!
D:\Silent Hunter 5\data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg missing!
D:\Silent Hunter 5\data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg missing!
D:\Silent Hunter 5\data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_S wordfish.cfg missing!
D:\Silent Hunter 5\data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg missing!
D:\Silent Hunter 5\data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg missing!
D:\Silent Hunter 5\data\Sea\NCL_Leander\NCL_Leander.sns doesn't exist!
D:\Silent Hunter 5\data\Sea\NDD_Type36A\NDD_Type36A.cfg missing!
D:\Silent Hunter 5\data\Land\LAB_LargeAirBaseGB_MG\LAB_LargeAirBase GB_MG.cfg missing!
D:\Silent Hunter 5\data\Land\LAB_NormalAirBaseGB_MG\LAB_NormalAirBa seGB_MG.cfg missing!
D:\Silent Hunter 5\data\Land\LAB_SmallAirBaseGB_MG\LAB_SmallAirBase GB_MG.cfg missing!

Cybermat47
12-23-13, 09:59 PM
Hi, Trevally! Playing OH since v1.2 and I want to say thank you for your great job.
Glad you got an award. You deserved it.

I found a minor bug trying to watch a japanese midget sub in Museum and getting a CTD every time.

Files in my data\Submarine\NS_Ko_Hyoteki\ are:
jap_sub.sim
jap_sub.zon
NS_Ko_Hyoteki.cfg
NS_Ko_Hyoteki.eqp

I thought sim, zon, cfg and eqp files must have the same name...:06:
I renamed jap_sub.sim to NS_Ko_Hyoteki.sim and jap_sub.zon to NS_Ko_Hyoteki.zon.
Submarine appeared in museum:

http://4put.ru/pictures/small/810/2490473.jpg (http://4put.ru/view-max-picture.php?id=2490473)

Was that a bug?
Are there any negative consequences of this?

Thanks, you just solved a problem I accidently caused :up:

volodya61
12-24-13, 01:15 AM
Are these errors ok ?..

IIRC that's OK.. 95% of these errors are from stock game and missing files don't needed in the game..

gap
12-24-13, 03:06 AM
Are these errors ok ?

IIRC that's OK.. 95% of these errors are from stock game and missing files don't needed in the game..

I can confirm :yep:

Trevally.
12-24-13, 08:12 AM
Watch sobers campaign .
http://www.youtube.com/watch?v=vUi1PdYn5nk
Leaving Memel for start of new OH2 .3 campaign 23/12/2013 .


:haha::har::rotfl2: I love Memel too:D

Woah! :salute::rock:

By the way, I have a question regarding the update, can i install it and load my mid campaign data? (OHII v2.2 - Atlantic Air Gap) :hmm2:
Of course i will back to the bunker first before i install it. lol

I have not tested this so perhaps you can let us know.
Where I have removed things from campaign (i.e old balloons) I have left the unit in to stop ctds if users update and use an old save (career)
So it might work ok - the full upgrade will only happen when you progress to next stage.

Please let us know how you get on if you do update:up:
Well-deserved :yep: :Kaleun_Cheers:

Great job Trevally and others!:up:



Thanks guys:up:

Trevally.
12-24-13, 08:17 AM
Maybe it's time to add it to the OHII main mod? :hmmm:
As I can see HanSolo doesn't want to support it or make other versions.. what do you think?

I still want to keep it apart from OHII - esp due to Kiel issues that some have
I will make the update shortly
:up:

Congrats Trevally for the award and for the new version of OH II! :woot:

Now that it's out, I'll include it to the megamod, and after some testing, it can finally be released, this will happen in January I think!

And merry Christmas to all Subsimmers!

Great Rongel - looking forward to it:yeah:

I see you are playing sim3 :o :D
I am on TW RomeII and thinking about modding it:hmm2:

Hi, Trevally! Playing OH since v1.2 and I want to say thank you for your great job.
Glad you got an award. You deserved it.


Thanks Flamm and thanks again for sticking with OHII through all those versions - that is now some time passed:salute:

I found a minor bug trying to watch a japanese midget sub in Museum and getting a CTD every time.

Files in my data\Submarine\NS_Ko_Hyoteki\ are:
jap_sub.sim
jap_sub.zon
NS_Ko_Hyoteki.cfg
NS_Ko_Hyoteki.eqp

I thought sim, zon, cfg and eqp files must have the same name...:06:
I renamed jap_sub.sim to NS_Ko_Hyoteki.sim and jap_sub.zon to NS_Ko_Hyoteki.zon.
Submarine appeared in museum:


Thanks again Flamm - I will issue a patch to fix this:up:
:salute:

gap
12-24-13, 09:41 AM
@ Trevally

have you seen this? :hmm2:

OT , I cannot enter Kiel with the new mod list . But if I comment out the library folder in OH2.3 I can enter Kiel no problem . Any ideas .

volodya61
12-24-13, 10:41 AM
For those who need Russian translation -

The current version (RUS for v2.2) is suitable for the version 2.3 of OHII..

Trevally.
12-24-13, 11:34 AM
@ Trevally

have you seen this? :hmm2:

Welcome to Kiel:salute:
http://img69.imageshack.us/img69/8065/dw20.jpg


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
Trevally TDC Help v2
OPEN HORIZONS II v2.3

THEBERBSTER
12-24-13, 12:57 PM
Great Christmas present. Thank you Trevally and to all who made this possible.

bandit484
12-24-13, 01:30 PM
I was wondering if theirs any way of fixing the interactions with the crew? The reason I ask is that I've noticed that half the time when you talk with the crew, their morale is neither increased or decreased. Has anyone else noticed this?:hmmm:

gap
12-24-13, 02:23 PM
Welcome to Kiel:salute:

:up:

zzz1
12-25-13, 03:18 AM
I have not tested this so perhaps you can let us know.
Where I have removed things from campaign (i.e old balloons) I have left the unit in to stop ctds if users update and use an old save (career)
So it might work ok - the full upgrade will only happen when you progress to next stage.

Please let us know how you get on if you do update:up:

I have a feeling that it will work (using the old save), I'll let you know when i'm done testing it.:up:


And merry christmas guys!:Kaleun_Thumbs_Up:

zzz1
12-25-13, 09:59 AM
I have not tested this so perhaps you can let us know.
Where I have removed things from campaign (i.e old balloons) I have left the unit in to stop ctds if users update and use an old save (career)
So it might work ok - the full upgrade will only happen when you progress to next stage.

Please let us know how you get on if you do update:up:


It works Like a charm!:yeah:
I could load my old save (mid-campaign) with OHII v2.3 just fine.
Now i'm continuing my Atlantic air gap mission with the v2.3!:rock: (So far, there are no issues or ctds:up:)

List :
Generic Mod Enabler - v2.6.0.157
[D:\Program Files\Ubisoft\Silent Hunter 5\MODS]

NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_New_radio_messages_German
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_4_2_WWIIInterface_by_naights
NewUIs_TDC_7_4_2_Das_Boot_Crew_Mod_by_Illyustrator
FX_Update_0_0_22_ByTheDarkWraith
OPEN HORIZONS II_full v2.2
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally
OPEN HORIZONS II v2.3
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Real Environment - Revision_3
Other mods...


By the way, this list are working too with the old save:yeah: :
Generic Mod Enabler - v2.6.0.157
[D:\Program Files\Ubisoft\Silent Hunter 5\MODS]

NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_New_radio_messages_German
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_4_2_WWIIInterface_by_naights
NewUIs_TDC_7_4_2_Das_Boot_Crew_Mod_by_Illyustrator
FX_Update_0_0_22_ByTheDarkWraith
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally (I'm sure this one isn't needed.:D)
OPEN HORIZONS II v2.3
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Real Environment - Revision_3
Other mods...


But, the thing is.. This..:haha:
the full upgrade will only happen when you progress to next stage.
Well i think i'm okay with that.:salute:

vdr1981
12-25-13, 10:08 AM
Anyone else experiencing CTD with campaigns starting in Kiel (Mare Nostrum, Western Approaches)?:hmmm:

No CTD if I delete newly added files from library folder (Serge65 fixes for aeroplane guns).:hmmm:

Trevally.
12-25-13, 10:49 AM
Anyone else experiencing CTD with campaigns starting in Kiel (Mare Nostrum, Western Approaches)?:hmmm:

No CTD if I delete newly added files from library folder (Serge65 fixes for aeroplane guns).:hmmm:

Starting a new campaign, I can enter Kiel from Memel with no issues. I can then start next objective after bunker and all is ok.

Testing MareNostrom - same. No issues here.

My mod list during testing
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
Trevally TDC Help v2
OPEN HORIZONS II v2.3

Anyone else experiencing CTD with campaigns starting in Kiel (Mare Nostrum, Western Approaches)?:hmmm:

No CTD if I delete newly added files from library folder (Serge65 fixes for aeroplane guns).:hmmm:

This sounds like the issue users had before - remove one mod or another and CTDs stop. The only thing in common was a larger Mod list:hmmm:

gap
12-25-13, 11:27 AM
Anyone else experiencing CTD with campaigns starting in Kiel (Mare Nostrum, Western Approaches)?:hmmm:

No CTD if I delete newly added files from library folder (Serge65 fixes for aeroplane guns).:hmmm:

Starting a new campaign, I can enter Kiel from Memel with no issues. I can then start next objective after bunker and all is ok.

This sounds like the issue users had before - remove one mod or another and CTDs stop. The only thing in common was a larger Mod list:hmmm:

As I wrote yesterday in sober's thread, I have spotted a little mistake within the newly added files by Serge. I ignore if and how this fact can be related with the issues reported by Sober and Vecko, but tomorrow I will post a patch, just in case :salute:

vdr1981
12-25-13, 11:41 AM
Testing MareNostrom - same. No issues here.



Tnx Trev...
Could you do one more thing please? Start Mare Nostrum, end patrol soon as you enter first mission and start new patrol without save in bunker. That's the moment when my game CTD most of the time... If everything is OK then I'll start to strip down my modlist...:up:

Serge65
12-25-13, 01:13 PM
Anyone else experiencing CTD with campaigns starting in Kiel (Mare Nostrum, Western Approaches)?:hmmm:

No CTD if I delete newly added files from library folder (Serge65 fixes for aeroplane guns).:hmmm:

A link to the this files already available in the relevant files .eqp aircrafts in OHII. These files are for those who do not understand in modding. For myself, I do not use these files, I add the necessary tools in the aircrafts .sim files. In addition, new aircraft need to register in the air group to air bases and aircraft carriers, otherwise they will not be in the game.:salute:

Serge65
12-25-13, 02:31 PM
Gap, thank you very much for the model 100Lb bomb, I used it to create (only for me), cluster bomb (4X100Lb and i still have 4XDC claster). I can offer for new mods almost ready (recycled from SH4 and SH5 aircraft (you can knock down)): ADB_USDiveBomber, AFB_F4U_Corsair, FB_FW_190A5, AFB_P47, AFB_p38j, AFB_P51_Mustang, AFB_SeafireMkIIc, AFB_SpitfireMkVc, AFB_USCVEarlyWar, AFB_Wildcat, ALB_B17Fortress, ALB_Lancaster, ALB_MK.VIHalifax, ALB_PB4Y , ALB_Wellington, ALBS_G4M_Betty, ALBS_H6K, ALBS_H8K, ATB_Avenger.:up:

Trevally.
12-25-13, 03:15 PM
Tnx Trev...
Could you do one more thing please? Start Mare Nostrum, end patrol soon as you enter first mission and start new patrol without save in bunker. That's the moment when my game CTD most of the time... If everything is OK then I'll start to strip down my modlist...:up:

Hi vdr1981:salute:

I started a new campaign
used silentotto to pick MN
started patrol
ended patrol
back in bunker in Kiel
started a new patrol
got teleported to La Spezia (this is due to a change of base within the time warp of 14days set in bunker)

no issues:hmmm:
http://img842.imageshack.us/img842/7775/h5i0.jpg

Trevally.
12-25-13, 03:16 PM
Gap, thank you very much for the model 100Lb bomb, I used it to create (only for me), cluster bomb (4X100Lb and i still have 4XDC claster). I can offer for new mods almost ready (recycled from SH4 and SH5 aircraft (you can knock down)): ADB_USDiveBomber, AFB_F4U_Corsair, FB_FW_190A5, AFB_P47, AFB_p38j, AFB_P51_Mustang, AFB_SeafireMkIIc, AFB_SpitfireMkVc, AFB_USCVEarlyWar, AFB_Wildcat, ALB_B17Fortress, ALB_Lancaster, ALB_MK.VIHalifax, ALB_PB4Y , ALB_Wellington, ALBS_G4M_Betty, ALBS_H6K, ALBS_H8K, ATB_Avenger.:up:

:yeah:

THE_MASK
12-25-13, 04:54 PM
The issue is with mod lists , not OH2 AFAIK :up:

gap
12-25-13, 05:34 PM
A link to the this files already available in the relevant files .eqp aircrafts in OHII.

Putting aircraft guns in the library folder rather than directly on their dat/gr2 and sim files, is actually an excellent idea if we want to simulate different variants of the same aircraft, with different gun outfits. :up:


These files are for those who do not understand in modding. For myself, I do not use these files, I add the necessary tools in the aircrafts .sim files. In addition, new aircraft need to register in the air group to air bases and aircraft carriers, otherwise they will not be in the game.:salute:

@ Serge and Trevally

can you please explain what is needed for adding new aircraft/air bases in the existing campaign files? :)

Gap, thank you very much for the model 100Lb bomb, I used it to create (only for me), cluster bomb (4X100Lb and i still have 4XDC claster). I can offer for new mods almost ready (recycled from SH4 and SH5 aircraft (you can knock down)): ADB_USDiveBomber, AFB_F4U_Corsair, FB_FW_190A5, AFB_P47, AFB_p38j, AFB_P51_Mustang, AFB_SeafireMkIIc, AFB_SpitfireMkVc, AFB_USCVEarlyWar, AFB_Wildcat, ALB_B17Fortress, ALB_Lancaster, ALB_MK.VIHalifax, ALB_PB4Y , ALB_Wellington, ALBS_G4M_Betty, ALBS_H6K, ALBS_H8K, ATB_Avenger.:up:

I don't remember having uploaded that model here :doh: but I am glad that you have found it useful :up:

By the way: I am planning to model the main British, American and German bombs, torpedoes and depth charges (and with a lower priority, Italian and Japanese ones), but I am a bit afraid that my 100 lb bomb you have imported is too detailed for game to handle it without stuttering. Have you noticed any frame rate loss using it? :hmmm:

Trevally.
12-25-13, 07:48 PM
@ Serge and Trevally

can you please explain what is needed for adding new aircraft/air bases in the existing campaign files? :)



Land folder (data\Land\LAB_LargeAirBaseRAF) with :-

LAB_LargeAirBaseRAF.cfg, *.DAT, *.sns, *.dds

cfg = squadrons:-


[Unit]
ClassName=LargeAirBaseRAF
3DModelFileName=data/Land/LAB_LargeAirBaseRAF/LAB_LargeAirBaseRAF
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1

[AirGroup 1]
StartDate=19430101
EndDate=19451231
Squadron1Class=TBBeaufort
Squadron1No=12
Squadron2Class=LBWellington
Squadron2No=10
Squadron3Class=LBSAnson
Squadron3No=10
Squadron4Class=FBBeaufighter
Squadron4No=10
Squadron5Class=SSunderland
Squadron5No=10
Squadron6Class=SUSFloatEarlyWar
Squadron6No=20
Squadron7Class=SUSHeavyBomberVLR
Squadron7No=10


Then in ME2 add airbase as land unit

:up:

Serge65
12-26-13, 01:28 AM
Reworked and new airplanes:http://yadi.sk/d/7SamWRriExSAr

Serge65
12-26-13, 01:33 AM
Have you noticed any frame rate loss using it? :hmmm:

No.

Trevally.
12-26-13, 05:04 AM
Reworked and new airplanes:http://yadi.sk/d/7SamWRriExSAr

Wow - thanks Serge, this is a lot of work:sunny:
I will add this with the patch for v2.3

one question
When you updated the airbases to include missing planes - did you test the range of these added planes against the players base?

What I mean is that if any aircraft from an airbase is within range of your U-boat bunker - an air raid is sent when you leave port.
This air attack causes ctds. I had removed some planes from airbases to prevent this attack and thus the following ctd

Trevally.
12-26-13, 05:29 AM
Patch for OHII v2.3
Note: - this is a beta patch and needs testing

Please install after OHII v2.3 and allow overwrite.
start a new test campaign
use silenotto and pick campaign blackpit
when leaving Brest harbour - check for air attacks
thanks:salute:

patch notes:-

This is a Modding Selfie (info by Serge65):-
If the tanker is stalking you, change: data\Scripts\AI\Ship-Waypoint
strategy WaypointsCNFW(Ship)
precond
{
!Ship:CanFollowWaypoint()
}
action
{
Ship:Goto(0.7,false); ----> Ship:Goto(0.7,true);
Ship:SetThrottle(0.7);
}
}
and everything will be fine!
the above script is to fix the supply tanker trying to ram you

OHIIv2.3 patch1
Fixed error in museum where viewing the mini sub would cause ctd - thanks Flamm for the fix
added segre65 overhaul to the plane - this added many missing planes and updates their abilities to attack. Updates include AircraftCarrier. Thanks serge, this was a lot of work :)

todo:-
test new airbases do not cause ctd when leaving a french bunker (air raid)
add new air bases to Russia

DOWNLOAD (http://www.4sync.com/archive/cFJXddm7/OPEN_HORIZONS_II_v23_patch1_be.html)

SnipersHunter
12-26-13, 05:32 AM
Thanks

Trevally.
12-26-13, 06:33 AM
Left Brest - no air attack
docked and left again:-

http://imageshack.com/a/img823/1313/yskc.jpg

http://imageshack.com/a/img850/4300/83bg.jpg

http://imageshack.com/a/img202/7247/r1u9.jpg

http://imageshack.com/a/img801/9440/93wl.jpg

Trevally.
12-26-13, 06:36 AM
air attack cont.

http://imageshack.com/a/img849/8872/jgg2.jpg

http://imageshack.com/a/img42/4195/ydiu.jpg

http://imageshack.com/a/img809/1093/8vk8.jpg

http://imageshack.com/a/img18/8758/j07i.jpg

Trevally.
12-26-13, 06:41 AM
Over 20 aeroplanes took part in this attack
5 ships damaged (2xDDs 3xport/cargo)
8 planes shot down

Captain Trevally ran at full speed for open sea and deep water

escaped:Kaleun_Binocular:
Wow was great and no ctd.

@Srege
So the uboat bunkers are now back within range of UK air attack
But I had no issues - perhaps the ctd was an error with one of the aeroplanes that you fixed:06::hmmm:

@all beta testers
please repeat what I did and report any ctd issues with the air attack in Brest harbour:salute:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
Trevally TDC Help v2
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta

Serge65
12-26-13, 01:29 PM
one question
When you updated the airbases to include missing planes - did you test the range of these added planes against the players base?

I have not tested it, not thinking, i have no CTD, maybe I have not gotten to this?

My "black list":

1.TDW_DC_Water_Disturbance_v2_0_SH5
2.SkyBarons Leigh Light for SH5 1.1
3.AI_sub_crew_1_0_2_TheDarkWraith (most CTD)

My mods list:

1. NewUIs_TDC_7_4_2_ByTheDarkWraith
2. OPEN HORIZONS II full v2.2
3. IRAI_0_0_39_ByTheDarkWraith (+AirTorpedoes+my script edition)
4. Enhanced Ship Recon Manual V1.02
5. Sub_Exhaust_1_0_5_ByTheDarkWraith
6. SubFlags_0_0_8_ByTheDarkWraith
7. MightyFine Crew Mod 1.2.1 Stock faces
8. DynEnv v2.9 (+optional mods)
9. FX_Update_0_0_22_ByTheDarkWraith (removed flag.dat)
10. EUF UBoat FX v0.0.3 byTheBeast (folder Objects moved to the next mod)
11. Equipment_Upgrades_Fix_1_4_by_TheSERGE (based on TheBeast and much much more)
12. New_Weapon_M42U (test)
13. Serge_MCCD 1.04 MFCM 1.2.1 compatible (test, added 3 new commands)
14. SteelViking's Bunker Fixes V1.0
15. SkyBaron's Bold SFX for SH5 1.0
16. SWK_DeepWaterDisturbances (test)
17. Ranks_NEW_v2 (test,you need to start a new game or edit save)

vdr1981
12-26-13, 02:54 PM
My "black list":


2.SkyBarons Leigh Light for SH5 1.1
3.AI_sub_crew_1_0_2_TheDarkWraith (most CTD)



Elaborate this in more details please...
I'm using those mods for a few months and I newer had any problems until
now.:hmmm:

Also Serge, do you have slightest idea why Shells_Rck.dat, Shells_Rck.dsd, Shells_Rck.sim and Shells_Rck.zon files will produce CTD on entering or starting mission at Kiel with my modlist, even without mods from your black list?:hmmm:

Accurate German Flags
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No U-Mark
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
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
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_No Starshells (.eqp Files)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_5_0
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
Large Optics for TDW UI Darkened Scopes Alt Attack Scope
TDC Graphics by Naights v1.0
Realistic_Hydrophone_1_1
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II v2.3
RPM Hydrophone v2.2 -for OHII full v2.2-
SH5 External Cargo 1.0
SkyBaron's Leigh Light for SH5 1.1
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.1
sobers water splash anim SH5
sobers best ever fog V22 SH5
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
Bullet_spark_test
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. v5.5 - German Patch v1
R.S.D. - Less Accurate AI Gunners
R.S.D. - Depth Charges Fix_attempt 3
DBSM_Speech_1_0_4
DBSM_Music_1_0_4
sobers no footstep sound mod SH5 V2
Shadow Improvement ModLR

Basically , this list without those 4 Shells_Rck files works just fine, no CTD...Any ideas? :hmmm:

Alexsej
12-26-13, 03:45 PM
Awesome mod!!! :yeah::yeah::yeah:

THE_MASK
12-26-13, 04:29 PM
I think gap had some sort of patch for an error in those files maybe :hmm2: maybe not those ones I dunno :hmmm:

Alexsej
12-26-13, 04:37 PM
I Installed this mod and now all ports are colored green. Why?

THE_MASK
12-26-13, 04:39 PM
I Installed this mod and now all ports are colored green. Why?Sail to your patrol area , the war hasn't started yet :yep:

gap
12-26-13, 05:40 PM
I think gap had some sort of patch for an error in those files maybe :hmm2: maybe not those ones I dunno :hmmm:

yep, I had one and I was going to post it, but it was relative to guns_air.dat and, going by Vecko's report, that is not the file causing the ctd issue. :hmmm:


Also Serge, do you have slightest idea why Shells_Rck.dat, Shells_Rck.dsd, Shells_Rck.sim and Shells_Rck.zon files will produce CTD on entering or starting mission at Kiel with my modlist, even without mods from your black list?:hmmm:

To my understanding, there are two plausible (if that word had any meaning, talking about SH5 :doh:) reasons for your problem:

- a memory overflow not strictly pertinent to the files you have mentioned. If that was true, you could as well remove the other files recently added to the Library folder to solve the crash. Have you tried doing it?

- something in the Shells_Rck.* files is clashing with another mod, or a mistake in the said files is making the game to crash when other "stressing conditions" occur (i.e. heavy mod list, proximity to port, etc.). A good example of this, might be the usage by some of those files of a yet used node id. To narrow down the problem, I would remove the suspect files/controllers one by one or, better, leave only Shells_Rck.dat and, if it doesn't crash the game, restore its dsd, sim and zon files one by one. In the meanwhile I will create a patch with remapped Id's :up:

Serge65
12-27-13, 03:21 AM
In patch included files: guns_air (dat, sim, zon), guns_Rck (dat, sim) and Shells_Rck (dat, sim, zon, dsd). Now they do not need, guns added in aircrafts .Sim files, all for missiles have in 4 new files guns_Rck. May be the case in this? I have no CTD.

THE_MASK
12-27-13, 03:30 AM
In patch included files: guns_air (dat, sim, zon), guns_Rck (dat, sim) and Shells_Rck (dat, sim, zon, dsd). Now they do not need, guns added in aircrafts .Sim files, all for missiles have in 4 new files guns_Rck. May be the case in this? I have no CTD.You mean this ?
http://www.subsim.com/radioroom/showpost.php?p=2155940&postcount=4402

Serge65
12-27-13, 03:41 AM
You mean this ?
http://www.subsim.com/radioroom/showpost.php?p=2155940&postcount=4402

No, OH 2.3 and it:http://www.subsim.com/radioroom/showpost.php?p=2126584&postcount=3934

Serge65
12-27-13, 04:09 AM
Elaborate this in more details please...
I'm using those mods for a few months and I newer had any problems until
now.:hmmm:

I also used AI_sub_crew_1_0_2_TheDarkWraith with the appearance date. This mod causes CTD when approaching the playerbase. I do not understand why, but this is it. SkyBarons Leigh Light for SH5 1.1 also causes CTD (see the forum), i also had CTD. I reduced the size of the model and rewrote sim and zon files - no CTD.:hmmm:

vdr1981
12-27-13, 05:18 AM
In patch included files: guns_air (dat, sim, zon), guns_Rck (dat, sim) and Shells_Rck (dat, sim, zon, dsd). Now they do not need, guns added in aircrafts .Sim files, all for missiles have in 4 new files guns_Rck. May be the case in this? I have no CTD.

I don't understand?:doh: Should I delete more files? Patch?

vdr1981
12-27-13, 05:33 AM
Guys , this is starting to be very complicated, isn't it better to have Serge's airplane mod as a standalone?? Now It's divided in several mod and patches, OHII main mod, OHII patch and few others?? Am I right?

Trevally.
12-27-13, 05:37 AM
Awesome mod!!! :yeah::yeah::yeah:

Thanks Alexsej:yeah:

Trevally.
12-27-13, 05:48 AM
Mod order :hmm2:
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta
AAguns_12_20_40mm
Reworked aircrafts for SH5
Rocket_3InchGB_&_5InchUS

Rocket_3InchGB_&_5InchUS

This is in OHv2.3

Reworked aircrafts for SH5This is in patch 1

So correct order is

OHII v2.3
OHII v2.3 patch1 bets

:up:

gap
12-27-13, 07:18 AM
Hi guys, can you please check if by any chance my patch makes things better for you?

http://www.mediafire.com/download/0y4bd7qft2c279x/OPEN%20HORIZONS%20II%20v2.3%20-%20rocket%20%26%20air%20guns%20patch%20v%200.1.rar

I have made my best to homogenize Serge's files with settings and internal structure of analogue stock files (removed unused chunks, sorted chunk indices as per their usage order wihin each file, removed unused AO map channels, fixed some wrong material assignations). Moreover, I have remapped the Id's of all the nodes, just in case your crashes were caused by an Id conflict, I have put rocket's smoke effect in an external file and I have linked it to the rocket model as trail effect, I have made the rocket to use launch and fly by sound effects from GWX (hope it is okay :)), etc.

I hope it works. Let me know :salute:

P.S: I am now working on a better British 3-inch rocket model. It should be ready before tomorrow :up:

gap
12-27-13, 07:32 AM
Land folder (data\Land\LAB_LargeAirBaseRAF) with :-

LAB_LargeAirBaseRAF.cfg, *.DAT, *.sns, *.dds

cfg = squadrons:-


[Unit]
ClassName=LargeAirBaseRAF
3DModelFileName=data/Land/LAB_LargeAirBaseRAF/LAB_LargeAirBaseRAF
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1

[AirGroup 1]
StartDate=19430101
EndDate=19451231
Squadron1Class=TBBeaufort
Squadron1No=12
Squadron2Class=LBWellington
Squadron2No=10
Squadron3Class=LBSAnson
Squadron3No=10
Squadron4Class=FBBeaufighter
Squadron4No=10
Squadron5Class=SSunderland
Squadron5No=10
Squadron6Class=SUSFloatEarlyWar
Squadron6No=20
Squadron7Class=SUSHeavyBomberVLR
Squadron7No=10


Then in ME2 add airbase as land unit

:up:

Thank you Trevally, what I still don't get is: do I have to add the new bases (and the aircraft they spawn) to each nation's roster?

I have found a heap of new aircraft (even more than the ones recently imported by Serge :sunny:) and for most of them I have collected detailed information on air forces/squadrons which employed them during WWII, air bases equipped with them, and service timespans for each location. It would be cool having all of the above modelled in game, with correct variants, camo schemes and armament used according to date, location and air force :up:

gap
12-27-13, 07:41 AM
one question
When you updated the airbases to include missing planes - did you test the range of these added planes against the players base?

What I mean is that if any aircraft from an airbase is within range of your U-boat bunker - an air raid is sent when you leave port.
This air attack causes ctds. I had removed some planes from airbases to prevent this attack and thus the following ctd

Over 20 aeroplanes took part in this attack
5 ships damaged (2xDDs 3xport/cargo)
8 planes shot down

...

Wow was great and no ctd.

@Srege
So the uboat bunkers are now back within range of UK air attack
But I had no issues - perhaps the ctd was an error with one of the aeroplanes that you fixed:06::hmmm:

...

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
Trevally TDC Help v2
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta

This is a dream coming true :yeah:

I have noticed you didn't even use Rongel's no machine gun debris patch. Enabling it should make things even better :hmm2:

Trevally.
12-27-13, 08:53 AM
Thank you Trevally, what I still don't get is: do I have to add the new bases (and the aircraft they spawn) to each nation's roster?


Yes - after making the new land unit as the airbase - then that country needs a roster entry for that land unit (airbase) and thus that country must have the aeroplanes within their rosters that are set as [airgroups] within the airbase(land unit) cfg

Serge has also added new Russian aeroplanes and airbases - this needs an update to the airlayer for them to enter the campaign (on my to do list)

This is a dream coming true :yeah:

I have noticed you didn't even use Rongel's no machine gun debris patch. Enabling it should make things even better :hmm2:

Ah yes - less debris would have been better - can you post a link Gap
One step closer to some great air raids on harbours - just needs fighter protection and balloons:D

Has anyone else managed to test these attacks in French harbours?
Its a big breakthough as this ctd has restricted the airlayer for years in this game.

Anyone with some spare time - please try the BlackPit campaign with OHII v2.3 and patch1:salute:

gap
12-27-13, 09:59 AM
Yes - after making the new land unit as the airbase - then that country needs a roster entry for that land unit (airbase) and thus that country must have the aeroplanes within their rosters that are set as [airgroups] within the airbase(land unit) cfg

Thanks Trevally, everything makes sense now!

At this point I only need some head ups on how to edit OH's campaign layers (which ones?) to add the new bases :88)


Ah yes - less debris would have been better - can you post a link Gap

sure :up:

http://www.subsim.com/radioroom/showpost.php?p=2123569&postcount=40

One step closer to some great air raids on harbours - just needs fighter protection and balloons:D

I thought of a method for making the balloons at least collisionable. It involves the creation of some dummy land units with balloons attached through eqp file. Maybe we can even do the balloons to swing in the air. Need to test it :hmmm:

Another feature which needs for attenction is coastal artillery, which currently does nothing. Fixing it shouldn't be impossible, since in SHIII-IV coastal guns work as supposed, but going by Serge's comment in the IRAI thread, making them to fire would require the tweaking of SHim.act.

The final breakthrough would be having some dogfights in game (currently rear and side aircraft turrets are pointless, because air-to-air interaction is not coded), but I doubt we will ever see it in SH5...

Serge65
12-27-13, 10:21 AM
I don't understand?:doh: Should I delete more files? Patch?

I have not yet looked OPEN HORIZONS II v2.3 patch1 beta.
In OHII v2.3 has got older version of missiles.
Old version - 6 files: guns_Rck (dat, sim) and Shells_Rck (dat, sim, zon, dsd). Old files to delete.
New version - only 4 files: guns_Rck (dat, sim, zon, dsd).

Serge65
12-27-13, 10:46 AM
I have made my best to homogenize Serge's files with settings and internal structure of analogue stock files (removed unused chunks, sorted chunk indices as per their usage order wihin each file, removed unused AO map channels, fixed some wrong material assignations). Moreover, I have remapped the Id's of all the nodes, just in case your crashes were caused by an Id conflict, I have put rocket's smoke effect in an external file and I have linked it to the rocket model as trail effect, I have made the rocket to use launch and fly by sound effects from GWX (hope it is okay :)), etc.

I hope it works. Let me know :salute:

P.S: I am now working on a better British 3-inch rocket model. It should be ready before tomorrow :up:


Excellent!:up: And it is possible for the new version?:03:

gap
12-27-13, 11:06 AM
I have not yet looked OPEN HORIZONS II v2.3 patch1 beta.
In OHII v2.3 has got older version of missiles.
Old version - 6 files: guns_Rck (dat, sim) and Shells_Rck (dat, sim, zon, dsd). Old files to delete.
New version - only 4 files: guns_Rck (dat, sim, zon, dsd).

I see: you have now introduced 5" US rockets, you have made the racks to fire rockets directly (without need of dummy rocket launchers), and you have put rocket "shells" into the same files as the racks. Is this correct?

The "air guns & rocket" patch I have posted at post #4427 is not compatible with your updates, included in ''OPEN HORIZONS II v2.3 patch1 beta''. If either your or my updated rocket files will solve sober's and vdr1981's issues, I will merge their settings, or you can do it yourself if you prefer :up:

mikaelanderlund
12-27-13, 11:10 AM
Yes - after making the new land unit as the airbase - then that country needs a roster entry for that land unit (airbase) and thus that country must have the aeroplanes within their rosters that are set as [airgroups] within the airbase(land unit) cfg

Serge has also added new Russian aeroplanes and airbases - this needs an update to the airlayer for them to enter the campaign (on my to do list)



Ah yes - less debris would have been better - can you post a link Gap
One step closer to some great air raids on harbours - just needs fighter protection and balloons:D

Has anyone else managed to test these attacks in French harbours?
Its a big breakthough as this ctd has restricted the airlayer for years in this game.

Anyone with some spare time - please try the BlackPit campaign with OHII v2.3 and patch1:salute:

NO-CTD A-OK!

Accurate German Flags
Grossdeutscher Rundfunk
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Conus' Medals
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers base sky mechanics V1
SH5_7A_Conning_Fix
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
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_Real_Navigation
NewUIs_TDC_7_5_0_New_radio_messages_German
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
AI_sub_crew_1_0_2_TheDarkWraith
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1_modified
sobers green crew training V4 SH5
OPEN HORIZONS II v2.3
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)
Realistic_Hydrophone_1_1
Kriegsmarine Career Insignia CrystalClear Extra
Dynamic Environment SH5 Sounds V2.1
Church's Compass Dials Mod v2.2 - Option Two
Large Optics for TDW UI
Large Optics for TDW UI 16 by 9

Sorry but CTD :wah:

Accurate German Flags
Grossdeutscher Rundfunk
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Conus' Medals
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers base sky mechanics V1
SH5_7A_Conning_Fix
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
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_Real_Navigation
NewUIs_TDC_7_5_0_New_radio_messages_German
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
AI_sub_crew_1_0_2_TheDarkWraith
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1_modified
sobers green crew training V4 SH5
OPEN HORIZONS II v2.3
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)
Realistic_Hydrophone_1_1
Kriegsmarine Career Insignia CrystalClear Extra
Dynamic Environment SH5 Sounds V2.1
Church's Compass Dials Mod v2.2 - Option Two
Large Optics for TDW UI
Large Optics for TDW UI 16 by 9
OHII v2.3 and patch1

Mikael :salute:

Silent Steel
12-27-13, 11:27 AM
Anyone with some spare time - please try the BlackPit campaign with OHII v2.3 and patch1:salute:

I'm on to it, leaving port as we speak.
Like the man said - I'll be back!
:salute:

gap
12-27-13, 11:35 AM
Excellent!:up: And it is possible for the new version?:03:

Of course it is: I am creating these new models for putting them in game :03:

Here is a preview of my work:

https://imagizer.imageshack.us/v2/491x275q90/24/v2g9.jpg

I need still to add more details to the diffuse map (including the baking and overlaying of the AO map), and I must create a second version of the rocket, with AP warhead (the one currently portrayed is the SAP/HE one). The above touches shouldn't take too long :up:


Sorry but CTD :wah:

A couple + 1 questions:

- what is the difference between the first and second mod list, apart from using patch 1 with the latter?

- does removing the rocket files from OH 2.3 and OH 2.3 patch 1 (in the second mod list) solve the ctd problem?

- have you tried enabling my "air guns & rocket patch 0.1" on top of OHII 2.3 + patch 1 beta? As I wrote in my previous post, my patch is not fully compatible with the patch by Trevally & Serge. Enabling it on top of the latter would result in loss of some features but I shouldn't cause fatal errors. On the contrary, it should introduce a series of little fixes which, with a dose of luck, should solve te ctd issue :hmm2:

mikaelanderlund
12-27-13, 12:49 PM
Of course it is: I am creating these new models for putting them in game :03:

Here is a preview of my work:

https://imagizer.imageshack.us/v2/491x275q90/24/v2g9.jpg

I need still to add more details to the diffuse map (including the baking and overlaying of the AO map), and I must create a second version of the rocket, with AP warhead (the one currently portrayed is the SAP/HE one). The above touches shouldn't take too long :up:



A couple + 1 questions:

- what is the difference between the first and second mod list, apart from using patch 1 with the latter?

the difference is only patch 1

- does removing the rocket files from OH 2.3 and OH 2.3 patch 1 (in the second mod list) solve the ctd problem?

I don't know. I will try

- have you tried enabling my "air guns & rocket patch 0.1" on top of OHII 2.3 + patch 1 beta? As I wrote in my previous post, my patch is not fully compatible with the patch by Trevally & Serge.

no I haven't.

Enabling it on top of the latter would result in loss of some features but I shouldn't cause fatal errors. On the contrary, it should introduce a series of little fixes which, with a dose of luck, should solve te ctd issue :hmm2:

:salute:

volodya61
12-27-13, 02:21 PM
Hi Serge :salute:

I also used AI_sub_crew_1_0_2_TheDarkWraith with the appearance date. This mod causes CTD when approaching the playerbase. I do not understand why, but this is it. SkyBarons Leigh Light for SH5 1.1 also causes CTD (see the forum), i also had CTD. I reduced the size of the model and rewrote sim and zon files - no CTD.:hmmm:

If I got you right, you've reworked/reduced AI Sub Crew and SkyBarons Leigh Light files, didn't you? If so and I'm right here, could you upload these files to me? I'm trying now to deal with constant CTDs in my mod-pack and these mods (I called such mods - 'heavy' mods) created problems in my list a long time ago..

Thank you :salute:

vdr1981
12-27-13, 02:46 PM
The "air guns & rocket" patch I have posted at post #4427 is not compatible with your updates, included in ''OPEN HORIZONS II v2.3 patch1 beta''. If either your or my updated rocket files will solve sober's and vdr1981's issues, I will merge their settings, or you can do it yourself if you prefer :up:

Unfortunately not...CTD every time...:nope:

I'll make one more try with striped modlist(essential mods only, I didn't had any CTD with shorter list)...If i fail to pinpoint which file incompatibility causes crashes I think I'm going to quit or en least to waith for Rongel's megamod with OHII2.3 in it. Maybe I'll have more luck then...

THE_MASK
12-27-13, 02:50 PM
Try this
http://www.subsim.com/radioroom/showpost.php?p=2156417&postcount=4419
So your mod list would look like
OPEN HORIZONS II v2.3
AAguns_12_20_40mm
Rocket_3InchGB_&_5InchUS

don't use the patch

vdr1981
12-27-13, 02:52 PM
Try this
http://www.subsim.com/radioroom/showpost.php?p=2156417&postcount=4419
So your mod list would look like
OPEN HORIZONS II v2.3
AAguns_12_20_40mm
Rocket_3InchGB_&_5InchUS

No patch
Tnx Sober, I will..

lesec74
12-27-13, 03:21 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
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
FX_Update_0_0_22_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_FRA
German U-Boat Crew Language Pack
Stormys DBSM SH5 v1.3 Basemod
DBSM_Music_1_0_4
NewUIs_TDC_7_5_0_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
Sub_Exhaust_1_0_5_byTheDarkWraith
Das Boot Gramophone music by Navuhodonosor
Grossdeutscher Rundfunk
OPEN HORIZONS II_full v2.2
SH5Lifeboat_Wooden ver. 0.2
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
MadMaxs_SH5_Subdiesel (mono) v2
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. v5.5 - German Patch
TDW_GenericPatcher_v_1_0_149_0

hello, this is my mod soup; I've try open horizon 2.3+patch and always ctd in black pit mission; I return to open horizon 2.2 and all works fine.What's the problem?

thanks for your help, because open horizon 2.3 seems to be fantastic!!:salute:

Mikemike47
12-27-13, 03:59 PM
If I got you right, you've reworked/reduced AI Sub Crew and SkyBarons Leigh Light files, didn't you?

Unfortunately not...CTD every time...:nope:

I came to the same conclusion about AI Sub Crew with my silentotto CTDs using my modlist posted at FX Update thread (http://www.subsim.com/radioroom/showpost.php?p=2156260&postcount=1157).

I overlooked posting this in the FX thread. AI Sub Crew was between IRAI and R.E.M by Xrundel TheBeast 1.2. I had to remove silentmichal's 1.2.4 interior mod which was immediately after R.E.M by Xrundel TheBeast 1.2 for silentotto CTDs to finally stop.

Since SkyBarons Leigh Light files overwrites the sh.sdl file that other mods use, I decided to remove that mod (with a little assistance from [inf] sober's megamod!!) during my CTD investigation.

Later tonight I want to see what is really triggering a CTD, silentmichal's 1.2.4 interior mod or R.E.M by Xrundel TheBeast 1.2?

After that, I will do further testing for Trevally's French ports and air attacks.

Mikemike47
12-27-13, 04:12 PM
hello, this is my mod soup; I've try open horizon 2.3+patch and always ctd in black pit mission; I return to open horizon 2.2 and all works fine.What's the problem?

All ya have to do is read a few pages back and see where people are having problems with CTDs and the introduction of OH II v2.3.

It does not mean that OHII v2.3 is wrong. CTDs can happen with very large modlists or changing the order of mods so they all can get along and work well with each other.

Being discussed a little on the [inf] sober's mega mod and FX Update threads, too. So, you can see how complicated things can get, no easy solution!!!

Trevally.
12-27-13, 05:06 PM
Thanks for the feedback guys:salute:

So far we have some users who ctd with blackpit - this looks like a mod compatibility issue.

What I am looking for is some info with anyone who uses OHII v2.3 +patch1 beta and then leaves Brest harbour (blackpit)- dock straight away and then leave again.
This time you will get an air raid from the RAF - issues at this stage is what I need to know about.
For me - This has been a long issue and in all versions of OHII I have had to keep planes away from ports due to the guaranteed ctd.
Now with serges patch - I no longer have ctds with air attacks in port.
Can ayone else confirm this:06:

:yeah:

Mikemike47
12-27-13, 05:50 PM
Been looking at this conversation the last few days. It has been going back and forth on ideas and situations. I want to make sure that I do not misinterpret your request as it stands now.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
Trevally TDC Help v2
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta

What I am looking for is some info with anyone who uses OHII v2.3 +patch1 beta and then leaves Brest harbour (blackpit)- dock straight away and then leave again.
This time you will get an air raid from the RAF - issues at this stage is what I need to know about.
For me - This has been a long issue and in all versions of OHII I have had to keep planes away from ports due to the guaranteed ctd.
Still want more feedback on this with mods listed above?
Elaborate on what issues at this stage? Friendly and especially enemy aircraft fire? Quantities of enemy aircraft? Does coastal defenses shoot enemy aircraft down? Is this the topic gap has been talking about recently and works now, or for future integration? Can the sub I am using, shoot down enemy aircraft without CTDs? Exploding enemy aircraft OK? No lag?

Now with serges patch - I no longer have ctds with air attacks in port. Can ayone else confirm this

Run same test with modlist above and only this one:
OPEN HORIZONS II v2.3 - rocket & air guns patch v 0.1 by serge65 modified by gap?

BUT Definately NOT either one of these mods, AAguns&Rockets.rar or Reworked aircrafts.rar that serge65 did but sober has commented on.??????

Trevally.
12-27-13, 06:50 PM
Been looking at this conversation the last few days. It has been going back and forth on ideas and situations. I want to make sure that I do not misinterpret your request as it stands now.




Still want more feedback on this with mods listed above? ?

Yes please:salute:

Elaborate on what issues at this stage? Friendly and especially enemy aircraft fire? Quantities of enemy aircraft? Does coastal defenses shoot enemy aircraft down?

From the very beginning of OHII - planes near ports could cause issues
Some were ok (air patrol over Kiel etc) others cause ctd (German fighter over Kiel)

Of real concern was allied (RAF) raids on ports in France where your bunker is.
These 100% caused ctd.
To fix this I stopped all RAF raids over France.
The CTD would happen when about 10 planes were on the screen at the same time. German ships would be shot at and some sunk. Ship would return fire and shoot down many planes. But always more would come - then after a few more minutes of shooting = CTD every time

OHII v2.3 - this will not happen as the planes (RAF) will not fly over France.

OHII v2.3 patch1 beta - has a patch by Serge that changes the RAF bases to allow then to fly over France again. This was a concern to me so I tested.
Sure enough - the RAF started attacking French ports that are your Uboat base - but this time = No CTD
I have tested a few time and each time I can sail on past the battle and head to deep sea without CTD.

So before I go ahead and undo all the precautions I have in place to stop RAF attacking ports - I want to be sure. (It is easier to add something than take it away at times):salute:



Is this the topic gap has been talking about recently and works now, or for future integration? Can the sub I am using, shoot down enemy aircraft without CTDs? Exploding enemy aircraft OK? No lag


I do not know of other issues - most at mod conflict related:hmmm:


Run same test with modlist above and only this one:
OPEN HORIZONS II v2.3 - rocket & air guns patch v 0.1 by serge65 modified by gap?


Again - I do not know about this or what Gap is patching

BUT Definately NOT either one of these mods, AAguns&Rockets.rar or Reworked aircrafts.rar that serge65 did but sober has commented on.??????


I do not know.

Just OHII v2.3 with patch1 beta in a port air attack:up:

Again guys - thanks for your help and feedback:subsim:

Mikemike47
12-27-13, 11:17 PM
OPEN HORIZONS II v2.3 - rocket & air guns patch v 0.1 by serge65 modified by gap?

Explained at this link (http://www.subsim.com/radioroom/showpost.php?p=2156467&postcount=4425).

vdr1981
12-27-13, 11:22 PM
Problem solved! More on this tomorow...I could really use some sleep now...:)

Mikemike47
12-28-13, 12:44 AM
Problem solved! More on this tomorow...I could really use some sleep now...:)

Good to hear.

Mikemike47
12-28-13, 12:53 AM
What I am looking for is some info with anyone who uses OHII v2.3 +patch1 beta and then leaves Brest harbour (blackpit)- dock straight away and then leave again.
This time you will get an air raid from the RAF - issues at this stage is what I need to know about.
For me - This has been a long issue and in all versions of OHII I have had to keep planes away from ports due to the guaranteed ctd.
Now with serges patch - I no longer have ctds with air attacks in port.
Can ayone else confirm this

Use similar mods to your list since I do not have other versions anymore.
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_22_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith & Patch
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_v7_5_0_Page TDC_Update
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Automated Scripts v0.6
Trevally Tutorial - All v0.2 (for TDW UI+OH II)
Trevally TDC Help v2
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta
TDW_GenericPatcher_v_1_0_149_0
Voice & Help [commands.cfg changes-voice recognition]
Dialogs(xx) and sound cfg [WIP voices reloaded]
Had planes come in one at a time or groups of two. Saw approximately 10 planes at time on the map since I was zoomed in, did not really count them. NO CTDs.

Time for sleep now, I can test later without the patch1 beta if you want more feedback on that still.

Silent Steel
12-28-13, 01:07 AM
Now with serges patch - I no longer have ctds with air attacks in port. Can ayone else confirm this

Confirmed :up:

Based on Mikemike's questions I can report the following so far;

* Left Brest, sailed some 12-15 Nm, returned to Brest and docked. Left Brest - no CTD:s
* Could see only friendly aircraft, fighters and bombers, approx. 10 of them.
No lag or other issues.

But, what Trevally says about RAF raids on sub bases in France where I'm stationed causing 100% CTD:s I can't confirm.
Earlier, with previous versions of OHII, I've seen air raids on bases in France (even around 10 aircrafts or more, fighters and/or bombers and/or air scouts) when ships were returning fire and haven't had 100% CTD:s, but maybe some 30-40%.

* With the OHII v2.3 +OHII v2.3 patch1 beta - no CTD:s during air raids or other issues.
My sub shooting and downed enemy aircraft exploding. No lag.
Tested this 6 times now.

Could the CTD:s some mates get possibly be caused by computer config as well? :hmm2:

gap
12-28-13, 02:36 AM
I do not know about this or what Gap is patching

You should. I have posted the details of my tweaks at post #4425 (http://www.subsim.com/radioroom/showpost.php?p=2156467&postcount=4425). Even though 'my' patch didn't help solving the ctd issue, it introduces at least a new feature: rockets and rocket launchers have now their own sounds. Moreover, I have moved rockets' smoke trail effects away from their dat file, and placed them in an external file; this will make the future GR2 conversion of rockets much easier :yep:

If there is enough interest about the above features, I will implement them also for the rockets pdate introduced with OH 2.3 patch 1 beta.

Problem solved! More on this tomorow...I could really use some sleep now...:)

I am glad to hear it, looking forward to your explanations Vecko :yeah:

I just hope that your fix doesn't involve giving up any major mod :)


Had planes come in one at a time or groups of two. Saw approximately 10 planes at time on the map since I was zoomed in, did not really count them. NO CTDs.

Time for sleep now, I can test later without the patch1 beta if you want more feedback on that still.

Confirmed :up:

...

* With the OHII v2.3 +OHII v2.3 patch1 beta - no CTD:s during air raids or other issues.
My sub shooting and downed enemy aircraft exploding. No lag.
Tested this 6 times now.

Well done guys! :sunny: :woot:

Trevally.
12-28-13, 04:51 AM
Explained at this link (http://www.subsim.com/radioroom/showpost.php?p=2156467&postcount=4425).

Thanks Mike:up:

Problem solved! More on this tomorow...I could really use some sleep now...:)

:woot:

Is this something I need to add to OHII vdr1981 to make it compatible with other mods or something to add to your own mod.
Just let me know if you need me to add anything:salute:

Trevally.
12-28-13, 05:06 AM
Had planes come in one at a time or groups of two. Saw approximately 10 planes at time on the map since I was zoomed in, did not really count them. NO CTDs.

:up:

Time for sleep now, I can test later without the patch1 beta if you want more feedback on that still.

Thanks mike - no need to test without the beta patch as without it there will be no air raid

Confirmed :up:

Based on Mikemike's questions I can report the following so far;

* Left Brest, sailed some 12-15 Nm, returned to Brest and docked. Left Brest - no CTD:s
* Could see only friendly aircraft, fighters and bombers, approx. 10 of them.
No lag or other issues.

But, what Trevally says about RAF raids on sub bases in France where I'm stationed causing 100% CTD:s I can't confirm.
Earlier, with previous versions of OHII, I've seen air raids on bases in France (even around 10 aircrafts or more, fighters and/or bombers and/or air scouts) when ships were returning fire and haven't had 100% CTD:s, but maybe some 30-40%.


Thanks Steel - so you only got ctds perhaps 1 in 3 or 4 time with air raids:salute:


* With the OHII v2.3 +OHII v2.3 patch1 beta - no CTD:s during air raids or other issues.
My sub shooting and downed enemy aircraft exploding. No lag.
Tested this 6 times now.


Great:yeah: thanks Steel


Could the CTD:s some mates get possibly be caused by computer config as well? :hmm2:



Yes - many factors could give issues with others.
this is why I was cautious about saying serges new aeroplane gun files fixed the problem as it could have been my new PC
My old PC was a very good machine, but it did blow up:doh:


I would like to make a new patch today with Gaps updated gun files and Russian air bases added to the mix.
Then some more testing just to be sure:salute:

Trevally.
12-28-13, 05:11 AM
You should.

Sorry Gap:oops:

Trevally.
12-28-13, 05:18 AM
As I will be adding some Russian airbases and that the airbases layer is not common - I am looking for some advice.

I am thinking about adding them to campaigns:-

Coastal waters - due to Operation Wesserubung
Arctic Convoys - due to travel to Russian waters
TheFinalYear - due to North Sea operations

any thoughts guys:06:
also any info on airbases that would have had an effect of these campaigns:06:

THE_MASK
12-28-13, 05:22 AM
Yes
http://www.subsim.com/radioroom/showpost.php?p=2156804&postcount=2910
I was ordered to sink ships in the Baltic . I sunk a ship at port and also a small coastal vessel . Later on I spotted a taskforce of DDs . Radioed them in and a battleship and german DDs turned up to finish them off . I found a cargo vessel later but the Battleship also found it and made short work of her before I could send offa single shell . The next night I spotted a polish sub and managed some hits with the deck gun . Returned to Kiel and now heading for UK east coast .

gap
12-28-13, 05:37 AM
Sorry Gap:oops:

No need to say sorry for a simple overlook :salute:

On a side note: have you seen the link to Rongel's no debris patch that I have posted here yesterday? :03:


Thanks mike - no need to test without the beta patch as without it there will be no air raid

Maybe a quick testing session with a striped down version of the beta patch (only the new airbases in range for strike on German bunkers, with stock planes assigned), would be worth the time spent on it... just for deciding whether the air strike ctd's were ironed out by Serge's tweaks or by something else that in the meanwhile has changed in OH :hmm2:


I would like to make a new patch today with Gaps updated gun files and Russian air bases added to the mix.

working on it right away :up:


Then some more testing just to be sure:salute:

yes, some testing would be required at least for my part of work: in stock game aircraft guns have a silent muzzle flash effect assigned. I have cloned it and linked the new FX with a 'rocket launch' sound effect from GWX. A while ago I had made the same experiment with some other plane guns and everything seemed to work, but you never know...

Trevally.
12-28-13, 06:00 AM
Yes
http://www.subsim.com/radioroom/showpost.php?p=2156804&postcount=2910


Ok guys - I think I have got it now

Seems that the original patch by Serge (I downloaded) was replaced with an update. (I did not download)
Then another pack with more planes by serge (I downloaded)
then an update on the revised patch from serge by gap (I did not download)


So the following is correct and will be included in the next patch (v1.1)

NS_Ko_Hyoteki (fix) - JC
Air_Guns (11/10/2013) - Serge
Reworked aircrafts (26/12/2013) - Serge
AAguns&Rockets (20/10/2013) - Serge
OPEN HORIZONS II v2.3 - rocket & air guns patch v 0.1 (26/12/2013) - Gap
Bullet_spark_test (04/10/2013) - Rongel


Orange files were in patch 1 beta - rest will be in patch 1.1

Still to add is the new airbases

Serge65
12-28-13, 06:17 AM
Hi guys!
Once again draw your attention: guns_air also need to remove. 20mmsingleair used only in older versions of the three airplanes: ADB_USDiveBomber, AFB_F4U_Corsair, AFB_P51_Mustang. Now it is not used anywhere.

And how do you an idea:
Now all missions (in folder CampaignProjects/Missions) are built as follows:

Patrol zone1, sink 1 ship, mission completed, if not sink ->Patrol zone2, sink 1 ship, mission completed, if not sink->Patrol zone3, sink 1 ship, mission completed, if not sink - mission failed.

Me annoys the need to sink a ship, this is patrol, may be, in this area there are no enemy ships.
Maybe it's better:

Patrol zone1, 72 hours, completed, ->Patrol zone2, 72 hours, completed, ->Patrol zone3, 72 hours, mission completed.
If we see the enemy ship, we will destroy it anyway, is not it?

I can make such a mission for all campaigns, but I doubt whether there will be a marker on the map (another type objective)?:hmmm:

gap
12-28-13, 06:36 AM
As I will be adding some Russian airbases and that the airbases layer is not common - I am looking for some advice.

I am thinking about adding them to campaigns:-

Coastal waters - due to Operation Wesserubung
Arctic Convoys - due to travel to Russian waters
TheFinalYear - due to North Sea operations

any thoughts guys:06:


This seems a good starting plan :up:

The main theaters of operations of WWII Soviet Naval Aviation were Barents, Baltic and Black Seas. It operated land, shore and vessel-based aircraft, especially floatplanes and flying boats which, I think, patrolled the aforementioned areas (at least within Soviet home waters and along the coasts of Soviet-controlled nations) for the whole duration of the conflict.
According to wikipedia (https://en.wikipedia.org/wiki/Soviet_Naval_Aviation#Second_World_War), they were very effective, sinking many enemy ships.

As for Soviet Air Forces I think that, at least during the first part of the conflict, they were lesser effective than their naval counterpart, and their aircraft (esp Il-2 and Yak fighters) operated especially in the Eastern Front.

Last, Soviet Air Defence Forces had only few aircraft available and, indeed, they were used exclusively for home defence.

IIRC, both the main Soviet air forces operated some US planes in limited stocks. Moreover, a few Air Forces which saw limited action during WWII (most notably the Free French Aviation), also operated some Soviet fighters.

If you tell me which aircraft we have currently available (Soviet and non-Soviet), I should be able to tell you in which air forces they served.


also any info on airbases that would have had an effect of these campaigns:06:

This is a bit harder to say. I will do some research on this topic, but some of our Russian subsim buddies might have better information than the one I can collect from the web :salute:

gap
12-28-13, 06:57 AM
Ok guys - I think I have got it now

Seems that the original patch by Serge (I downloaded) was replaced with an update. (I did not download)
Then another pack with more planes by serge (I downloaded)
then an update on the revised patch from serge by gap (I did not download)


So the following is correct and will be included in the next patch (v1.1)

NS_Ko_Hyoteki (fix) - JC
Air_Guns (11/10/2013) - Serge
Reworked aircrafts (26/12/2013) - Serge
AAguns&Rockets (20/10/2013) - Serge
OPEN HORIZONS II v2.3 - rocket & air guns patch v 0.1 (26/12/2013) - Gap
Bullet_spark_test (04/10/2013) - Rongel


Orange files were in patch 1 beta - rest will be in patch 1.1

Still to add is the new airbases

Now I am a bit confused. My 'rocket & air guns patch' was based on files from OH's v 2.3 unpatched, and needs for an update, that is sure. In the meanwhile an aircraft pack by serge ('Reworked aircrafts.rar', including guns, bombs and rockets), and the patch 1 beta (also with guns, bombs and rockets) have been posted in this thread. Going by Trevally's statement, it seems that at some point there was a patch by Serge, which I can't locate, not included in the other updates mentioned above. So... what files should I base my tweaks on? Is it okay if I use the ones included in 'OHII v 2.3 patch 1 beta'? :doh:

Hi guys!
Once again draw your attention: guns_air also need to remove. 20mmsingleair used only in older versions of the three airplanes: ADB_USDiveBomber, AFB_F4U_Corsair, AFB_P51_Mustang. Now it is not used anywhere.

Okay, so I will skip that file, but what about the two other guns (12 and 40 mm) which were contained in the sime file? Should I deduce that they weren't used? :hmm2:

Trevally.
12-28-13, 07:06 AM
Hi guys!
Once again draw your attention: guns_air also need to remove. 20mmsingleair used only in older versions of the three airplanes: ADB_USDiveBomber, AFB_F4U_Corsair, AFB_P51_Mustang. Now it is not used anywhere.

Sorry Serge - I still am not sure - What do you want removed?

And how do you an idea:
Now all missions (in folder CampaignProjects/Missions) are built as follows:

Patrol zone1, sink 1 ship, mission completed, if not sink ->Patrol zone2, sink 1 ship, mission completed, if not sink->Patrol zone3, sink 1 ship, mission completed, if not sink - mission failed.

Me annoys the need to sink a ship, this is patrol, may be, in this area there are no enemy ships.
Maybe it's better:

Yes -but a lot of work that I am not sure I have time to change every mission.

How do you plan to edit?

Using the objective setting in ME2 will take weeks
Using a text editor may work, but the following change would be required i.e:-

this is a sink/patrol mission

[Objective 1]
ObjName=Patrol the designated area
Obj=5
ObjType=0
RenownAwarded=200
DisplayToThePlayer=true
DisplayOnFail=false
AssociatedMissionID=0
IsFromSingleMis=false
PatrolHours=72.000000

[Objective 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=1
CrtAmount=0

[Objective 1.IdentificationMode]
IdentificationMode=1

[Objective 1.TargetIdentifMapZone]
TargetIdType=2
MapZone=Patrol_Zone1

[Objective 1.TargetIdentificationNodes]
TargetIdType=1



and to change it to patrol only:-

[Objective 1]
ObjName=Patrol the designated area
Obj=9
ObjType=0
RenownAwarded=200
DisplayToThePlayer=true
DisplayOnFail=false
AssociatedMissionID=0
IsFromSingleMis=false
AreaName=Patrol_Zone1
AreaType=0
Presence=1
Time=60.000000

Trevally.
12-28-13, 07:15 AM
This seems a good starting plan :up:

Thaanks Gap


If you tell me which aircraft we have currently available (Soviet and non-Soviet), I should be able to tell you in which air forces they served.

We have:-

FB-Jak 1
FB-La 5
FB-MiG 3

FS-Beriev KOR 1
FS-Beriev MBR 2

LB-DB3

Names:-
FBJak1=Yak 1 Fighter
FBMiG3=Mig 3 Fighter
AFB_La5=La 5 Fighter
LBDB3=DB 3 Long Range Bomber
FSKOR1=Beriev KOR 1 Search Plane
FSMBR2=Beriev MBR 2 Patrol Plane

Trevally.
12-28-13, 07:19 AM
Now I am a bit confused. My 'rocket & air guns patch' was based on files from OH's v 2.3 unpatched, and needs for an update, that is sure. In the meanwhile an aircraft pack by serge ('Reworked aircrafts.rar', including guns, bombs and rockets), and the patch 1 beta (also with guns, bombs and rockets) have been posted in this thread. Going by Trevally's statement, it seems that at some point there was a patch by Serge, which I can't locate, not included in the other updates mentioned above. So... what files should I base my tweaks on? Is it okay if I use the ones included in 'OHII v 2.3 patch 1 beta'? :doh:



Okay, so I will skip that file, but what about the two other guns (12 and 40 mm) which were contained in the sime file? Should I deduce that they weren't used? :hmm2:

Hi Gap
There seems to have been an issue here with me not knowing that one patch was removed and replaced by edit post - I used the old version.

So this is what we had

this was in - OHIIv2.3
Air_Guns (11/10/2013) - Serge

and this was in the patch - OHII v2.3 patch1 beta
Reworked aircrafts (26/12/2013) - Serge

Serge65
12-28-13, 08:25 AM
Hi Gap
There seems to have been an issue here with me not knowing that one patch was removed and replaced by edit post - I used the old version.

So this is what we had

Exactly, Trevally. But you answered me after replacement (see your post #3935) and I thought that you have a new version.
Remove guns_air (dat, sim, zon) from folder Library. Now it (12mm, 20mm, 40mm) is not used anywhere.

About missions:I wrote one mission in ME2, and then matter of technology. In missions differ only coordinates patrol zones. I have everything ready for the first three campaigns (TG, HT, MN), but I have not tested them. I wanted test them out after the start of a new campaign.

vdr1981
12-28-13, 08:49 AM
Problem solved! More on this tomorow...I could really use some sleep now...:)

Good morning guys... :D

I think I have learned something very important .

Every time when you reinstall your mod list with modified .mep file it is absolutely necessary to make enleast one change in TheDarkWraithUserOptions.py via OptionsFileEditorViewer.exe.
This is especially important if you use previously saved TheDarkWraithUserOptions.py[/B] .

Remember strange RSD/silentotto CTD?:03: It never happen to me , but for other players who had probably reinstall compleat modlist and fail to properly "connect" TDWoptions file with the game...CTD
I'm sure that this small "mistake" is responsible for large portion of previously encountered silentotto/misterious CTD's

Now somebody tell me how much i need to wait in Brest if I want to see air raid. I tried two times but airplanes never come?

Trevally.
12-28-13, 09:00 AM
Exactly, Trevally. But you answered me after replacement (see your post #3935) and I thought that you have a new version.

Ah yes Serge - I see what has happened
I downloaded your file when I was not logged in. The later when I was logged in I posted thanks without noticing that it had changed - thus I used the old version.

Also when Sober would point out your post to me - I would think that I already had that file, again not noticing that it had changed.

Anyway - all sorted now and soy to all for the confusion that I caused:D

Remove guns_air (dat, sim, zon) from folder Library. Now it (12mm, 20mm, 40mm) is not used anywhere.

Done in patch 1.1:up:

About missions:I wrote one mission in ME2, and then matter of technology. In missions differ only coordinates patrol zones. I have everything ready for the first three campaigns (TG, HT, MN), but I have not tested them. I wanted test them out after the start of a new campaign.

ah ok sounds good - would like to see what you have:yep:

mikaelanderlund
12-28-13, 09:01 AM
Good morning guys... :D

I think I have learned something very important .

Every time when you reinstall your mod list with modified .mep file it is absolutely necessary to make enleast one change in TheDarkWraithUserOptions.py via OptionsFileEditorViewer.exe.
This is especially important if you use previously saved TheDarkWraithUserOptions.py[/B] .

Remember strange RSD/silentotto CTD?:03: It never happen to me , but for other players who had probably reinstall compleat modlist and fail to properly "connect" TDWoptions file with the game...CTD
I'm sure that this small "mistake" is responsible for large portion of previously encountered silentotto/misterious CTD's

Now somebody tell me how much i need to wait in Brest if I want to see air raid. I tried two times but airplanes never come?

Do you made the change before or after you enable 'NewUIs_TDC_7_4_2_ByTheDarkWraith' via JSGME? :salute:

vdr1981
12-28-13, 09:02 AM
Before or after you enable 'NewUIs_TDC_7_4_2_ByTheDarkWraith' via JSGME? :salute:

After...:up:

Trevally.
12-28-13, 09:06 AM
Good morning guys... :D
Good morning/afternoon:D

I think I have learned something very important .


:Kaleun_Salivating:



Every time when you reinstall your mod list with modified .mep file it is absolutely necessary to make enleast one change in TheDarkWraithUserOptions.py via OptionsFileEditorViewer.exe.
This is especially important if you use previously saved TheDarkWraithUserOptions.py[/B] .

Remember strange RSD/silentotto CTD?:03: It never happen to me , but for other players who had probably reinstall compleat modlist and fail to properly "connect" TDWoptions file with the game...CTD
I'm sure that this small "mistake" is responsible for large portion of previously encountered silentotto/misterious CTD's

Ah very good - this must be especially true if edits had been made:hmmm:
If default option settings used - would this error still happen:06:

Now somebody tell me how much i need to wait in Brest if I want to see air raid. I tried two times but airplanes never come?

When you enter the bunker after selecting Blackpit in silentotto - select start patrol without picking a mission.
dock straight away.
Start a new patrol
Within 30min you should come under attack:up:

OHII v2.3 patch1 bets is required

vdr1981
12-28-13, 09:44 AM
Ah very good - this must be especially true if edits had been made
If default option settings used - would this error still happen


I can't say for sure but it is always better to properly set menu.txt and SH5 installation path in TDW options file editor...:yep: Right now I'm not so sure will concept of pre-modified TDW options file in some large megamod will be possible... :hmmm:

vdr1981
12-28-13, 10:29 AM
New thread is online guys... I'm trying to collect my CTD experience in one place...This could be very useful for new player.

Example:


CTD Scenario XD:
- CDT when using high time compression...
Solution:
- Don't use high time compression...:D



:haha:

Just kidding... I hope you'll find something useful there...:03:
http://www.subsim.com/radioroom/showthread.php?p=2156916#post2156916

Trevally.
12-28-13, 10:32 AM
New thread is online guys... I'm trying to collect my CTD experience in one place...This could be very useful for new player.


good idea:yeah:

.CTD Scenario XD:
- CDT when using high time compression...
Solution:
- Don't use high time compression...:D

:haha::har:

vdr1981
12-28-13, 11:04 AM
When you enter the bunker after selecting Blackpit in silentotto - select start patrol without picking a mission.
dock straight away.
Start a new patrol
Within 30min you should come under attack:up:

OHII v2.3 patch1 bets is required

This one? http://www.subsim.com/radioroom/showpost.php?p=2155963&postcount=4405

Trevally.
12-28-13, 11:51 AM
This one? http://www.subsim.com/radioroom/showpost.php?p=2155963&postcount=4405

:yep::up:

vdr1981
12-28-13, 01:34 PM
Raid lasted for about 10 minutes, 6-7 planes...No CTD

http://s6.postimg.org/zb5x5dxwt/SH5_Img_2013_12_28_19_09_43_resize.jpg (http://postimg.org/image/zb5x5dxwt/) http://s6.postimg.org/cexon1uy5/SH5_Img_2013_12_28_19_11_54_resize.jpg (http://postimg.org/image/cexon1uy5/) http://s6.postimg.org/4kshnwxrh/SH5_Img_2013_12_28_19_13_36_resize.jpg (http://postimg.org/image/4kshnwxrh/) http://s6.postimg.org/6k93fbs31/SH5_Img_2013_12_28_19_15_01_resize.jpg (http://postimg.org/image/6k93fbs31/) http://s6.postimg.org/46r5obdnx/SH5_Img_2013_12_28_19_15_27_resize.jpg (http://postimg.org/image/46r5obdnx/) http://s6.postimg.org/qu6eugt7x/SH5_Img_2013_12_28_19_16_43_resize.jpg (http://postimg.org/image/qu6eugt7x/) http://s6.postimg.org/8wloqnu25/SH5_Img_2013_12_28_19_18_05_resize.jpg (http://postimg.org/image/8wloqnu25/)

Modlist:
Accurate German Flags
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No U-Mark
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
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
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_No Starshells (.eqp Files)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_5_0
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
Large Optics for TDW UI Darkened Scopes Alt Attack Scope
TDC Graphics by Naights v1.0
Realistic_Hydrophone_1_1
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II v2.3
RPM Hydrophone v2.2 -for OHII full v2.2-
SH5 External Cargo 1.0
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.1
sobers best ever fog V22 SH5
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
Bullet_spark_test
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. v5.5 - German Patch v1
R.S.D. - Less Accurate AI Gunners
R.S.D. - Depth Charges Fix_attempt 3
DBSM_Speech_1_0_4
DBSM_Music_1_0_4
sobers no footstep sound mod SH5 V2
Shadow Improvement ModLR
TDW options _7_5_0
OPEN HORIZONS II v2.3 patch1 beta
SkyBaron's Leigh Light for SH5 1.1

Trevally.
12-28-13, 01:55 PM
Raid lasted for about 10 minutes, 6-7 planes...No CTD

[/URL] [URL="http://postimg.org/image/cexon1uy5/"] (http://postimg.org/image/zb5x5dxwt/)

Great - Thanks Vecko:yeah:

gap
12-28-13, 02:59 PM
Patch based on the files contained in 'Reworked aircrafts for SH5' by Serge65, available from here (http://www.subsim.com/radioroom/showpost.php?p=2155940&postcount=4402).

NOTE: for more cleanness, I have restored the distinction between 'guns_Rck.dat' (with rocket racks/guns) and 'shells_Rck.dat' (with rockets/shells), as per first version of Serge's rockets. Doing it required the renaming of some files. If enabled through JSGME, the patch will remove automatically the files with old names (guns_Rck.dsd and guns_Rck.zon); if on the contrary you will merge the patch with OH, you will need to remove the said files, as well as the air gun files, manually.

Download link:

http://www.mediafire.com/download/4ka7vsk8ixwzd67/OPEN%20HORIZONS%20II%20v2.3%20-%20rocket%20patch%20v%200.2%20(OHII%20v2.3%20patch 1%20beta%20compatible).rar

THE_MASK
12-28-13, 03:13 PM
I think I will just wait for OPEN HORIZONS II v2.3 patch 2 :hmm2:

Trevally.
12-28-13, 03:27 PM
Patch based on the files contained in 'Reworked aircrafts for SH5' by Serge65, available from here (http://www.subsim.com/radioroom/showpost.php?p=2155940&postcount=4402).

NOTE: for more cleanness, I have restored the distinction between 'guns_Rck.dat' (with rocket racks/guns) and 'shells_Rck.dat' (with rockets/shells), as per first version of Serge's rockets. Doing it required the renaming of some files. If enabled through JSGME, the patch will remove automatically the files with old names (guns_Rck.dsd and guns_Rck.zon); if on the contrary you will merge the patch with OH, you will need to remove the said files, as well as the air gun files, manually.

Download link:

http://www.mediafire.com/download/4ka7vsk8ixwzd67/OPEN%20HORIZONS%20II%20v2.3%20-%20rocket%20patch%20v%200.2%20(OHII%20v2.3%20patch 1%20beta%20compatible).rar

Great work thanks Gap:yeah:

I think I will just wait for OPEN HORIZONS II v2.3 patch 2 :hmm2:

Just the Russian airbases to add - then its ready


Здравствуйте наши российские друзья
Пожалуйста, простите меня за использование Google

Может кто-нибудь посоветовать мне о размещении российских аэропортах во время войны

mishuleu155
12-28-13, 03:35 PM
Hello guys. :salute:

If i put the OH v2.3 patch and i try to start a new game i got CTD. If i remove it i have no problems. What can i do?

vdr1981
12-28-13, 03:41 PM
Hello guys. :salute:

If i put the OH v2.3 patch and i try to start a new game i got CTD. If i remove it i have no problems.

I knew this will come handy...:D

http://www.subsim.com/radioroom/showthread.php?t=210153

THE_MASK
12-28-13, 03:47 PM
Hello guys. :salute:

If i put the OH v2.3 patch and i try to start a new game i got CTD. If i remove it i have no problems. What can i do?Its because serge65 updated files were not used in the patch1 . Wait for patch2 or put these 2 files after patch 1
http://www.subsim.com/radioroom/showpost.php?p=2126584&postcount=3934
and read what the post above says .

volodya61
12-28-13, 03:59 PM
Здравствуйте наши российские друзья
Пожалуйста, простите меня за использование Google

Может кто-нибудь посоветовать мне о размещении российских аэропортах во время войны

Your (Google :03:) Russian is good enough.. :)
I think all the airbase placements are in the open sources and Gabriele know all these sources better than we..

PS: and, as I know, we (USSR) lost most of our airbases and aircraft in the first days of the war (June 1941), because they were concentrated along the borders.. so, our Air Force began to work intensively with the year 1942-43.. I guess..

mishuleu155
12-28-13, 04:04 PM
Thank you sober for your quick response. :salute:

I putted those 2 files after the patch and the game works flawlessly. :yeah:

vdr1981
12-28-13, 04:12 PM
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta
AAguns_12_20_40mm
Rocket_3InchGB_&_5InchUS

Could this be correct mod order?

THE_MASK
12-28-13, 04:23 PM
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta
AAguns_12_20_40mm
Rocket_3InchGB_&_5InchUS

Could this be correct mod order?Until patch2 , yes .

But only from the link which gives the updated AAguns and rockets .
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta
AAguns_12_20_40mm
Rocket_3InchGB_&_5InchUS

vdr1981
12-28-13, 04:48 PM
Ok then, another raid...Again 6-7 aircrafts. This time the battle was more intense...

http://s6.postimg.org/opqn74gz5/SH5_Img_2013_12_28_22_24_57.jpg

http://s6.postimg.org/qdpslruup/SH5_Img_2013_12_28_22_25_07.jpg

http://s6.postimg.org/dnlk8omwh/SH5_Img_2013_12_28_22_26_02.jpg

http://s6.postimg.org/fgogx0835/SH5_Img_2013_12_28_22_27_38.jpg

http://s6.postimg.org/ijp70dn1t/SH5_Img_2013_12_28_22_29_33.jpg

Great job!:up:

Modlist:

Accurate German Flags
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No U-Mark
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
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
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_No Starshells (.eqp Files)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_5_0
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
Large Optics for TDW UI Darkened Scopes Alt Attack Scope
TDC Graphics by Naights v1.0
Realistic_Hydrophone_1_1
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II v2.3
RPM Hydrophone v2.2 -for OHII full v2.2-
SH5 External Cargo 1.0
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.1
sobers best ever fog V22 SH5
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
Bullet_spark_test
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. v5.5 - German Patch v1
R.S.D. - Less Accurate AI Gunners
R.S.D. - Depth Charges Fix_attempt 3
DBSM_Speech_1_0_4
DBSM_Music_1_0_4
sobers no footstep sound mod SH5 V2
Shadow Improvement ModLR
TDW options _7_5_0
OPEN HORIZONS II v2.3 patch1 beta
SkyBaron's Leigh Light for SH5 1.1
AAguns_12_20_40mm
Rocket_3InchGB_&_5InchUS

gap
12-28-13, 07:05 PM
Just the Russian airbases to add - then its ready

I am on it, Trevally :up:

For a start, some general information:

The Air Force of the Red Army (VVS-RKKA) was divided into two basic components. The first was the Air Force of the Red Army which consisted of fighter and ground attack regiments under the direct control of a Military District (later Front). The second component was the Long-Range Bomber Force which was at the disposal of the State Commissariat of Defence for tactical deployment on any front when necessary.
In April 1939 a thorough re-organization within the Air Force took place. The largest formation was now the air division, which comprised between four and six air regiments (formerly brigades). Each regiment consisted of about 60 aircraft with additional reserve planes (usually about 40 aircraft).
There were three types of Air Regiment:
bomber regiments with four squadrons of 12 aircraft each;
fighter regiments with four squadrons of 15 aircraft each;
ground attack regiments with four squadrons of 15 aircraft each.
The squadron was divided into wings of three aircraft.
The Air Force attached to a Military District or Front included a number of fighter and bomber regiments, while mixed regiments with both bomber and fighter components were attached to army corps, which also retained their own reconnaissance squadrons.

source:
http://ww2-weapons.com/Orders-of-battle/Russia/Red-Army-1939.htm

more from Red stars in the Sky: Soviet Air Force in World War Two (Vol. 1, p. 41) by Carl-Fredrik Geust (sorry for the long quote, but I think it is worth it):

THE ORGANIZATION OF
THE SOVIET AIR FORCE IN WW II

During World War II, the Soviet Air Arm was divided into different units according to required duties and areas of operation.

On ]une 22, 1941 the division of the Soviet Air Force or the Air Force of the Red Army (Voenno-vozdushnye sily Krasnoi
Armii) was as follows:

a. The Air Force of the Supreme Command (long range bomber units),
and
b. the Air Forces subordinate to the land forces, consisting of:
1. the From Air Forces (formed from the air Forces of the Military Districts).
2. the Army Air Forces (subordinate to the High Command of the respective armies), and
3. the Liaison Squadrons (subordinate to the Commanders of different ground force units).

In addition to the above mentioned units, each fleet of the Soviet Navy had its own Air Force (see below).

The aircraft inventory comprised some 11,500 planes. Of these, some 1,350 aircraft were allocated to the Air Force of the Supreme Command, some 8,600 to the Ground Forces (about 3,500 to the Front Air Forces, about 3,800 to the Army Air Forces and a couple of hundred to the Liaison Squadrons), and the Naval Air Forces were allocated 1,445 aircraft in different Fleets. Of the total 11,500 aircraft some 6,000 were fighters (about 80 % of these were obsolete types).

From 1938 the basis of organization was changed from Aviation Brigades to Aviation Regiments. In 1938-41, an Aviation Regiment (Aviatsionnyi Polk, AP) consisted of 4 or 5 squadrons (eskadrilya) or a total of 60 aircraft. From 1941 the regiments were formed of 8 squadrons. The nominal strength of each Fighter Regiment and Ground Attack Regiment was 40 aircraft and that of a Bomber Regiment was 82 aircraft. Squadrons were divided into flights (zveno) consisting of 3 or 4 aircraft. The regiments were arranged into Aviation Divisions (Aviatsionnaya Diviziya, AD) consisting of three Aviation Regiments. The nominal strength of a Fighter Division was thus 124 aircraft (including spare aircraft) and that of a Bomber Division was 98 aircraft.

The biggest flying unit employed was Aviation Army Corps (Aviatsionnyi Korpus, AK) which consisted of 2 or 3 Aviation Divisions, i.e., either 250 to 375 fighters or 200 to 300 bombers.

In May 1942 the Front Air Forces and the Army Air Forces were re-organised into independent Air Armies (Vozdushnaya Amtiya, VA). A co-ordinated and purposive deployment was characteristic of each Air Army. There were altogether I8 Air Armies, each consisting generally of 5 to 8 (at times as many as 18) Aviation Divisions.

...

The Naval Air Forces (Aviatsiya Voenno-morskogo flota, VVS VMF) were designated an independent arm on January 1, 1938. Each of the Navy's Fleets had its individual Air Force:

1) the Red Banner Baltic Fleet Air Force (VVS KBF)
2) the Nonhern Fleet Air Force (VVS SF),
3) the Black Sea Fleet Air Force (VVS ChF), and
4) the Pacific Fleet Air Force (VVS TOF).

On ]une 22, 1941, 655 of the Naval Air Forces' 1,445 aircraft were fighters.

...

At the beginning of the Great Patriotic War, 40 fighter regiments (about 1,500 aircraft) were separated from the Air Force proper to form a group assigned to air defence duties. At the beginning of 1942 these regiments were subordinated to the Air Defence Troops (Vojska PVO) under which they formed a new arm, the Air Defence Fighter Units (IA PVO). On May 1, 1945 these troops comprised a total of 97 regiments.

From the summer of 1943 the Soviet Air Force had both strategic air supremacy and superiority over the enemy in quality and quantity. While in 1941 a maximum of 200 to 500 aircraft took part in war operations, in 1943 each major operation could already be assigne a couple of thousand aircraft. In spring 1945, as many as 7,500 Soviet warplanes took part in the battle of Berlin.

The Soviet fighters claimed a total of about 40,000 aerial victories during the war. Of these, the pilots of the Naval Air Forces claimed 4,900 and the pilots of the Air Defence Fighter Units claimed 3,930.

During the latter half of the 1930's and still at the beginning of the Great Patriotic War, the most common Soviet Fighter types were the I-16, I-15bis (I-152), and I-153 designed by Polikarpov. Production of the new fighter generation (LaGG-8, MiG-3, and Yak-1 fighters) began in late 1940.

On ]une 22, 1941, the air forces of the Baltic, Byelo-Russian, Kiev and Odessa Military Districts included about 5,540 aircraft of which about 3,270 were fighters, and of these, only 980 belonged to the new fighter generation.

During the blitzkrieg attacks of the first day of the Great Patriotic War, the Germans destroved as many as 1,136 Soviet aircraft (800 of them on the ground). From 1942 the war industry, which had been evacuated to Siberia, was, however, capable of replacing the serious aircraft losses of the first year of war with new high-performance Yak-7, La-5, Yak-9, La-7, and Yak-3 fighters.

From autumn I941, the United States and Britain provided dhe Soviet Union with additional aircraft delivered under the "lend-lease" agreement. including Aircobra, Kingcobra, Kittyhawk, Tomahawk, Thunderbolt, Hurricane, and Spitfire fighters. The number of these aircraft represented, however, only a small part of the total number of fighters in the Soviet Air Force. During the war, the Soviet Aircraft industry roduced a total of 136.800 aircrafi of which 108,028 were actual warplanes, while the lend-lease deliveries totalled 17.834 aircraft. In the table below are given
the total numbers of Soviet wartime fighters produced in the Soviet Union or imported under the lend-lease agreement.

Fighter type / Number
I-16 / 6,555
I-15bis / 2,408
I-153 / 3,437
LaGG-3 / 6,528
MiG-3 / 3,322
Yak-1 / 8,721
Yak-7 / 6,399
La-5 / about 10,000
Yak-9 / 16,769
La-7 / 5,753
Yak-3 / 4,848
P-39 Airacobra / 5,707
P-63 Kingcobra / 2,400
P-40 Tomahawlt, Warhawk / 2,397
P-47 Thunderbolt / 195
Hurricane 2,952
Spitfire 1,331


More to come :salute:

Your (Google :03:) Russian is good enough.. :)
I think all the airbase placements are in the open sources and Gabriele know all these sources better than we..

Blame it on language barriers or on the fact that the Soviet government kept WWII military information secret until relatively recently but, too bad, the sources about Soviet Air Forces are not so open :-?

By the way of language barriers: can you help me with the translation of the links found in the following page? :D

http://www.armchairgeneral.com/forums/showthread.php?t=33002


PS: and, as I know, we (USSR) lost most of our airbases and aircraft in the first days of the war (June 1941), because they were concentrated along the borders.. so, our Air Force began to work intensively with the year 1942-43.. I guess..

Thank you. This is a confirmation of what is stated by the above sources :up:

@ Vecko

awesome screenies, mate :sunny:

volodya61
12-28-13, 07:39 PM
Blame it on language barriers or on the fact that the Soviet government kept WWII military information secret until relatively recently but, too bad, the sources about Soviet Air Forces are not so open :-?

Do you think these sources more open in Russian language than in others?
I think nowadays, our (Russian) sources become more and more closed due to censorship on the Internet (I mean Runet), as well as new policy of our president.. I'm afraid a new Cold War awaits us :nope:

By the way of language barriers: can you help me with the translation of the links found in the following page? :D

Sure I can.. just tell me what exactly you need to translate..

EDIT: or you need translation of all those spreadsheets?

gap
12-28-13, 08:47 PM
Do you think these sources more open in Russian language than in others?
I think nowadays, our (Russian) sources become more and more closed due to censorship on the Internet (I mean Runet), as well as new policy of our president.. I'm afraid a new Cold War awaits us :nope:

:-?

Sure I can.. just tell me what exactly you need to translate..

Thank you Volodya, anything related with squadrons, their stations (or even their general operation area, if airfileds are not known), and the aircraft they operated with timespans for each station/aircraft.

Sure enough, areas that we are mainly inerested in are the Barents, the Baltic and the Black seas. My database of aircraft modelled for SHIII-IV, features the following Soviet-operated planes (most of them are in SH5 already):

floatplanes:
Beriev Be-2 (KOR-1)
Vought OS2U Kingfisher

flying boats:
Beriev MBR-2
Supermarine Walrus
Consolidated PBY / GST / PBN Catalina

fighters:
Yakovlev Yak-1 / Yak-7 / Yak-9 / Yak-3
Mikoyan-Gurevich MiG-3
Lavochkin La-7
Seversky P-35
Curtiss P-40 Warhawk / Tomahawk
Republic P-47 Thunderbolt
Gloster SS.37 Gladiator (captured aircraft)
Hawker Hurricane
Supermarine Spitfire

heavy fighters:
Messerschmitt Bf 110 (captured aircraft)

light bombers:
Ilyushin Il-2 Shturmovik
de Havilland DH.98 Mosquito

medium bombers:
Ilyushin DB-3
Tupolev Tu-2
Junkers Ju 88 (captured aircraft)

We are in need of any information can help us in placing them in campaign as accurately as possible. :salute:

mikaelanderlund
12-29-13, 06:32 AM
Fantastically good news for me. No silentotto CTD with the new files! So wonderful with the air strike against Brest:rock:. Thank you all!

Accurate German Flags
Grossdeutscher Rundfunk
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Conus' Medals
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers base sky mechanics V1
SH5_7A_Conning_Fix
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
Bullet_spark_test
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_New_radio_messages_German
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
AI_sub_crew_1_0_2_TheDarkWraith
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
OPEN HORIZONS II v2.3
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)
Kriegsmarine Career Insignia CrystalClear Extra
Dynamic Environment SH5 Sounds V2.1
Church's Compass Dials Mod v2.2 - Option Two
Large Optics for TDW UI
Large Optics for TDW UI 16 by 9
Water reflections intensity varied by available sunlight by TheDarkWraith
Moon_light_mod
Targor's SH5 Wooden Lifeboats ver. 0.4
Shadow Improvement ModLR
OPEN HORIZONS II v2.3 patch1 beta
AAguns_12_20_40mm
Rocket_3InchGB_&_5InchUS
sobers better terrain v4 SH5
sobers more trees SH5
Small_trees_SH5_V1

- Shells_Rck files

:salute:

lesec74
12-29-13, 09:11 AM
Fantastically good news for me. No silentotto CTD with the new files! So wonderful with the air strike against Brest:rock:. Thank you all!

Accurate German Flags
Grossdeutscher Rundfunk
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Conus' Medals
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers base sky mechanics V1
SH5_7A_Conning_Fix
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
Bullet_spark_test
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_New_radio_messages_German
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
AI_sub_crew_1_0_2_TheDarkWraith
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
OPEN HORIZONS II v2.3
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)
Kriegsmarine Career Insignia CrystalClear Extra
Dynamic Environment SH5 Sounds V2.1
Church's Compass Dials Mod v2.2 - Option Two
Large Optics for TDW UI
Large Optics for TDW UI 16 by 9
Water reflections intensity varied by available sunlight by TheDarkWraith
Moon_light_mod
Targor's SH5 Wooden Lifeboats ver. 0.4
Shadow Improvement ModLR
OPEN HORIZONS II v2.3 patch1 beta
AAguns_12_20_40mm
Rocket_3InchGB_&_5InchUS
sobers better terrain v4 SH5
sobers more trees SH5
Small_trees_SH5_V1

- Shells_Rck files

:salute:
hello, I will try your mod list, plus silentmichal's interior:yep:

Silent Steel
12-29-13, 09:43 AM
Kriegsmarine Career Insignia CrystalClear Extra

Hej Mikael

Vad är det här för en rackarns mod?
Och var hittar man den? :hmm2:

volodya61
12-29-13, 11:05 AM
..We are in need of any information can help us in placing them in campaign as accurately as possible. :salute:

Here is some info on airfields (Baltic and North areas) -

(Google Map coordinates)

Afrikanda - 67.454659,32.786236
Siverskaya - 59.35564,30.036521
Murmashi - 68.806698,32.806799
Staraya Russa - 57.959044,31.383104
Gorelovo - 59.767633,30.088706
Besovets - 61.879621,34.149599
Kexholm (Priosersk) - 61.017763,30.096173
Levashovo - 60.087876,30.190415
Pinozero - 67.327557,32.584906
Shonguy - 68.75359,33.157668

I didn't collect more data right now, maybe later.. and I didn't collect info on Black Sea area because we don't have these kind of operations in our Campaign so far..

EDIT: and a couple of digits -

- on December 31, 1941 the SU Air Force combat losses amounted to 21000
- how many aircraft were produced in the Soviet Union during the war, the numbers are different, according to various estimates 72000 - 77000
- during the 1941-45 SU received by agreement of Lend-Lease 18000 boards

mikaelanderlund
12-29-13, 11:38 AM
Hej Mikael

Vad är det här för en rackarns mod?
Och var hittar man den? :hmm2:

Tjenare! istället för gubbarna längst ner har du tyska militära symboler. Jag vet inte var man hittar modden men jag kan skicka den till dig. Skicka mig ett mail.

:salute:

Silent Steel
12-29-13, 12:26 PM
Tjenare! istället för gubbarna längst ner har du tyska militära symboler. Jag vet inte var man hittar modden men jag kan skicka den till dig. Skicka mig ett mail.

:salute:

Tack för det!
Men... jag har inte din mailadress...

Kolla din PM så hittar du min mailadress

:up:

Trevally.
12-29-13, 02:48 PM
I knew this will come handy...:D

http://www.subsim.com/radioroom/showthread.php?t=210153

:yeah:

Ok then, another raid...Again 6-7 aircrafts. This time the battle was more intense...

Great job!:up:



Great thanks:up:

Trevally.
12-29-13, 02:50 PM
Your (Google :03:) Russian is good enough.. :)
I think all the airbase placements are in the open sources and Gabriele know all these sources better than we..

PS: and, as I know, we (USSR) lost most of our airbases and aircraft in the first days of the war (June 1941), because they were concentrated along the borders.. so, our Air Force began to work intensively with the year 1942-43.. I guess..

Here is some info on airfields (Baltic and North areas) -

(Google Map coordinates)

Afrikanda - 67.454659,32.786236
Siverskaya - 59.35564,30.036521
Murmashi - 68.806698,32.806799
Staraya Russa - 57.959044,31.383104
Gorelovo - 59.767633,30.088706
Besovets - 61.879621,34.149599
Kexholm (Priosersk) - 61.017763,30.096173
Levashovo - 60.087876,30.190415
Pinozero - 67.327557,32.584906
Shonguy - 68.75359,33.157668

I didn't collect more data right now, maybe later.. and I didn't collect info on Black Sea area because we don't have these kind of operations in our Campaign so far..

EDIT: and a couple of digits -

- on December 31, 1941 the SU Air Force combat losses amounted to 21000
- how many aircraft were produced in the Soviet Union during the war, the numbers are different, according to various estimates 72000 - 77000
- during the 1941-45 SU received by agreement of Lend-Lease 18000 boards

This is great Volodya - thanks:yeah:

Trevally.
12-29-13, 02:53 PM
I am on it, Trevally :up:

For a start, some general information:

source:
http://ww2-weapons.com/Orders-of-battle/Russia/Red-Army-1939.htm

more from Red stars in the Sky: Soviet Air Force in World War Two (Vol. 1, p. 41) by Carl-Fredrik Geust (sorry for the long quote, but I think it is worth it):

More to come :salute:

Blame it on language barriers or on the fact that the Soviet government kept WWII military information secret until relatively recently but, too bad, the sources about Soviet Air Forces are not so open :-?

By the way of language barriers: can you help me with the translation of the links found in the following page? :D

http://www.armchairgeneral.com/forums/showthread.php?t=33002

Thank you. This is a confirmation of what is stated by the above sources :up:

@ Vecko

awesome screenies, mate :sunny:

:-?

Thank you Volodya, anything related with squadrons, their stations (or even their general operation area, if airfileds are not known), and the aircraft they operated with timespans for each station/aircraft.

Sure enough, areas that we are mainly inerested in are the Barents, the Baltic and the Black seas. My database of aircraft modelled for SHIII-IV, features the following Soviet-operated planes (most of them are in SH5 already):

floatplanes:
Beriev Be-2 (KOR-1)
Vought OS2U Kingfisher

flying boats:
Beriev MBR-2
Supermarine Walrus
Consolidated PBY / GST / PBN Catalina

fighters:
Yakovlev Yak-1 / Yak-7 / Yak-9 / Yak-3
Mikoyan-Gurevich MiG-3
Lavochkin La-7
Seversky P-35
Curtiss P-40 Warhawk / Tomahawk
Republic P-47 Thunderbolt
Gloster SS.37 Gladiator (captured aircraft)
Hawker Hurricane
Supermarine Spitfire

heavy fighters:
Messerschmitt Bf 110 (captured aircraft)

light bombers:
Ilyushin Il-2 Shturmovik
de Havilland DH.98 Mosquito

medium bombers:
Ilyushin DB-3
Tupolev Tu-2
Junkers Ju 88 (captured aircraft)

We are in need of any information can help us in placing them in campaign as accurately as possible. :salute:

Thanks Gap as always:sunny:- with this and Volodyas info - I can add the bases:up:

vlad29
12-29-13, 03:07 PM
@ Volodya & Trevally
This thread on SUKHOI.ru is dedicated to airfields 1939-1945
http://www.sukhoi.ru/forum/showthread.php?t=74924
May be helpfull:salute:

EDIT: the good database made for 'google - earth'

gap
12-29-13, 03:17 PM
Here is some info on airfields (Baltic and North areas) -

(Google Map coordinates)

Afrikanda - 67.454659,32.786236
Siverskaya - 59.35564,30.036521
Murmashi - 68.806698,32.806799
Staraya Russa - 57.959044,31.383104
Gorelovo - 59.767633,30.088706
Besovets - 61.879621,34.149599
Kexholm (Priosersk) - 61.017763,30.096173
Levashovo - 60.087876,30.190415
Pinozero - 67.327557,32.584906
Shonguy - 68.75359,33.157668

I didn't collect more data right now, maybe later..

Thank you very much Volodya :salute:

If you get time, could you please organize data in columns? i.e. squadron / station(s) / type and number of aircraft operated which were in conditions for flying. One row for each squadron. Also, as I understand it, the links that I provided are relative to June 41. Could you check if you find later orders of battle within the same website :)


...and I didn't collect info on Black Sea area because we don't have these kind of operations in our Campaign so far..

Yes, Black Sea squadrons can be given a lower priority. I mentioned them in case Trevally decides to create a Black Sea campaign, and because I thought that you might have better information on any military airfileld close to your home :up:

On the other hand, considered the recent progress with air raids, I would include USSR long range bombing squadrons in the next OH patch. Any information on them much appreciated :)


EDIT: and a couple of digits -

- on December 31, 1941 the SU Air Force combat losses amounted to 21000
- how many aircraft were produced in the Soviet Union during the war, the numbers are different, according to various estimates 72000 - 77000
- during the 1941-45 SU received by agreement of Lend-Lease 18000 boards

Impressive figures, indeed. I think your country was the one paying the highest toll in human lifes among the partecipants to WWII, and I have read somewhere that the Yak-1 with its many variants was one of the most buildt WWII aircraft.

@ Volodya & Trevally
This thread on SUKHOI.ru is dedicated to airfields 1939-1945
http://www.sukhoi.ru/forum/showthread.php?t=74924 ([COLOR="Yellow")
May be helpfull:salute:

Thank you Vlad, unfortunately I can't access that link, but hopefully it will work for Volodya :salute:

vlad29
12-29-13, 03:47 PM
Thank you Vlad, unfortunately I can't access that link, but hopefully it will work for Volodya :salute:
Not at all Gap
I've edited my post, the link is 'accessible' now:oops::salute:

EDIT:Another link for Murmansk region airfields http://http://nordsky.blogspot.ru/2012/06/blog-post_11.html (http://nordsky.blogspot.ru/2012/06/blog-post_11.html)
Section V (Former airfields) is what we need

gap
12-29-13, 03:49 PM
Thanks Gap as always:sunny:- with this and Volodyas info - I can add the bases:up:

My own pleasure Trevally :salute:

Some additional information on USSR bombing aviation, taken from the same book I quoted yesterday:

http://imageshack.us/a/img689/5716/jo29.th.jpg (http://imageshack.us/photo/my-images/689/jo29.jpg/)

On a side note: we have a couple of more land-lease aircraft manned by the Soviet Air Force which can be added to OH's campaign. They are the B-25 Mithcell medium bomber by Ju_88 that I have been working on in the past (it is basically ready for use in game), and Bell P-39 Airacobra, a freeware model of which can be downloaded from the following link:

http://tf3dm.com/3d-model/russian-ww-2-p-39-airacobra-33185.html

Talking about warplanes that have not been done for SH yet, today I came across an oustanding model of the Polish single-seat fighter PZL P11c, which saw action during the Polish campaign. The model can be found at this link:

http://www.colacola.se/expo_p11.htm#seagull

It would make a nice addition for the Baltic campaign though, being an extremely detailed model, it would require some heavy poly reduction before it can be imported in game :yep:

Not at all Gap
I've edited my post, the link is 'accessible' now:oops::salute:

Thank you Vlad, I and google translate are looking into that post right now :03: :up:

vlad29
12-29-13, 03:58 PM
Thank you Vlad, I and google translate are looking into that post right now :03: :up:

:Another link for Murmansk region airfields http://nordsky.blogspot.ru/2012/06/blog-post_11.html
Section V (Former airfields) is what we need

gap
12-29-13, 06:04 PM
@ Trevally:

Thanks to Vlad I was able to locate a couple of atlases of WWII-era Soviet airfields in Google Earth format.

The first one is relative to Finnish and Soviet airfields used during the winter and continuation wars (Baltic and Barents sea areas). Dowload link:

http://www.virtualpilots.fi/en/feature/articles/wartime_airfields/wartime_airfields_20061124.kmz

(after installing Google Earth, double click on the kmz file to see arfields' locations and names on the world map; yellow icons = Finnish, red icons = Soviet).

The second project is much more complete, as it includes most of the know Soviet airfiled, as well as a good number of other European and Asian airfields used by various WWII belligerents. Each nation is denoted by its flag. Most airfields got notes (mostly in Russian :doh:, some in English). Download links:

http://www.sukhoi.ru/forum/attachment.php?attachmentid=156967&d=1342975208
http://www.sukhoi.ru/forum/attachment.php?attachmentid=169863&d=1377568597

(copy the 'icons' folder from the first link into the Google Earth's installation folder, and double click on the kmz file from the second link).

At this point I believe we have more Russian airfield locations than we need :03:

Still to do: connecting the aircraft I have listed yesterday to the airfields that they historically were based in.

:subsim: