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THE_MASK
02-01-12, 04:28 AM
If you use OH2 then there is a certain way to start the campaign or you get errors and ctds . It is explained on the first post of the OH2 thread .

sidmo001
02-01-12, 04:58 AM
If you use OH2 then there is a certain way to start the campaign or you get errors and ctds . It is explained on the first post of the OH2 thread .

I did everything that was told of me on the first page, still to no effect.

pedrobas
02-01-12, 08:24 AM
I just started a thread related with "mnts+OHII" here: http://www.subsim.com/radioroom/showthread.php?t=192061
:salute:

Trevally.
02-01-12, 01:05 PM
Trevally, in post 2 it says that unless completly succesfull in all campaigns, campaigns with red line will not be available, if so, if i started a new career and picked happy times does that mean that operation drumbeat would not be available because i did'nt do coastal waters?

No - you will still get OD
Look at Actic Convoys - there is a red line to The Black Pit and a white line to Turning Point. If you fail Arctic Convoy - you will not get Black Pit but you will get Turning Point


another thought, would it be very difficult to completely re-write the whole campaign selection to give different missions?
sorry to run on.
many thanks.:salute:


Yes - it is a looong process.
But if you have any good suggestions for new missions - I will look at making them:up:

ps... have completed eastern british coastal waters, but seem to have missed out on breaking the fortress [in port at time], is campaign now blown, ie.. no drumbeat?

No - only campaign boxes joined by red lines get blocked:up:

Trevally.
02-01-12, 01:15 PM
Hi there, all

I am having a problem with some of the ships in OH II 1.6.

A lot of the ships, specifically the SV models, Rongel models, Steelviking, et cetra are all greyed out, like the texture didn't or isn't loading.

I can't seem to find a fix for this. Can anyone point me in the proper direction.

Also, this is the mod setup I'm running via the Generic Mod Enabler.

- OPEN HORIZONS II_full v1.6
- OHII Higher Tonnage Objectives for v1.6
- TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)

Here is a link to my Dxdiag incase is helps.

BTW My VC is a Radon HD 6950.

http://pastebin.com/AVVy95m8

Hi sidmo001:salute:

Sorry, but this is a known bug and I do not know how to fix it.
I have talked to uekel about this (he is a dat ship expert:DL) and he can see nothing wrong with the way dat ships were added to OHII.

Privateer wrote a post about the AO mapping and how the devs did it for SH5. see here http://www.subsim.com/radioroom/showthread.php?t=190674http://

Im not sure if the way it was done for the ships in OHII followed this or not. Perhaps someone who knows about graphics can look at this.

Anyway - could you try adjusting the settings in the main menu for the graphics and check results in the museum.
If you find a setting that works - please let me know as I can not duplicate the error:salute:

Trevally.
02-01-12, 01:16 PM
I just started a thread related with "mnts+OHII" here: http://www.subsim.com/radioroom/showthread.php?t=192061
:salute:

:up:

ivanzetta84
02-01-12, 01:56 PM
great job!!! Thanks!!

Trevally.
02-01-12, 04:02 PM
From this thread http://www.subsim.com/radioroom/showthread.php?t=192062

This is the objective instructions:-


Germany's war machine is feeding on iron ore imported from neutral Sweden, 90% of which passes through the Norwegian port of Narvik. Anticipating a British move on Norway, German High Command has made plans to secure the area for our use. The invasion of Denmark and Norway will begin on April the 9th, in the morning. Of particular importance are the ports and air bases in Norwegian coast, which would allow us to operate far out in and over the North Atlantic. Attacks on any shipping in and out of these areas will hamper their ability to mount any kind of defence.


Objective 1 (Norway 1 + 2 Circle):-

Sink any British ship entering Norway's teritorial waters


Objective 2 (Defend Norway Circle):-

Sink 5 enemy ships within Narvik area of operations


Here is a SShot from the objective in ME2

http://img641.imageshack.us/img641/5198/weserubung.jpg

If you also look at the ship type - you will see that most ships will count as a kill.

Can you remember what ships you sank that did not count:06:

Maki4444
02-01-12, 04:42 PM
Quick question, how do you change the display language in OH II and TDW new UI to German?? :)

Trevally.
02-01-12, 05:00 PM
Quick question, how do you change the display language in OH II and TDW new UI to German?? :)

See post one for the German mod:up:

sidmo001
02-02-12, 01:47 AM
Hi sidmo001:salute:

Sorry, but this is a known bug and I do not know how to fix it.
I have talked to uekel about this (he is a dat ship expert:DL) and he can see nothing wrong with the way dat ships were added to OHII.

Privateer wrote a post about the AO mapping and how the devs did it for SH5. see here http://www.subsim.com/radioroom/showthread.php?t=190674http://

Im not sure if the way it was done for the ships in OHII followed this or not. Perhaps someone who knows about graphics can look at this.

Anyway - could you try adjusting the settings in the main menu for the graphics and check results in the museum.
If you find a setting that works - please let me know as I can not duplicate the error:salute:

Hi there, thank you for the reply.

Unfortunately I have not been able to fix the problem via any of the in-game graphic options.

I am going to try the options in Catalyst Control and see what happens.

Question though, do you think it's something to do with my video card and how the in-game texture files are being read by my vc?

Silent Steel
02-02-12, 02:00 AM
Hi sidmo001:salute:

Sorry, but this is a known bug and I do not know how to fix it.
I have talked to uekel about this (he is a dat ship expert:DL) and he can see nothing wrong with the way dat ships were added to OHII.


Hi,

I've seen this only once and I got rid of it. I can't say exactly what of the following solved the issue but this is what I did.

1a. Uninstalled my GPU driver with CCleaner
1b. Did a complete scan of the register with CCleaner for leftovers of files related to my GPU
1c. Updated my GPU driver (Of course I should have checked after this if SH5 ran properly but I didn't) :cry:
1d. Rebooted to check the GPU was running OK

2. Saved my current JSGME mod profile
3. Deactivated all mods
4. Made a copy of my C:\Ubisoft\Silent Hunter 5\MODS folder
5. Uninstalled JSGME with CCleaner as well as a complete scan of the register for leftovers with CCleaner
6. Downloaded and installed a new JSGME plusran it to let it create a new MODS folder
7. Pasted my copy of C:\Ubisoft\Silent Hunter 5\MODS folder back to where it was
7. Rebooted
8. Launched SH5 :D

IF it was this that sorted it I can't say but it was what I did. :hmmm:

Even before this I've had a few other issues that were solved by uninstalling JSGME > downloading a new JSGME > reinstalling this new downloaded JSGME.

But, what I can say is that I'm pretty sure JSGME can be a sly bugger that I don't trust 100% anymore. :nope:
I've even found SH5 more stable without the Catalyst - my advice is - switch it off or even uninstall it.

Maybe worth trying?

Cheers

sidmo001
02-02-12, 02:50 AM
Hi,

I've seen this only once and I got rid of it. I can't say exactly what of the following solved the issue but this is what I did.

1a. Uninstalled my GPU driver with CCleaner
1b. Did a complete scan of the register with CCleaner for leftovers of files related to my GPU
1c. Updated my GPU driver (Of course I should have checked after this if SH5 ran properly but I didn't) :cry:
1d. Rebooted to check the GPU was running OK

2. Saved my current JSGME mod profile
3. Deactivated all mods
4. Made a copy of my C:\Ubisoft\Silent Hunter 5\MODS folder
5. Uninstalled JSGME with CCleaner as well as a complete scan of the register for leftovers with CCleaner
6. Downloaded and installed a new JSGME plusran it to let it create a new MODS folder
7. Pasted my copy of C:\Ubisoft\Silent Hunter 5\MODS folder back to where it was
7. Rebooted
8. Launched SH5 :D

IF it was this that sorted it I can't say but it was what I did. :hmmm:

Even before this I've had a few other issues that were solved by uninstalling JSGME > downloading a new JSGME > reinstalling this new downloaded JSGME.

But, what I can say is that I'm pretty sure JSGME can be a sly bugger that I don't trust 100% anymore. :nope:
I've even found SH5 more stable without the Catalyst - my advice is - switch it off or even uninstall it.

Maybe worth trying?

Cheers

Hi there, mate.

While I'm sure your method worked, I don't think I'm willing to tinker around with my display drivers atm. I had a lot of problems recently in getting my new MB and Processor planted in my computer and working properly, and I don't think I can take the stress of something potentially breaking on me (Software wise) atm, if something goes wrong.

I did however end up unistalling and re-installing GME, and even wiping it's remnants from my registry, but to no avail.

gambla
02-02-12, 04:38 AM
From this thread http://www.subsim.com/radioroom/showthread.php?t=192062

This is the objective instructions:-



Objective 1 (Norway 1 + 2 Circle):-


Objective 2 (Defend Norway Circle):-


Here is a SShot from the objective in ME2

If you also look at the ship type - you will see that most ships will count as a kill.

Can you remember what ships you sank that did not count:06:


I've sunk two ships, one large tanker and one smaller modern cargo, nothing unusual so. Does the date play any role ?

Thanks for your efforts !



EDIT:

I went on with testing and was at the western entrance of the Narvik Fjord, not in the Narvik AO - circle :

"Kleines Passagierschiff" > counts

"Großes Dampfschiff (Kriegsnachschub)" > counts



"Flottentanker Dale" > zero points

"Kleiner alter Frachter" > zero points

Jerry85
02-02-12, 12:48 PM
Great job :DL

Trevally.
02-02-12, 01:30 PM
EDIT:

I went on with testing and was at the western entrance of the Narvik Fjord, not in the Narvik AO - circle :

"Kleines Passagierschiff" > counts
"Großes Dampfschiff (Kriegsnachschub)" > counts

"Flottentanker Dale" > zero points
"Kleiner alter Frachter" > zero points

Thanks Gambla - I now need to check these ship types and see if the fit in the target type allowed.

Kleines Passagierschiff=Small passenger ship:up:
Großes Dampfschiff=Large steamship:up:
Flottentanker Dale=Raft Tanker Dale:up:
Kleiner alter Frachter=Little old freighter - ?? I do not know this ship:hmmm:

Trevally.
02-02-12, 01:30 PM
Great job :DL

thanks Jerry85 and welcome to subsim:salute:

gambla
02-02-12, 02:53 PM
Thanks Gambla - I now need to check these ship types and see if the fit in the target type allowed.

Kleines Passagierschiff=Small passenger ship:up:
Großes Dampfschiff=Large steamship:up:
Flottentanker Dale=Raft Tanker Dale:up:
Kleiner alter Frachter=Little old freighter - ?? I do not know this ship:hmmm:

Hi Trevally,

i'm pretty sure that the two objectives / bars are messed up. I've sunk exactly 5 ships in the Norway 1 + 2 circles and these were counted for the second objective. What i've read is that you only need to sink one, two ? Right now i've sunk different type of ships in the Narvik AO-circle but none of them counted. I recon that there's something wrong with area i'm in, or there are only a few type of ships counting ?

See the picture regarding the "little old freighter" and second, i just sank a "medium troop transport" that again wasn't accepted for the 1st objectiv:




http://img195.imageshack.us/img195/2762/sh5oh2little.jpg (http://imageshack.us/photo/my-images/195/sh5oh2little.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

vlad29
02-02-12, 03:15 PM
Good afternoon Trevally!

Could you please clearify if it is possible to get rid of Polish ships in the Kiel channel while the first campaign is carrying on? Last time after returning to base on September 10th' 39 I've met FOUR of them (in various places) successfully passing german destroyers in the Kiel Mouth, and in several miles from Kiel - the heart of Faterland:o This item is not very good for game immersion, and getting easy points while sinking them with cannon is not fare for career promotion.

Glad to report that after determining target (one of polish ship) with UZO I sent contact report to BdU and in 10 min the freighter was bommed by german plane and start burning - that means the reaction on our messages from BdU is existing in this game at last:D

Trevally.
02-02-12, 03:38 PM
Hi Trevally,

i'm pretty sure that the two objectives / bars are messed up. I've sunk exactly 5 ships in the Norway 1 + 2 circles and these were counted for the second objective. What i've read is that you only need to sink one, two ? Right now i've sunk different type of ships in the Narvik AO-circle but none of them counted. I recon that there's something wrong with area i'm in, or there are only a few type of ships counting ?

See the picture regarding the "little old freighter" and second, i just sank a "medium troop transport" that again wasn't accepted for the 1st objectiv:
Uploaded with ImageShack.us (http://imageshack.us)

I have just checked the cfg file for this and everything is ok.
Sink 5 ships in circle defend norway
sink 1 ship in either circle norway 1 or 2

The unit types list are also correct.


What I need to do next is check what changes the german mod is making.
Also - I need to look up the ship types for the ship name you have listed. I can then check that those types are ok.

I have not yet found an easy to test these campaigns other than playing them through - I am about to test the tutorial for a fix and I will then try and fast forward to this mission so I can test it too
:up:

ema737
02-03-12, 12:41 AM
yeah! great mod! :yeah:

gambla
02-03-12, 12:59 AM
Hi Trevally,

i've just checked the campaign-files in the SH5-folder and in my Savegame-folder. I wonder if this is correct: my first personal objective is: "Name=Sink_any_battleship_entering_Norway_teritoria l_waters"

Sorry for so much text, the cfg-file of the savegame:


[Campaign.CampObj.MacroObj 2]
ObjectiveID=TG_Norway_Invasion
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=NorwayInvasion
ValuePointsProvided=3
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19400301
EndDate=19400409
IsCompleted=false
IsFailed=false
IsUnlocked=true
AssocMissionsActive=
AssocMissionsCompleted=4049915150452606804
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Sink_any_battleship_entering_Norway_teritoria l_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=Area_Narvik,Line_Norway_Invasi on2
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=1

[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=4
FromNode=Scapa Flow


:::::::::::::::::::::::::


[Campaign.CampObj.MacroObj 2.PersObj 2]
PersObjType=0
Name=Sink_5_British_ships_in_Narvik_teritorial_wat ers
Description=Campaign.CampObj.MacroObj 2.PersObj 2.Description
RelatedMapLocations=Line_Norway_Invasion
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 2.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=5

[Campaign.CampObj.MacroObj 2.PersObj 2.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=3

[Campaign.CampObj.MacroObj 2.PersObj 2.TargetIdentif 1]
TargetIdType=2
MapZone=DefendNorway

Adriatico
02-03-12, 05:09 AM
Hey Trevally,

How many new ships are added to the new OHII ?

Are they present in early war 1939-40 ?

:o

Trevally.
02-03-12, 05:43 AM
Hi Trevally,

i've just checked the campaign-files in the SH5-folder and in my Savegame-folder. I wonder if this is correct: my first personal objective is: "Name=Sink_any_battleship_entering_Norway_teritoria l_waters"

Sorry for so much text, the cfg-file of the savegame:

[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Sink_any_battleship_entering_Norway_teritoria l_waters
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=Area_Narvik,Line_Norway_Invasi on2
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=1

[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=4
FromNode=Scapa Flow

:o:o:o:o:o:o
OMG!

This looks to me like the stock campaign:har::rotfl2::haha:

This will explain why you are having problems.
With this - you are required to sink a BB in the approach to Norway.

This is most likely caused by the way you started your career.
If you skipped the tutorial and then loaded OHII, the campaign files will not load.

What you needed to do was skip the tutorial with OHII loaded.

So to fix your problem you can either sink a BB and continue your career using the stock campaign and when you progress to Happy Times - OHII will take over from them and every thing will be ok.

Or - and this is the best solution - start a new career.:up:

Trevally.
02-03-12, 05:48 AM
Hey Trevally,

How many new ships are added to the new OHII ?

Are they present in early war 1939-40 ?

:o

See here for a list of added ships http://www.subsim.com/radioroom/showpost.php?p=1792494&postcount=7

2 more have been added since then - but I cant remember what they are (I am at work and can't check).

The are added by the start date within each ship folders cfg if you want to check:up:

gambla
02-03-12, 08:23 AM
:o:o:o:o:o:o
OMG!

This looks to me like the stock campaign:har::rotfl2::haha:

This will explain why you are having problems.
With this - you are required to sink a BB in the approach to Norway.

This is most likely caused by the way you started your career.
If you skipped the tutorial and then loaded OHII, the campaign files will not load.

What you needed to do was skip the tutorial with OHII loaded.

So to fix your problem you can either sink a BB and continue your career using the stock campaign and when you progress to Happy Times - OHII will take over from them and every thing will be ok.

Or - and this is the best solution - start a new career.:up:

That may explaine why i didn't see a second sub in the bunker and no buoys etc. So i better ring the royal navy to send another battleship for me ? :D

To make it bullettproof now: If i now start a new campaign, skip the tut. and everything is fine ?

Thanks for your efforts Trevally ! :up:
I send you one of my Jevers (beer)... :()1:

Trevally.
02-03-12, 12:12 PM
To make it bullettproof now: If i now start a new campaign, skip the tut. and everything is fine ?

Yes - start a new career to ensure everything works:up:


Thanks for your efforts Trevally ! :up:
I send you one of my Jevers (beer)... :()1:


:()1:

:yeah:

THE_MASK
02-04-12, 05:11 AM
I am starting a new career using the OPEN HORIZONS II Light v3 .
No other campaign mods . I get these errors with the validator .
Roster errors:
NewZealand not found in defined countries


Classes errors:
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Arado\Lowres_Arado.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_S wordfish.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NDD_Type36A\NDD_Type36A.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NF_Boat_1\NF_Boat_1.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NOL_Dale\NOL_Dale.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NTR_Oronsay\NTR_Oronsay.cfg missing!

DefSide errors:
Missing DefSide entries for NewZealand in \data\Roster\DefSide.cfg

Trevally.
02-04-12, 05:58 AM
I am starting a new career using the OPEN HORIZONS II Light v3 .
No other campaign mods . I get these errors with the validator .
Roster errors:
NewZealand not found in defined countries


Classes errors:
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Arado\Lowres_Arado.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_S wordfish.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NDD_Type36A\NDD_Type36A.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NF_Boat_1\NF_Boat_1.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NOL_Dale\NOL_Dale.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NTR_Oronsay\NTR_Oronsay.cfg missing!

DefSide errors:
Missing DefSide entries for NewZealand in \data\Roster\DefSide.cfg

Oh Sober - sometimes I hate that validator:doh:
Only kidding, I love it realy:D

Ok, forst the newZealand error.
This is caused by me I think:88) - At some point the new zealand folders were replaced with or without a space between the NEW and the ZEALAND. This has caused the error ever since.
What you will find in your roster etc is both of them. When adding a mod a folder can be overwritten but not removed. So when the validator looks athe the folders it see both types (with scape and without). The OHII mod only uses one of these (as set by the defside file) and ignors the other - so no problem caused.
But the validator doesn not know this - so rightly flags it as an error.
To fix - delete the unused newzealand folder.


Ok next these
Classes errors:
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Arado\Lowres_Arado.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_S wordfish.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg missing!


These are unfinished planes in the stock game. Again the validator looks at the folders and then checks to make sure there is nothing wrong with them. It finds that there is something - there are not finished units - so flags them.
But because the are not called in ang roster or named in the name.cfg - they are ignored by the game.
If someone wanted to finish these - they could then be added to the game. The GR2 files are all there.

C:\Ubisoft\Silent Hunter 5\data\Sea\NDD_Type36A\NDD_Type36A.cfg missing!

This one is being flagged again because it has a folder. Inside there is a file for the extra info for soan (i know this info we because I wrote it:D).
But that is all that is in that folder. If you used MO - that ship would be in the game and work correctly.

TBC:D

Trevally.
02-04-12, 06:33 AM
C:\Ubisoft\Silent Hunter 5\data\Sea\NF_Boat_1\NF_Boat_1.cfg missing!



This one is the same as the planes - it is an unfinished ship.
With OHII base or full - the ship is finished and added to the game (by Rongel).
This was not added to light as I wanted to keep all added ship out and just use the stock ones.
This error will not cause any problems.

C:\Ubisoft\Silent Hunter 5\data\Sea\NOL_Dale\NOL_Dale.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NTR_Oronsay\NTR_Oronsay.cfg missing!


These two I am not so sure about and needs looking into. They are not part of the stock game and could be an error with the roster in light version or they may be from another mod and not called into the campaign by OHII light.

Can you post the mod list you used when you ran the validator:06:

THE_MASK
02-04-12, 07:00 AM
You could have just said go away , everything is ok :O:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (light) V2.1
Dynamic Environment SH5 DarkerNights V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 Sounds V2.1
Small_trees_SH5_V1
sobers multi color mod V2
sobers see thru wake fix
sobers_realistic_underwater_FX2
sobers NO water drops V1
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
IRAI_0_0_30_No_hydrophone_on_surface
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_Real_Navigation
Manos Scopes-patch for 16x9
OPEN HORIZONS II Light v3
OH II Minefield map
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
SAS special abilities simplified V1 SH5
sobers green crew training V3 SH5
sobers chimney smoke V2
Church's Compass Dials Mod v2.1 - Option Two
Stormys DBSM (sounds only)
Grossdeutscher Rundfunk
sobers Type 7A rusty deck SH5
Amanda mod 2
MadMaxs_SH5_Subdiesel
Stock fog SH5

Trevally.
02-04-12, 07:14 AM
Go away Sober - everything is ok:D


Ok - last two:O:

C:\Ubisoft\Silent Hunter 5\data\Sea\NOL_Dale\NOL_Dale.cfg missing!
C:\Ubisoft\Silent Hunter 5\data\Sea\NTR_Oronsay\NTR_Oronsay.cfg missing!


These are the same as the DD - they are added folders by TDWs Ui with the extra soan info and only contain an .ait file

So - OHII looks good and will give you no issues:know:

uekel
02-04-12, 02:52 PM
Hi Trevally!

Greetings from Kiel:

http://img37.imageshack.us/img37/6848/sh5img20120204201749.jpg

Ok, The wether could be better! :ahoy:

I removed the Kiel-convoy and have played the tutorial. OHII+mtns+harbour_enhancement and some other. If you also try and can confirm it, I would suggest to change the last tutorial order from (sorry I´ve never seen the english order) "reach Kie"l to "sink as much enemy ships as possible and reach Kiel" ....or similar :D

.....just an idea....

Trevally.
02-04-12, 03:16 PM
Hi Trevally!

Greetings from Kiel:
Ok, The wether could be better! :ahoy:

I removed the Kiel-convoy and have played the tutorial. OHII+mtns+harbour_enhancement and some other. If you also try and can confirm it, I would suggest to change the last tutorial order from (sorry I´ve never seen the english order) "reach Kie"l to "sink as much enemy ships as possible and reach Kiel" ....or similar :D

.....just an idea....

Ah - nice return from patrol sight - I guess you make the Polish kills:up:

I will test also:DL

uekel
02-04-12, 03:26 PM
Ah - nice return from patrol sight - I guess you make the Polish kills:up:

I will test also:DLIn this test only the four (boring, i know). But why should we not so long ships sunk until all torpedoes are fired? There are enough present.

Trevally.
02-04-12, 03:37 PM
In this test only the four (stupid, i know). But why should we not so long ships sunk until all torpedoes are fired? There are enough present.

Yes - Only four ships are spawned for the tutorial
We could add more ships and perhaps other objective on the way home, perhaps a drop spy etc:hmmm:

uekel
02-04-12, 03:48 PM
Yes - Only four ships are spawned for the tutorial
We could add more ships and perhaps other objective on the way home, perhaps a drop spy etc:hmmm:You can sink all enemy ships you meet at the way home. It´s the same traffic like "in the game". I´ve never played the tutorial otherwise. The mission in this case is reach kiel, because every boat is needed now.

Trevally.
02-04-12, 04:52 PM
Yes - just tested the tutorial (after removing kiel convoys) with my full mods list installed and it worked no problem:yeah:

Anyone using TDWs Ui - you need to switch on the strategic markers for the TIA map (using the small options button in the corner of the tia map), These markers show you where the ships are to sink:up:

Looking at how the tutorial works - I have now seen how to spawn targets with a trigger (could never get this to work before) - If I can test this to ensure it will work - I think I may have a go at forcing wolpack battles in the campaign.

This could be done by having map zones that trigger when you enter them (near a preset objective). These triggers can spawn preset convoys and wolfpacks. Throw in some messages about shadowing before pack forming etc etc:hmmm:

Trevally.
02-04-12, 04:54 PM
You can sink all enemy ships you meet at the way home. It´s the same traffic like "in the game". I´ve never played the tutorial otherwise. The mission in this case is reach kiel, because every boat is needed now.

yes uekel - this indeed can just be a simple text change to the tutorial objectives
:up:

uekel
02-04-12, 05:57 PM
yes uekel - this indeed can just be a simple text change to the tutorial objectives
:up:That´s ok :up:, and I think it´s don´t need more changes. In the regular traffic are enemy ships enough. Currently I play it again :D, in my situation I have a small polish convoy (2 ships, I mean not the targets) and another ship is approaching. And there much more. Only change the kind to play it, should be enough, not reach Kiel on the map with TC99999, play it like a regular patrol. Ok, one limitation have it: you are alone on the bridge.

sidmo001
02-04-12, 10:47 PM
Hi sidmo001:salute:

Sorry, but this is a known bug and I do not know how to fix it.
I have talked to uekel about this (he is a dat ship expert:DL) and he can see nothing wrong with the way dat ships were added to OHII.

Privateer wrote a post about the AO mapping and how the devs did it for SH5. see here http://www.subsim.com/radioroom/showthread.php?t=190674http://

Im not sure if the way it was done for the ships in OHII followed this or not. Perhaps someone who knows about graphics can look at this.

Anyway - could you try adjusting the settings in the main menu for the graphics and check results in the museum.
If you find a setting that works - please let me know as I can not duplicate the error:salute:

Woot! Got everything working now!

The problem was, was that I had the v1.1 patch. Once I installed the v1.2 patch the ships found the textures :woot:

uekel
02-05-12, 01:06 AM
Woot! Got everything working now!

The problem was, was that I had the v1.1 patch. Once I installed the v1.2 patch the ships found the textures :woot:Hey sidmo!

Really good news! :yeah:

The problem was, that everyone assumed your game is patched to 1.2, because until recently it update automatically. It is also good to know, if once again someone has this issue. :yep:

uekel
02-05-12, 02:39 AM
Hi Trevally!

...if I nerve with it, so let me know please! :D

Example for an extended tutorial, all based on the stock-tutorial on the way back to Kiel. (Only conception):

Map zone:

http://img440.imageshack.us/img440/6452/extendedtutorial.jpg

Mission can be, for example sink 3...5 polish ships or tonnage, (maybe outbound to england). Taken from the regular traffic, already in the game.

And the point given for this, not for the "target-ships" in the stock tutorial.

The missions not MUST requested - no problem. And after sinking the third target ship, we have full control over the UI - also no problem.

Here I see a chance for a small mission in the Baltic Sea! :sunny: Later is not enough enemy traffic present. Also it would later historically inaccurate. And if someone not like this "mission" - skip tutorial.

Trevally.
02-05-12, 05:02 AM
Woot! Got everything working now!

The problem was, was that I had the v1.1 patch. Once I installed the v1.2 patch the ships found the textures :woot:

Hey sidmo!

Really good news! :yeah:

The problem was, that everyone assumed your game is patched to 1.2, because until recently it update automatically. It is also good to know, if once again someone has this issue. :yep:

Thanks sidmo001 for reporting back your solution:yeah:

Trevally.
02-05-12, 05:35 AM
Hi Trevally!

...if I nerve with it, so let me know please! :D

Example for an extended tutorial, all based on the stock-tutorial on the way back to Kiel. (Only conception):

Map zone:

Mission can be, for example sink 3...5 polish ships or tonnage, (maybe outbound to england). Taken from the regular traffic, already in the game.

And the point given for this, not for the "target-ships" in the stock tutorial.

The missions not MUST requested - no problem. And after sinking the third target ship, we have full control over the UI - also no problem.

Here I see a chance for a small mission in the Baltic Sea! :sunny: Later is not enough enemy traffic present. Also it would later historically inaccurate. And if someone not like this "mission" - skip tutorial.

Yes - last night was the first time I had a good look at the tutorial.
After sinking the 3rd ship - full Ui is restored (even TDWs Ui:D)

So yes the long return trip to Kiel is wasted and no skipper should return to port with a healthy boat full of torps:D

The last message you get is to return and dock at kiel - how do you think this Baltic mission should be triggered.:hmmm:

The text for return to Kiel could be edited to say attack any ships on route or we could add a map trigger to send a new message.

I will check the traffic for this time to ensure there are ships to attack rather than set spawned ones.

uekel
02-05-12, 06:45 AM
The last message you get is to return and dock at kiel - how do you think this Baltic mission should be triggered.:hmmm:

I think it not must triggered. Only change the last massage to "Sink enemy ships", or other, to return and refit to base is a matter of course, i hope. And the missions not must requestet before, it´s enough to accomplish the conditions.I will check the traffic for this time to ensure there are ships to attack rather than set spawned ones. Traffic is there more than enough for the tordedos. I´ve played the tutorial many times :D and mostly like this.

THE_MASK
02-05-12, 07:12 AM
Here is to enable the full TDW UI interface from the start of the tutorial .
http://www.gamefront.com/files/21299662/Tutorial_mission.rar 3.5kb

Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany

If using TDW UI then you have to have the TAI enabled and not using real navigation .
Can someone fix the scripting up so we have full control of the navmap from the start .
This File sucks .

Faamecanic
02-05-12, 11:39 AM
Hey all,

I have been having problems with sound portion of this mod (forgot the name of the mod with OH).

Seems to happen when I encounter thunder storms. None of my crew will talk, and I loose the ability to do depth to keel (both the nav reporting the depth and the message in the message box telling me the depth).

Any ideas?

Trevally.
02-05-12, 12:32 PM
I have had a great beakthrough today :yeah::yeah::yeah:

:Kaleun_Cheers::Kaleun_Party::Kaleun_Thumbs_Up:

Im so happy:D

I have finally been able to make wolfpack attacks for the campaign without having to follow one about the map for weeks at a time.

This new method lets me set the partol areas for the Wolfpack Campaign - Black Pit.
I have hidden trigger zones that will now cause wolfpacks and convoys to spawn.
You will get radio messages to inform you that a pack is forming and that a convoy is being tailed.
You then meet up with the wolf pack and attack the convoy.


I will post a set of screen shots to show how it all pans out soon.
It was great victory for the wolfpack - 10 ships lost for 1 U-boat.


Anyway - I need help.
Can anyone tell me how the wolpack worked - messages, approach attack formation etc

pedrobas
02-05-12, 12:44 PM
Great Trevally, waiting for the next update of OHII. :yeah:

mikaelanderlund
02-05-12, 01:27 PM
I have had a great beakthrough today :yeah::yeah::yeah:

:Kaleun_Cheers::Kaleun_Party::Kaleun_Thumbs_Up:

Im so happy:D

I have finally been able to make wolfpack attacks for the campaign without having to follow one about the map for weeks at a time.

This new method lets me set the partol areas for the Wolfpack Campaign - Black Pit.
I have hidden trigger zones that will now cause wolfpacks and convoys to spawn.
You will get radio messages to inform you that a pack is forming and that a convoy is being tailed.
You then meet up with the wolf pack and attack the convoy.


I will post a set of screen shots to show how it all pans out soon.
It was great victory for the wolfpack - 10 ships lost for 1 U-boat.


Anyway - I need help.
Can anyone tell me how the wolpack worked - messages, approach attack formation etc

Fantastic news:sunny::sunny::sunny:

gambla
02-05-12, 02:00 PM
Anyway - I need help.
Can anyone tell me how the wolpack worked - messages, approach attack formation etc


Great job Trevally ! :up:

What i've read in many books is, that the first sub detecting the convoy never attacked at first contact. It sent a message to the BdU and kept in touch ("Fühlung halten") with the convoy, sending further reports every day. The BdU ordered alls subs in range to move to the convoy. Once enough boats were on target, they got the "go" by the BdU. Then every Kaleun attacked on his own. Afaik there was no communication between the boats or any special formation. I've just finished an excellent book about Kretschmer who is said to have developed "the surfaced at night attack". He went straight into the convoy columns and looked out for the tankers. We all know he was very successfull, even many other denied this strategy as way too risky. The majority of boats usually attacked in sending a "Fächer" of torpedoes.

Trevally.
02-05-12, 02:18 PM
Great job Trevally ! :up:

What i've read in many books is, that the first sub detecting the convoy never attacked at first contact. It sent a message to the BdU and kept in touch ("Fühlung halten") with the convoy, sending further reports every day. The BdU ordered alls subs in range to move to the convoy. Once enough boats were on target, they got the "go" by the BdU. Then every Kaleun attacked on his own. Afaik there was no communication between the boats or any special formation. I've just finished an excellent book about Kretschmer who is said to have developed "the surfaced at night attack". He went straight into the convoy columns and looked out for the tankers. We all know he was very successfull, even many other denied this strategy as way too risky. The majority of boats usually attacked in sending a "Fächer" of torpedoes.

Thanks Gambla - this is very helpfull:up:

As you will see in the Screen shots I will post soon - I have this all wrong.
The setup I have is to join the wolfpack last and it is then given the go ahead from BdU to attack.
Our nice formation soon turns to every boat for itself (so I guess this is ok and can stay in). U-boat run hard on surface until the are close enough to shoot or if they are spotted and fired upon - they dive to scope. Attack are Fächer (fan) from each boat as they can.
They then dive deep to reload before comming around to fire again.



So if I change it to the following:-

Arrive at hidden map zone.
Spawn convoy at limit of sight.
Inform player to shadow convoy and send reports every 2 hrs
After set distance (unknown to player) another mapzone will trigger
This trigger will inform player the Boats are forming and continue to shadow and report.
Player hits next trigger map area.
This trigger spawns the wolfpack and informs wolfpack to attack.

How does this sound:06:
How long should player shadow before I set the next action - how real do we want this. Will player follow this contact sending reporst for days? Or would a few hours be ok? Any suggestions would be good.
What about the end of the attack - just sneak away or should there be any messages here?

Trevally.
02-05-12, 02:23 PM
If player is shadowing the convoy at say 10,000m ?? - it is going to be hard to catch up with the attack when it starts.
Perhaps there should be a message just before the order to attack - with an order to prepare for attack?

Trevally.
02-05-12, 02:29 PM
Anyway - here is the first attempt

Selecting Campaign The Black Pit - using OHIIv1.7
http://img513.imageshack.us/img513/2041/59165883.jpg


Selecting Objective Wolfpack
http://img33.imageshack.us/img33/7254/13263469.jpg


Setting off from Brest
http://img827.imageshack.us/img827/1198/21121991.jpg


http://img201.imageshack.us/img201/4933/39887659.jpg


I just can't help taking screen shots in this game
http://img830.imageshack.us/img830/7453/88925749.jpg

Trevally.
02-05-12, 02:36 PM
Heading to patrol area - (note my kills from my last campaign:hmmm:)
http://img846.imageshack.us/img846/4481/49044688.jpg



8 days later - Message from BdU for pack to attack
http://img844.imageshack.us/img844/4418/45232326.jpg



Wolfpack
http://img17.imageshack.us/img17/2716/48986391.jpg


Formation starts to fail
http://img810.imageshack.us/img810/5120/35354557.jpg


The convoy starts to come into view
Its going to be another foggy day
http://img189.imageshack.us/img189/9117/96824637.jpg



But between us and the prize are these
http://img714.imageshack.us/img714/2517/52537262.jpg

Trevally.
02-05-12, 02:44 PM
First move comes from the DDs
http://img577.imageshack.us/img577/3453/77716979.jpg


Before we can get in range - we must endure wave after wave of DCs
http://img834.imageshack.us/img834/9550/22406097.jpg


This one stings the ears and damages my motors - speed is now reduced
http://img10.imageshack.us/img10/6089/35063303.jpg


I continue to charge at the convoy - hoping that the DDs will target some other u-boat.
The first attack gets through (this was not me)
http://img59.imageshack.us/img59/1784/11427119.jpg


http://img716.imageshack.us/img716/9049/46139829.jpg


Here is one for Rongel:D AI scope attacked by DD cannons
http://img838.imageshack.us/img838/5171/45600729.jpg

Trevally.
02-05-12, 02:51 PM
Ok - time for me to join the attack
http://img851.imageshack.us/img851/554/92948559.jpg


http://img862.imageshack.us/img862/3811/77694134.jpg


I get a message to tell me that the objective is complete
Notice - I have not yet sunk any ships
I am being rewarded for being in a wolfpack attack:up:
http://img855.imageshack.us/img855/7180/84234081.jpg


Anyway - I target more ships
http://img62.imageshack.us/img62/8380/64170570.jpg


The battlefield is a mess of burning oil - note all the oil marks where ships have sunk
http://img814.imageshack.us/img814/6714/94472585.jpg


And just to show I helped out a bit:O:
http://img696.imageshack.us/img696/408/69950978.jpg

Trevally.
02-05-12, 03:04 PM
@ TDW,

As I now have the mis file with the spawn convoy and wolfpack set by trigger (can be any trigger - so far I have used reach map area).
Would it be possible to link that trigger with code just like the py code for the tutorial (loads with the campaign and for that campaign only).
The link could be to a send contact report - so when a player finds any convoy in the right campaign - they can click send contact report.
This could then roll the dice. Perhaps a 1 in 10 chance that a message comes back with form wolfpack etc and spawns the pack too

Maki4444
02-05-12, 05:09 PM
COngratulations Trevally :woot: :woot: :salute:
Spectacular job!!! Wohoooo!!!! :D

This looks so awesome I can't wait to try it :)

I am on the Happy Times. The Adimral gives me a little speech about how we have enough subs for the Wolfpack tactic. My question is.....can I pull a Wolfpack during happy times??? :)

Trevally.
02-05-12, 05:15 PM
I think it not must triggered. Only change the last massage to "Sink enemy ships", or other, to return and refit to base is a matter of course, i hope. And the missions not must requestet before, it´s enough to accomplish the conditions.Traffic is there more than enough for the tordedos. I´ve played the tutorial many times :D and mostly like this.

Hi Uekel:salute:

I have added the Baltic Operation objective to the campaign.
It starts when you are on the tutorial or if you skip - it is the first objective option (followed a few days later with the East Coast objective).
When returning to kiel in the tutorial - you get a message telling you that the operation is underway and you may take part on your return to Kiel.

http://img713.imageshack.us/img713/5998/balticoperation.jpg

http://img810.imageshack.us/img810/5310/baltic.jpg

When finished - you will get 1 campaign point.
There is now 11 points in Coastal Waters campaign - so if you miss the Scapa mission, you can still get 10points and a total victory.

:|\\

Trevally.
02-05-12, 05:26 PM
COngratulations Trevally :woot: :woot: :salute:
Spectacular job!!! Wohoooo!!!! :D

This looks so awesome I can't wait to try it :)

I am on the Happy Times. The Adimral gives me a little speech about how we have enough subs for the Wolfpack tactic. My question is.....can I pull a Wolfpack during happy times??? :)

Thanks:DL

Sorry no - the Wolfpacks only start mid 1941 - and then they are few and far between.
There numbers increase untill the peak just before black may, then start to reduce again with the advances the allies make.

With v1.6 you need to latch onto wolfpacks as the patrol about. Stay with them untill they find a convoy (could take a good few days or weeks, but with the wolfpack layer - they will find something).

With 1.7 this will still be the case - but there will also be the triggered ones when you hit hidden map areas:up:

Trevally.
02-05-12, 05:33 PM
Request for OHII users.

I am looking to the next version and was wondering if anyone had any suggestions for new operations in any campaign.

For some - there are gaps in the campaign where you have no missions to do until the next one starts by date.
I am looking to fill any of these out - where the gap is too long.

So all suggestions welcome:DL
Can you give info for timeframe, mission, and any link to historical info

Thanks

Maki4444
02-05-12, 05:47 PM
Thanks:DL

Sorry no - the Wolfpacks only start mid 1941 - and then they are few and far between.
There numbers increase untill the peak just before black may, then start to reduce again with the advances the allies make.

With v1.6 you need to latch onto wolfpacks as the patrol about. Stay with them untill they find a convoy (could take a good few days or weeks, but with the wolfpack layer - they will find something).

With 1.7 this will still be the case - but there will also be the triggered ones when you hit hidden map areas:up:

Thank YOU for the awesome mods :D

Well thanks again for the info, no matter I can just wait for the wolfpack season to begin :)

So I had sort of an Idea.....you sometimes add new ships in the OHII series right?? Well everyone is fascinated by Uekel's mtns mod as am I, really amazing stuff.....however many people like me are having various problems. So I am wondering could the whole thing function better if you would just integrate Uekel's ships into the OHII mod?? Maybe it could take up less memory or just be more stable. I have no clue about modding but I just had this idea. Since it's always bette to have one mod than 7 mods.....no disrespect to Uekel ofcourse. :)

THE_MASK
02-05-12, 05:58 PM
Why not wait until TDW finishes his GR2 Editor/Viewer/Extractor/Importer then do a major rewrite with new added models .

In the meantime what about more elcos in some enemy ports to make it harder/more realistic . Why not use nodes for the harbor traffic ?

Rambling on again , what would be good if some missions were random when entering the mission map screen at the beginning of a patrol . Sometimes its eastern approaches , sometimes some other mission . If we could just have the insert spy at diffrent locations then that would be great . No idea how this could be done as usual .

THE_MASK
02-05-12, 10:24 PM
Sorry to be a PITA but its just a question .
I loaded OH2 1.6 and checked the mission editor 2 validator . I checked the weserubung layer and it has these warning errors . thanks for all your hard work btw .

http://i42.tinypic.com/10cnud2.jpg
also in harbors layer
WARNING: Unit Hipper too close to the unit Hipper (current distance 1.0, minimum 300.0)
WARNING: Unit Hipper too close to the unit Hipper (current distance 3.2, minimum 300.0)
WARNING: Unit Hipper too close to the unit Hipper (current distance 2.2, minimum 300.0)
WARNING: Unit Hipper too close to the unit Hipper (current distance 2.8, minimum 300.0)
WARNING: Unit Hipper too close to the unit _GE CA Admiral Hipper#9 (current distance 3.2, minimum 300.0)
WARNING: Unit Hipper too close to the unit _GE CA Admiral Hipper#9 (current distance 1.4, minimum 300.0)
WARNING: Unit _GE CA Admiral Hipper#10 too close to the unit _GE CA Admiral Hipper#11 (current distance 5.0, minimum 300.0)
WARNING: Unit _GE CA Admiral Hipper#10 too close to the unit _GE CA Admiral Hipper#12 (current distance 1.0, minimum 300.0)
WARNING: Unit _GE CA Admiral Hipper#11 too close to the unit _GE CA Admiral Hipper#12 (current distance 4.5, minimum 300.0)

THE_MASK
02-05-12, 10:54 PM
What happens if you load the ME2 and right click the tutorial mission so thats the only one showing and then select isTutorial = False .
Then rewrite the first campaign ? Do we end up with no tutorial but just a normal campaign ?

Stormfly
02-06-12, 12:55 AM
Trevally,

why are these BDU wolfpack radio messages not captured by TDW radio mod, normaly all BDU messages should be captured (not displaying as / in the vanilla radio message UI area) and instead displayed in TDW radio window.

...i would like to have a test version of the new triggered wolfpack version :salute:

THE_MASK
02-06-12, 01:19 AM
http://i42.tinypic.com/5b9xxd.jpg

uekel
02-06-12, 01:26 AM
Hi Trevally!

Hehe :D

I thought you are busy and, do the same with the difference that you get the point, if you skip tutorial. The missions added by the game because I play it currently. I use the old name, maybe later we have more missions in baltic sea.

http://img9.imageshack.us/img9/3683/iopnew.jpg

But now I see your solution and I think that your´s better. :yeah:

THE_MASK
02-06-12, 03:07 AM
Is this a problem ?

http://i42.tinypic.com/2dl52j6.jpg

THE_MASK
02-06-12, 03:47 AM
If you check the total germany harbors validations and then explore the ships you will see multiple ships sitting on top of each other . You can drag them away from each other . Thats why the validator gives the warning abaout being too close to each other . Also i was sick of that you have been detected warning when trying to run the simulator . I deleted the docked subs (with the red surfaced writing) and now i dont get that warning .

uekel
02-06-12, 04:08 AM
Hi sober!
If you check the total germany harbors validations and then explore the ships you will see multiple ships sitting on top of each other . You can drag them away from each other . Thats why the validator gives the warning abaout being too close to each other .There is one point, that the Mission editor seems not care. They close to each other (or stacked), but at different times. Example: "Admiral Hipper" in Brest. Three times, but always for a short time. Never interleaving. The validation give an alert.

Rongel
02-06-12, 12:52 PM
Great work Trevally, really nice to see that you are upgrading the OH II continuously! :salute:

It will be really nice to get some Wolfpack-action in to the game (eventhough the sub AI will make some odd choises at times).

Here is one for Rongel:D AI scope attacked by DD cannons:har: You hit the soft spot there!

Trevally.
02-06-12, 02:04 PM
So I had sort of an Idea.....you sometimes add new ships in the OHII series right?? Well everyone is fascinated by Uekel's mtns mod as am I, really amazing stuff.....however many people like me are having various problems. So I am wondering could the whole thing function better if you would just integrate Uekel's ships into the OHII mod?? Maybe it could take up less memory or just be more stable. I have no clue about modding but I just had this idea. Since it's always bette to have one mod than 7 mods.....no disrespect to Uekel ofcourse. :)

Hi Maki and thanks for your post:salute:

The good thing about how the campaign uses any ship in the game is by its type. This means the campaign can be writen to use these types and never needs a ship named.
So when mod makes make new ships - the campaign can call them in by type with no need to edit anything. This makes it real easy to add ships (if you can make them) as no changes to campaign is needed.

With Uekels fix for OHII and MTNS with harbour improv - there are terrain changes and fixed possition ships that need editing - so Uekels fix is required as it is much more than a ship mod:up:

gambla
02-06-12, 02:37 PM
Thanks Gambla - this is very helpfull:up:

As you will see in the Screen shots I will post soon - I have this all wrong.
The setup I have is to join the wolfpack last and it is then given the go ahead from BdU to attack.
Our nice formation soon turns to every boat for itself (so I guess this is ok and can stay in). U-boat run hard on surface until the are close enough to shoot or if they are spotted and fired upon - they dive to scope. Attack are Fächer (fan) from each boat as they can.
They then dive deep to reload before comming around to fire again.



So if I change it to the following:-

Arrive at hidden map zone.
Spawn convoy at limit of sight.
Inform player to shadow convoy and send reports every 2 hrs
After set distance (unknown to player) another mapzone will trigger
This trigger will inform player the Boats are forming and continue to shadow and report.
Player hits next trigger map area.
This trigger spawns the wolfpack and informs wolfpack to attack.

How does this sound:06:
How long should player shadow before I set the next action - how real do we want this. Will player follow this contact sending reporst for days? Or would a few hours be ok? Any suggestions would be good.
What about the end of the attack - just sneak away or should there be any messages here?


Hi Trevally,

i'm not into modding, so i only can help a little with what i've learned about the u-boat war. If the game engine allows and you can mod it, then it should go like this:

- Player discovers convoy or gets message to intercept the convoy (RL)
- Player should shadow convoy for random 4 - 8 hours at distance of 4000 m, depends on day/night/weather (Real Life: 2 - 4 days ?)
- Player should send status message every 2 hours (RL: 4 hours, course changes)
- BdU informs Player about wolfpack ready and the go for the attack (RL)
- wolfpack spawns around the convoy (RL: the boats only knew about each other's position by sighting or typical sound of propeller)
- Player /wolfpack leaves if no torpedos left or boat damaged (RL)

Trevally.
02-06-12, 02:55 PM
Why not wait until TDW finishes his GR2 Editor/Viewer/Extractor/Importer then do a major rewrite with new added models .

In the meantime what about more elcos in some enemy ports to make it harder/more realistic . Why not use nodes for the harbor traffic ?

Rambling on again , what would be good if some missions were random when entering the mission map screen at the beginning of a patrol . Sometimes its eastern approaches , sometimes some other mission . If we could just have the insert spy at diffrent locations then that would be great . No idea how this could be done as usual .

Hi Sober:salute:
Adding new models for OHII is no problem and can be done easily at any time:up:

Random objective would be hard to do and would require someone who can write scripts to add this - but I think it could be done.

The campaign cfg (this controls when and what objective) could have a code added that would say " this objective can or cant be randomised". You would not want ones that match historical dates to change - but others could be. It is only the date in the cfg that would need to be re-written by the script.

The same would go for the missions - these are set by order in the list - so could be shuffled by script.:up:

Want to try:D http://www.korokithakis.net/tutorials/python/

Trevally.
02-06-12, 03:00 PM
Sorry to be a PITA but its just a question .
I loaded OH2 1.6 and checked the mission editor 2 validator . I checked the weserubung layer and it has these warning errors . thanks for all your hard work btw .

http://i42.tinypic.com/10cnud2.jpg
also in harbors layer
WARNING: Unit Hipper too close to the unit Hipper (current distance 1.0, minimum 300.0)
WARNING: Unit Hipper too close to the unit Hipper (current distance 3.2, minimum 300.0)
WARNING: Unit Hipper too close to the unit Hipper (current distance 2.2, minimum 300.0)
WARNING: Unit Hipper too close to the unit Hipper (current distance 2.8, minimum 300.0)
WARNING: Unit Hipper too close to the unit _GE CA Admiral Hipper#9 (current distance 3.2, minimum 300.0)
WARNING: Unit Hipper too close to the unit _GE CA Admiral Hipper#9 (current distance 1.4, minimum 300.0)
WARNING: Unit _GE CA Admiral Hipper#10 too close to the unit _GE CA Admiral Hipper#11 (current distance 5.0, minimum 300.0)
WARNING: Unit _GE CA Admiral Hipper#10 too close to the unit _GE CA Admiral Hipper#12 (current distance 1.0, minimum 300.0)
WARNING: Unit _GE CA Admiral Hipper#11 too close to the unit _GE CA Admiral Hipper#12 (current distance 4.5, minimum 300.0)

Hi sober!
There is one point, that the Mission editor seems not care. They close to each other (or stacked), but at different times. Example: "Admiral Hipper" in Brest. Three times, but always for a short time. Never interleaving. The validation give an alert.

As uekel has said - these are apart by date.

The errors you see in weserubung are because it is a one way map node system - so all the ships that leave Orkney and Germany goto Norway and do not come back. They will delete at end of waypoint. So this means that the common map nodes are not used and the ships must go where we want them.
Due to this - the errors are shown but will not effect the game:up:

Trevally.
02-06-12, 03:06 PM
What happens if you load the ME2 and right click the tutorial mission so thats the only one showing and then select isTutorial = False .
Then rewrite the first campaign ? Do we end up with no tutorial but just a normal campaign ?

Sorry - I have no idea what this does:88)

Trevally.
02-06-12, 03:15 PM
Trevally,

why are these BDU wolfpack radio messages not captured by TDW radio mod, normaly all BDU messages should be captured (not displaying as / in the vanilla radio message UI area) and instead displayed in TDW radio window.

Hi Stromfly:salute:

When I set a message to be triggered by map area - I can not get it ro work in TDWs radio mod.
I can get it to work in ME2 - so I use that. The message will also be sent using TDWs radio if you use his UI or radio mod. But it doesnt see that it is a campaign message, so no red background. It also follows the rules for recieving - so if you have the options set to 20%, there is only 1 in 5 going to be shown in his message box.
When this happens - you get the message in the stock message box.


...i would like to have a test version of the new triggered wolfpack version :salute:

Yes sure, I will pm you a link later:up:
Remember that it is still just the test version I make the pics for.
But some feed back on how I should set the new wolf attacks to would be good.

I am already thinking that I should mix how I do this - so that sometimes you are the shadow and other times you are arriving just before the attack:up:

Trevally.
02-06-12, 03:24 PM
http://i42.tinypic.com/5b9xxd.jpg

That is :o

You have a German port attached to scapa:06:

that is not part of OHII - is it stock:06:

Trevally.
02-06-12, 03:28 PM
Hi Trevally!

Hehe :D

I thought you are busy and, do the same with the difference that you get the point, if you skip tutorial. The missions added by the game because I play it currently. I use the old name, maybe later we have more missions in baltic sea.

http://img9.imageshack.us/img9/3683/iopnew.jpg

But now I see your solution and I think that your´s better. :yeah:

Looks great Uekel - great minds think alike:yeah:

Yes - im sure this could be made bigger, even if some extra traffic was added for these early months:up:

Trevally.
02-06-12, 03:30 PM
Is this a problem ?


Where is that:06: Is it ScapaFlow? - if so, it will be your german port that is stuck there:O:

Trevally.
02-06-12, 03:37 PM
If you check the total germany harbors validations and then explore the ships you will see multiple ships sitting on top of each other . You can drag them away from each other . Thats why the validator gives the warning abaout being too close to each other . Also i was sick of that you have been detected warning when trying to run the simulator . I deleted the docked subs (with the red surfaced writing) and now i dont get that warning .

My first rule for using ME2 is "never run the validator":D:O:

No it is just like TDWs validator in that it will rightly flag these warnings - but some you can ignor:up:

Trevally.
02-06-12, 03:41 PM
Hi Trevally,

i'm not into modding, so i only can help a little with what i've learned about the u-boat war. If the game engine allows and you can mod it, then it should go like this:

- Player discovers convoy or gets message to intercept the convoy (RL)
- Player should shadow convoy for random 4 - 8 hours at distance of 4000 m, depends on day/night/weather (Real Life: 2 - 4 days ?)
- Player should send status message every 2 hours (RL: 4 hours, course changes)
- BdU informs Player about wolfpack ready and the go for the attack (RL)
- wolfpack spawns around the convoy (RL: the boats only knew about each other's position by sighting or typical sound of propeller)
- Player /wolfpack leaves if no torpedos left or boat damaged (RL)

Thanks Gambla - this is the info I am looking for.
Can I also send you the new wolfpack attack as a mod for testing and suggestions.
It will be JSGME ready to install last in your list on top of OHIIv1.6.
After installing you would need to start a new test career and use Silentotto to select the campaign black pit - the the wolfpack objective.

After game loads - just play like you would any campaign objective

THE_MASK
02-06-12, 03:44 PM
That german port was just an example , should have been english . what i was trying to say was do you need to attach a naval base to the node to give the ships leaving from it the performance options such as veterancy level, doctrine,equipment etc .

Trevally.
02-06-12, 03:49 PM
That german port was just an example , should have been english . what i was trying to say was do you need to attach a naval base to the node to give the ships leaving from it the performance options such as veterancy level, doctrine,equipment etc .


No, the base is linked in the common layer.
All the ship setting are done by editing the groups from the top tabs.
The convoy control screen just lets you pick the units, where to and when etc

Kazzy
02-07-12, 10:42 AM
good

mikaelanderlund
02-07-12, 12:12 PM
Thanks:DL

Sorry no - the Wolfpacks only start mid 1941 - and then they are few and far between.
There numbers increase untill the peak just before black may, then start to reduce again with the advances the allies make.

With v1.6 you need to latch onto wolfpacks as the patrol about. Stay with them untill they find a convoy (could take a good few days or weeks, but with the wolfpack layer - they will find something).

With 1.7 this will still be the case - but there will also be the triggered ones when you hit hidden map areas:up:

Triggered wolfpacks, I can't belive it:rock::rock::rock:. Please any release date of 1.7?

fromhell
02-07-12, 05:47 PM
1.7 :woot: fantastic

0rpheus
02-09-12, 09:47 AM
Just a heads up Trevally, with 1.6 I'm still getting the mission selection thing in bunker where you have to click request four or five times and are then offered a spy mission etc.

I only mention it as I remember you saying this was fixed a while back, should it still do that? I thought the spy missions etc were incorporated so they appear randomly amidst the usual patrol here missions etc, and the multiple click problem had been solved.

Been a while since I checked the thread anyway so apologies if you already know :up::salute:

Trevally.
02-09-12, 10:04 AM
Just a heads up Trevally, with 1.6 I'm still getting the mission selection thing in bunker where you have to click request four or five times and are then offered a spy mission etc.

I only mention it as I remember you saying this was fixed a while back, should it still do that? I thought the spy missions etc were incorporated so they appear randomly amidst the usual patrol here missions etc, and the multiple click problem had been solved.

Been a while since I checked the thread anyway so apologies if you already know :up::salute:

Thanks orpheus:salute:

No - I did not know. Can you tell me what campaign and objective this happens with and I will fix for v1.7

V1.7 update
I have been working on getting better wolfpack missions in OHII.
This will be in TheBlackPit campaign - Triumph of the Wolfpack.

So far I have added 2 types - one where you are called to form pack and attack a convoy with 9 other u-boats. This is based on the pack attack "Blitz" if anyone wants to google it.

The second type is where you are shadowing the convoy (contact keeper) and must direct other boats in to attack.
This one is based on "Wolfpack Streitaxt".

These missions are triggered when you get to your patrol area (as issued in the bunker). So for this one - ensure you goto these areas.

With these objective - all boats in the wolfpack count towards your objective. So if you do not manage to sink any boats - you wil get no kill or renown, but other boat kills will count towards the campaign.

With more testing today - I only managed to sink 1 ship for a value of zero tonnes. Just as one torp was about to hit my target, a dam liferaft got in the way (Rongel:arrgh!:):D. I was then forced down by escorts for the rest of the attack. My fellow u-boats however, sank 45,000t and all counted to the objective:yeah:

I am very happy with the results so far and again want to thank the testers and TDW whos great radio mod iand IRAI is allowing me to add much more atmosphere to these attacks.

Edit:
@Rongel
As you know the DDs will attack your scope when in a wolfpack.
Today I found out that premature explosions and duds also work as they should when in a wolfpack.

pedrobas
02-09-12, 10:39 AM
Great news Trevally :yeah:, when do you expect to release, because i will have to change MMM part 5 and that is a "hard bone".:yep:

Trevally.
02-09-12, 10:48 AM
Great news Trevally :yeah:, when do you expect to release, because i will have to change MMM part 5 and that is a "hard bone".:yep:

Thanks Pedrobas,

So far there are changes to Coastal waters (new objective) and TheBlackPit (new layers added) and some other small fixes.
When finished, Uekel will need to make a new fix for Mtns (campaign.py for these need to pick up the new layers). Everything else should fit with mtns without to much trouble.

I would send you a test, but im sure you are very busy:DL - just ask if you want one.

Timescale:doh: - yesterday was slow - today is going much better. I would hope within a week - perhaps sooner if no more issues are met and the coffee lasts:arrgh!:

0rpheus
02-09-12, 10:59 AM
Thanks orpheus:salute:

No - I did not know. Can you tell me what campaign and objective this happens with and I will fix for v1.7

Noticed it this time in Happy Times I think, the Londonderry spy (?) if memory serves. I could be wrong though, only remembered this today and posted on the off-chance, so I'll keep an eye out properly as I progress through 1.6 and make notes of any others for you. :up:

THE_MASK
02-09-12, 04:01 PM
Does version 1.6 include the sub hydrophone fix ?

Trevally.
02-09-12, 04:35 PM
Does version 1.6 include the sub hydrophone fix ?

Yes - it is in TDWs Ui as well

Stormfly
02-09-12, 06:15 PM
hi again,

after some tests with the "wolf pack guy`s", i have to say that this "Kaleun`s" urgent need some changes regarding their tactics...

...i mean cool, 5 out of 7 managed to dive in time undetected, but there where 2 rambos left, staying on surface until the escorts gunned the little rest of their boozy brainz into neptune`s oblivion :DL

...but wait, 3 of the 5 "diver´s" thought we wont let them die allone, surface surface surface, "all hands to the not exitsing deck gun" (all hands lost to oblivion) :hmmm:

...one of the more clever ai kaleun`s managed to stay close below surface, so close that the full extended scope just sayed: iam here, come get some, these other 5 boats had no balls... :haha: -> oblivion

last but not least there was one ai kaleun left, he managed to survive at least 1 hour and fired a torpedo :o :har:

...i hope there is plenty more room for tuning them :06:

gap
02-09-12, 07:06 PM
hi again,

after some tests with the "wolf pack guy`s", i have to say that this "Kaleun`s" urgent need some changes regarding their tactics...

...i mean cool, 5 out of 7 managed to dive in time undetected, but there where 2 rambos left, staying on surface until the escorts gunned the little rest of their boozy brainz into neptune`s oblivion :DL

...but wait, 3 of the 5 "diver´s" thought we wont let them die allone, surface surface surface, "all hands to the not exitsing deck gun" (all hands lost to oblivion) :hmmm:

...one of the more clever ai kaleun`s managed to stay close below surface, so close that the full extended scope just sayed: iam here, come get some, these other 5 boats had no balls... :haha: -> oblivion

last but not least there was one ai kaleun left, he managed to survive at least 1 hour and fired a torpedo :o :har:

:o

...i hope there is plenty more room for tuning them :06:

So do I... anyway, after reading the last posts in this thread, I think that what Trevally is working on is already a big step forward. Keep on your good work mate, you make me feel like giving SH5 a second chance! :up:

THE_MASK
02-09-12, 10:01 PM
I agree the AI subs are lame but at least i can attack while the escorts kill the AI subs . I like that part .

pedrobas
02-09-12, 10:43 PM
I agree the AI subs are lame but at least i can attack while the escorts kill the AI subs . I like that part .

:har: :haha: :har:

Tolkemec
02-10-12, 02:05 AM
Hello... Is there a special mission in OHII coastal waters? I checked the request mission box in the bunker scene (that's what I am supposed to do to get the mission?) But only get the classical 'patrol area'...

Stormfly
02-10-12, 04:03 AM
:o



So do I... anyway, after reading the last posts in this thread, I think that what Trevally is working on is already a big step forward. Keep on your good work mate, you make me feel like giving SH5 a second chance! :up:

...dont get me wrong, i highly appreciate Travally`s work, his changes to the campaign have nothing to do with the "smart" ai Kaleun`s, and what TDW did with the ai sub`s is experimentel and not a finished job, so i can only pray that TDW will use his magic to make them more beliveable.

...there is another technical problem with them, they share some player subs internal diving sound triggers, means this sounds are played in your sub if one of them dive.

Trevally.
02-10-12, 04:14 AM
Ok Guys - thanks for the feedback.
Where you using the second test stormfly?

For me yes the AI tactics are not great and a few subs surface and get killed - but many do get through and attack a few times.
I have tested version2 3 times now and each time over half the convoy was killed.

Now from inside my sub this all looks quite good - but i guess from the ext cam you can see AI errors.

I do not want to dumb down the campaign.:hmmm:

Trevally.
02-10-12, 04:18 AM
:har: :haha: :har:

Version 1.7 will now be finished sooner than I thought - I will sent it to you when ready for your magamod

Stormfly
02-10-12, 04:24 AM
Ok Guys - thanks for the feedback.
Where you using the second test stormfly?

For me yes the AI tactics are not great and a few subs surface and get killed - but many do get through and attack a few times.
I have tested version2 3 times now and each time over half the convoy was killed.

Now from inside my sub this all looks quite good - but i guess from the ext cam you can see AI errors.

I do not want to dumb down the campaign.:hmmm:

yes, i thing the best expirience is not using the extended cam at all, especially if you attack with this folks arround, but if you have to test something you have to use it...

sorry, i had no time testing the second version, ithink it could be that i was a bit unlucky with the result of the first version (regarding ai performance).

regarding ai sub spawns, ithink it would be best, in that moment where you get the first wolfpack message (attack order), that the pack spawn out of sight.

Trevally.
02-10-12, 04:50 AM
The first version was just to find out if everyone could be guided to the correct area in the campaign (if attacks are set by map trigger - there is no point if users never enter that area) and to ensure the the other trigger work to spawn and send messages (btw in v2 I switched to TDWs radio system).

Also in version 1 the uboats are spawned on the surface in a straight line and told to charge the convoy. This was just a test.


In version 2 - I have added a better radio messages.
The uboats are split into groups and start underwater and will stay under for most to the attack (some boats will surface at some point and get killed). They will also attack from evey direction (front sides and back).
You will not see them spawn.
During the attack the side boats will fire first - followed later by the other side and then the front attack. this is the stage that you arrive.


Yesterday I made a second type where you have to find - shadow (for about a day) and guide the pack together. They will then attack - again from all side before you are allowed to stop being contack keeper and join in to mop up the last of the ships.

Trevally.
02-10-12, 04:56 AM
I was going to make another two types today but I think I will wait and see if anyone tested v2 to see what they thought.

And thanks for testing guys - I know it takes and long while to test (start new campaign and the sailing across the Atlantic). So thanks for your time:yeah:


If anyone would like to test V2 just let me know and I will send the link:DL

Trevally.
02-10-12, 05:05 AM
If fact - I will post the link for anyone to test :-

https://rapidshare.com/files/1658399510/OPEN_HORIZONS_II_v1.7_the_black_pit_v2.7z

To test - OHII full is required:-
Install this test with jsgme on top of OHII and allow overwrite
start new campaign with silentotto
select the black pit
when in bunker save/load (this will ensure the new campaign start loads correctly and you can update weapons- do not patrol/dock)
Speak to officer and select objective - the triumph of the wolfpack
set of on patrol and head for the marked patrol area.
When you are 110km from area - wolfpack mission will start.

Thanks for any feedback good or bad:DL

THE_MASK
02-10-12, 05:12 AM
I just run multiple campaigns , my normal one and a test one . When i finish with the test i delete it and carry on with the normal one . I use 1.6 full so all i do is add the test mod and enable it .

Maki4444
02-10-12, 06:31 AM
:yeah::woot: Trevally, you're helping make this the best game out there :D
Can't wait for 1.7

So I have been thinking again. Aaaaand well two things. How come we don't have a grid map, aaand I think that the way U-boats found targets was ba A visual contact and B radio reports.

When you look at Das Boot or read a U-boat book they just cruise around looking for visual conf, or they get accurate radio reports from oither subs or BdU of various convoys, they flank speed to the gradient and then wait for visual conf.

No disrespect to the 4 bearings method......really great work but I don't think that a U-boat just sat there listening to the hydro.....and then doing all of those triangulations.

Has this been given some thought perhaps. To add the grid map in the campaign and utilizing it??

Luken
02-10-12, 06:54 AM
No disrespect to the 4 bearings method......really great work but I don't think that a U-boat just sat there listening to the hydro.....and then doing all of those triangulations.

Has this been given some thought perhaps. To add the grid map in the campaign and utilizing it??

I would love a grid map. But about four bearings method - it is so easy to perform once you understand it that I think you are exaggerating :) . People in front of monitors can do this in few minutes and trained capitans wouldn't do because this was complicated? I don't know if they knew it, but if they did, definitely they was using it.

Trevally.
02-10-12, 06:58 AM
:yeah::woot: Trevally, you're helping make this the best game out there :D
Can't wait for 1.7

So I have been thinking again. Aaaaand well two things. How come we don't have a grid map, aaand I think that the way U-boats found targets was ba A visual contact and B radio reports.

When you look at Das Boot or read a U-boat book they just cruise around looking for visual conf, or they get accurate radio reports from oither subs or BdU of various convoys, they flank speed to the gradient and then wait for visual conf.

No disrespect to the 4 bearings method......really great work but I don't think that a U-boat just sat there listening to the hydro.....and then doing all of those triangulations.

Has this been given some thought perhaps. To add the grid map in the campaign and utilizing it??

Hi Maki4444

Yes there is an easier way to track down convoys without the four bearings.

Step1 draw contact line on map along and through contact bearing.
Step2 surface and run fast towards contact - after a run, dive and check hydro
Step 3 draw new line to contact and then predict where convoy is going - surface and run at that.
You can keep doing this untill you are close enough for visual.

Re: grid squares
Yes this is being worked on and I am starting to plan for it in the campaign.

See this example of the new style messages:-


Boats form group "BLITZ"
Take up possition in patrol line extending from BD4966 (46°02N 34°09W) to BD4936 (46°22N 34°09W).

Maki4444
02-10-12, 07:30 AM
Hi Maki4444

Yes there is an easier way to track down convoys without the four bearings.

Step1 draw contact line on map along and through contact bearing.
Step2 surface and run fast towards contact - after a run, dive and check hydro
Step 3 draw new line to contact and then predict where convoy is going - surface and run at that.
You can keep doing this untill you are close enough for visual.

Re: grid squares
Yes this is being worked on and I am starting to plan for it in the campaign.

See this example of the new style messages:-

I was also thinking of "running" towards the hydro contact, I'll be trying that out from now on.

YES YES YES!!!! Oh happy day!!! :D
I think that the biggest draw back of SH5 compared to sh3 is the grid map. Hello realism and historical accuracy :sunny:

Maki4444
02-10-12, 07:32 AM
I would love a grid map. But about four bearings method - it is so easy to perform once you understand it that I think you are exaggerating :) . People in front of monitors can do this in few minutes and trained capitans wouldn't do because this was complicated? I don't know if they knew it, but if they did, definitely they was using it.

No no, I agree that the method is easy and accurate. What I am saying is that I am not sure weather it was used. I would love to see a document on how did the real captains actually look for ships on patrol. One thing we have is the ability to quickly erase the contact lines. I don't think they did that out of practical reasons but I don't really know.

My only wish is that sh5 becomes as true to real life as possible :)

gambla
02-11-12, 06:26 AM
Thanks Gambla - this is the info I am looking for.
Can I also send you the new wolfpack attack as a mod for testing and suggestions.

Thanks for asking Trevally,
but you may remember i had to start a new career due to the problems with Weserübung. I'd love to test it, but i'm not happy to mess with my current campaign. Sorry. I'm sure you find a lot of guys for testing here.

Trevally.
02-11-12, 06:43 AM
Thanks for asking Trevally,
but you may remember i had to start a new career due to the problems with Weserübung. I'd love to test it, but i'm not happy to mess with my current campaign. Sorry. I'm sure you find a lot of guys for testing here.

Thanks Gambla - thats ok:up:

I have been doing a lot of reading about wolfpack attacks.
I have now finished the 3rd type:DL

having played through them all several times - "I" am very happy with the results. Some of these will take 2 - 3 game days to play through.

In fact I have now got the u-boat so that over half the convoy will die if the player can stay with the action.
I also have it set that the players campaign gets rewarded with the whole packs kills. So far each attack is av 50 to 60,000t.
So because of this I have had to set the objectives very high - over 100,000.

I think that if a player is good - they will only need to take part in two out of the three attacks.

For this to happen - the player must go to their patrol area - if they do not, getting that tonnage is going to be hard.

Once at the patrol area - messages and events will take over to ensure everything works. A player can if they want - just get close, sit back and watch the action and still get the credit for taking part.

I still need to play through part 3 a few more times to ensure that nothing can prevent the player from these attacks.

This morning, I am also working on Scapa. There have been a lot of reports that it is too easy. So I have taken steps to fix this.
Testing so far I have been killed by mines 3 times just trying to get in.
So - save game before trying scapa in version 1.7:D

gambla
02-11-12, 07:30 AM
Sounds very good ! All these things will the campaign make worth a replay ! :up:

pedrobas
02-11-12, 08:18 AM
Great...Great!!! news, Trevally.:up: i would like to test your missions with MMM ,if you don´t mind.
:salute:

Trevally.
02-11-12, 09:00 AM
See here https://rapidshare.com/files/4272806762/OPEN_HORIZONS_II_v1.7_the_black_pit_v3.7z

Install on top of OHIIv1.6full
Start new career
Use silentotto to pick the black pit
when first in bunker - save/load
talk to officer and pick triumph of the wolfpack
(in this test - there is only one patrol area- ensure it shows when you click "request mission")
start patrol
head to patrol area marked.
When you get within 150km of area, you will get a message
follow this and all other messages carefully

:|\\

mikaelanderlund
02-11-12, 09:02 AM
Thanks Gambla - thats ok:up:

I have been doing a lot of reading about wolfpack attacks.
I have now finished the 3rd type:DL

having played through them all several times - "I" am very happy with the results. Some of these will take 2 - 3 game days to play through.

In fact I have now got the u-boat so that over half the convoy will die if the player can stay with the action.
I also have it set that the players campaign gets rewarded with the whole packs kills. So far each attack is av 50 to 60,000t.
So because of this I have had to set the objectives very high - over 100,000.

I think that if a player is good - they will only need to take part in two out of the three attacks.

For this to happen - the player must go to their patrol area - if they do not, getting that tonnage is going to be hard.

Once at the patrol area - messages and events will take over to ensure everything works. A player can if they want - just get close, sit back and watch the action and still get the credit for taking part.

I still need to play through part 3 a few more times to ensure that nothing can prevent the player from these attacks.

This morning, I am also working on Scapa. There have been a lot of reports that it is too easy. So I have taken steps to fix this.
Testing so far I have been killed by mines 3 times just trying to get in.
So - save game before trying scapa in version 1.7:D

:sunny::sunny::sunny:Great news:sunny::sunny::sunny:

:salute:

Ablemaster
02-11-12, 09:05 AM
Good stuff, will try this out soon, thanks...

Nraduk
02-11-12, 02:06 PM
I am having a serious problem with this mod, but oddly enough, it is only on one of my computers. It hard locks the machine and the screen goes blank after a small amount of time in a mission. Machine doesn't respond to CTRL-ALT-DEL, just a blank screen, no sound. Problem does not occur if Open Horizons II isn't loaded.

Here are the specs on the machine having this issue.

-Windows Vista Ultimate 64bit
-AMD Athlon II X3 450 (3.2GHz)
-8 gigs RAM
-AMD 6870 video card (running latest drivers)
-Running sound and video off the 6870 HDMI connector to a receiver for 7.1 home theater surround and video on an LCD panel TV at 1920x1080 60hz

Here are the specs on the machine NOT having the issue.

-Windows 7 Ultimate 64bit
-AMD Phenom 965 (3.4GHz)
-4 gigs RAM
-AMD 5770 in crossfire (1920x1200 60hz)
-Running sound off the motherboard to 5.1 PC speakers

Both have the game installed via Steam. I have verified all files from the base game, ensured that the Open Horizons II v1.6 files are setup properly via JGSME.

I'm now at a loss for what is different between the two setups and wondering if anyone else has reported a similar problem?

It is impossible to get more than 5-10 minutes of play in before the PC locks up requiring a reboot. I have seen references to CTDs (crash to desktop), but that is not what I'm getting.

So far I've only been trying the full version of the mod. I'm going to go off and experiment with the lite and just the base version to see if I get the issue with those also.

Trevally.
02-11-12, 02:47 PM
Hi Nraduk :salute:

Sounds like you have a corrupt download - try a new one.

Or wait for v1.7 - I am uploading it now:up:

Trevally.
02-11-12, 03:46 PM
OH II v1.7 Full
See post one for download
:|\\

Changes:-

Fixed traffic layer for happytimes, Arctic Convoys and Black May (base only)
Added Baltic Operation to Coastal Waters
Changed dates for objective in the black pit - TotWP=Sept42 to Dec(mid)42 - BS start moved to Dec42
Increased tonnage for obj TotWP to 110,000t :)
Added Wolfpacks to TheBlackPit TotWP - 3 sets of missions (see wolfpack attacks in the notes below)
Updated Radio messages for updates to black pit
Adjusted mines and nets and added more DDs to Scapa in CoastalWaters
Fixed ships running into piers in Brest (theblackpit only)
Added Uekel's historical buoys - thanks again Uekel for all your help :)


Campaign Objective - Triumph of the Wolfpack (TotWP)
With version 1.7 and higher, I have added a new type of campaign objective. Now when you play Triumph of the Wolfpack, you will get to take part in actual wolfpacks. This is done using the secondary missions that you get when you request mission in the briefing map as normal. Now for most objectives, this does not matter if you pick these missions or not. With TotWP, they are required.

So to play this campaign objective, click the request button and you will get an orange marker on your map. You then go on patrol as normal - but his time you must sail to these markers. If you meet a convoy while you are heading there and decide to attack it, you should think about re-arming before going to these marker.
If you do decide to re-arm - goto a near by base and select "refit". If you went back to the bunker do not select end patrol. If you do, then you will need to go back to the briefing map and select a new mission. I have only made three of these missions so far and each time you return to port, it uses one up even if you did not go there.

So - when you arrive at the markers a message will be sent to you. These messages can be sent to you by the stock game and so can be read in the captian log button. You can also get them sent by TDWs radio mod. These can be read the normal way and will have a red background (sometimes you may not get one, but will get the other type - I am looking into why this happens). Both these message types will drop your TC to preset number and play a sound. Pay close attention to these messages as you will be told to go to map areas etc. The next stage, when this happens is triggered by you doing the task as in the message. So if you do not check the messages you get - you will not be able to continue the wolfpack attack and be recorded in history as the u-boat that did not show. At some point a message will be sent ordering you and the other boat in the wolfpack to attack. This is always the last order you will be given and you should act on your own data from then on.

Sink em all:arrgh!:

Maki4444
02-11-12, 03:51 PM
OH II v1.7 Full
See post one for download
:|\\

Changes:-

Fixed traffic layer for happytimes, Arctic Convoys and Black May (base only)
Added Baltic Operation to Coastal Waters
Changed dates for objective in the black pit - TotWP=Sept42 to Dec(mid)42 - BS start moved to Dec42
Increased tonnage for obj TotWP to 110,000t :)
Added Wolfpacks to TheBlackPit TotWP - 3 sets of missions (see wolfpack attacks in the notes below)
Updated Radio messages for updates to black pit
Adjusted mines and nets and added more DDs to Scapa in CoastalWaters
Fixed ships running into piers in Brest (theblackpit only)
Added Uekel's historical buoys - thanks again Uekel for all your help :)


Campaign Objective - Triumph of the Wolfpack (TotWP)
With version 1.7 and higher, I have added a new type of campaign objective. Now when you play Triumph of the Wolfpack, you will get to take part in actual wolfpacks. This is done using the secondary missions that you get when you request mission in the briefing map as normal. Now for most objectives, this does not matter if you pick these missions or not. With TotWP, they are required.

So to play this campaign objective, click the request button and you will get an orange marker on your map. You then go on patrol as normal - but his time you must sail to these markers. If you meet a convoy while you are heading there and decide to attack it, you should think about re-arming before going to these marker.
If you do decide to re-arm - goto a near by base and select "refit". If you went back to the bunker do not select end patrol. If you do, then you will need to go back to the briefing map and select a new mission. I have only made three of these missions so far and each time you return to port, it uses one up even if you did not go there.

So - when you arrive at the markers a message will be sent to you. These messages can be sent to you by the stock game and so can be read in the captian log button. You can also get them sent by TDWs radio mod. These can be read the normal way and will have a red background (sometimes you may not get one, but will get the other type - I am looking into why this happens). Both these message types will drop your TC to preset number and play a sound. Pay close attention to these messages as you will be told to go to map areas etc. The next stage, when this happens is triggered by you doing the task as in the message. So if you do not check the messages you get - you will not be able to continue the wolfpack attack and be recorded in history as the u-boat that did not show. At some point a message will be sent ordering you and the other boat in the wolfpack to attack. This is always the last order you will be given and you should act on your own data from then on.

Sink em all:arrgh!:

I have been witing to start the new campaign just so that I can play with the new version :D

:yeah::woot:

Downloading now and a BIIIIG THANK YOU!!!!!

Echolot
02-11-12, 03:53 PM
Many thanks for the new version.

:sunny:

Regards.

Echol:up:t.

Commander Mysenses
02-11-12, 04:02 PM
OH II v1.7 Full
See post one for download
Will there be a OHII v1.7 Base?

pedrobas
02-11-12, 05:27 PM
Congratulations :woot: Trevally and many thanks for this. I couldn´t try the mission yet. I´m here trying to solve some problems in MMM-p5 - OHII+mtns+Lifeboats and now new v 1.7. More work for Uekel and myself :nope:

Cheers :haha:

Trevally.
02-11-12, 06:08 PM
I have been witing to start the new campaign just so that I can play with the new version :D
:yeah::woot:
Downloading now and a BIIIIG THANK YOU!!!!!

Many thanks for the new version.
:sunny:
Regards.
Echol:up:t.

Thanks guys:DL

Congratulations :woot: Trevally and many thanks for this. I couldn´t try the mission yet. I´m here trying to solve some problems in MMM-p5 - OHII+mtns+Lifeboats and now new v 1.7. More work for Uekel and myself :nope:
Cheers :haha:

There are no new units - so nothing in the sea or roster:D
Most of the changes in this one is in the missions and UPCdata folder - so that wont effect any mod:up:

@Uekel
In full - changes to the:-
environmental - all campaigns
Playerbases - the black pit (in brest)
Campaign.cfg and tsr- theblackpit and coastal waters
Objective - coastalwaters and blackpit
Port traffic and defense - coastalwaters

@Ruby2000 & Buz.67 (bigbeuzz)
As Uekels list with these:-
09, 10, 11, 12 radio messages in 1942
09, 10 radio messages im 1939

New text for the objevtive Baltic Operation in coastal waters (starts 03)
Moved east coast start date from 03 to 04

Black pit changes
Moved end date of TotWP to 17/12 and added tonnage
Moved start date of BS to 01/12

Also check .tsr files here :-
C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Missions\The_Bla ck_Pit_M
BP_TTW_Patrol10
BP_TTW_Patrol11
BP_TTW_Patrol12

:up:


Will there be a OHII v1.7 Base?

Just finished and uploaded to post one:up:

dcb
02-11-12, 07:20 PM
Many, many thanks Trevally. :salute:
I've been waiting for this update to activate a fresh mod soup and start a new campaign. Now the wait has ended:woot:

Maki4444
02-11-12, 07:32 PM
My first feedback report regarding version 1.7. I am using Deutschmod as well so just please keep that in mind. I see that I have a new mission around Kopenhagen ;)

However the description says Camp.Macrobj....bla bla bla.

Is there a way I can fix this?? Can you please tell me what is the victory condition?? :D

Echolot
02-12-12, 01:58 AM
However the description says Camp.Macrobj....bla bla bla.
This will be fixed in a new version of Deutschmod soon.

Hello Trevally.

Is there no more "Higher Tonnage Objectives" in OH II 1.7 full?

:hmmm:

Regards.

Echol:06:t.

Trevally.
02-12-12, 03:06 AM
Many, many thanks Trevally. :salute:
I've been waiting for this update to activate a fresh mod soup and start a new campaign. Now the wait has ended:woot:

:up:

My first feedback report regarding version 1.7. I am using Deutschmod as well so just please keep that in mind. I see that I have a new mission around Kopenhagen ;)

However the description says Camp.Macrobj....bla bla bla.

Is there a way I can fix this?? Can you please tell me what is the victory condition?? :D

Yes - it is sink 4 ships:up:

This will be fixed in a new version of Deutschmod soon.

Hello Trevally.

Is there no more "Higher Tonnage Objectives" in OH II 1.7 full?

:hmmm:

Regards.

Echol:06:t.

Thanks Echolot:DL

I forgot to add the higher tonnage addon to full. It is in base and parts.
I will add a link for it soon:up:

THE_MASK
02-12-12, 03:11 AM
Higher tonnage :damn::damn::damn:
Where are these polish ships :Kaleun_Mad:

Trevally.
02-12-12, 03:16 AM
Where are these polish ships :Kaleun_Mad:

Last seen running up the canal:up:

Trevally.
02-12-12, 03:33 AM
Link for the higher tonnage addon - sorry, I forgot to add it to 1.7Full
http://www.gamefront.com/files/21323323/OHII+Higher+Tonnage+Objectives+for+v1.7.7z

Trevally.
02-12-12, 04:23 AM
Sorry guys - just noticed a few small errors with radio messages for TheBlackPit.

All versions - please install Patch1 over OHIIv1.7

Patch1 here (http://www.gamefront.com/files/21323434/OHII+v1.7+patch1.7z) or here (https://rapidshare.com/files/3530348865/OHII_v1.7_patch1.7z)

sidmo001
02-12-12, 06:47 AM
I have 1.6 already, do I have to install 1.7 over it, or what is the install procedure for 1.7? Is 1.7 totally separate of 1.6?

Trevally.
02-12-12, 07:58 AM
Remove v1.6 and install v1.7 + patch1:up:
Updates will take effect when you progress to the next campaign.

If you are on the first campaign (Coastal Waters) - I would start a new career:up:

Commander Mysenses
02-12-12, 09:27 AM
PATCH for Open Horizons II Full v1.7 - Patch1 (http://www.gamefront.com/files/21323434/OHII+v1.7+patch1.7z)
Gamefront link not available.

PATCH for Open Horizons II Base + new ships v1.7 - Patch1 (http://www.gamefront.com/files/21323434/OHII+v1.7+patch1.7z) or here (http://https//rapidshare.com/files/3530348865/OHII_v1.7_patch1.7z)this Rapidshare link needs reformatting (the others work tho')

sidmo001
02-12-12, 04:59 PM
Remove v1.6 and install v1.7 + patch1:up:
Updates will take effect when you progress to the next campaign.

If you are on the first campaign (Coastal Waters) - I would start a new career:up:

Thank you :salute:

The reason why I ask is that 46+megs (1.7) doesn't seem like a lot for a mod of OH's scale, and I was wondering if I had to install it over 1.6 or not.

Trevally.
02-12-12, 05:12 PM
Thank you :salute:

The reason why I ask is that 46+megs (1.7) doesn't seem like a lot for a mod of OH's scale, and I was wondering if I had to install it over 1.6 or not.

The campaign part of OHII is all text - the ships and terrain take up most of the file size. When unpacked it is 380MB:up:

misha1967
02-13-12, 12:25 AM
Oh great, Trevally, now you done gone and done it! I just got my DVD version of SH5 installed instead of the Steam one and overcame my paranoia enough to put on OHII on my new install (and by the way, is it ever AWESOME or what? GREAT work!) and start a new campaign... And then you go and upgrade it? :D

You just like to make me suffer, don't you? :03:

Seriously, though, thank you SO much for everything you've done. I'll be upgrading as soon as my current campaign ends. :up:

Commander Mysenses
02-13-12, 04:13 AM
This morning, I am also working on Scapa. There have been a lot of reports that it is too easy. So I have taken steps to fix this.
I think what woud make it more realistic is if the patrolling DDs reacted to the destruction of the BBs, instead of dutifully patrolling their waypoints. They only seem to react if they see you, not the mayhem you are unleashing. Is it something do do with what TDW was talking about in another thread?
For them to take any action they need to be part of a group or they need to 'see' an enemy. If they are single units then they behave as single units. As a single unit they will continue following waypoints until they 'see' something or they take damage from a player's weapon. Not my limitation but the game itself.

Trevally.
02-13-12, 05:53 AM
I think what woud make it more realistic is if the patrolling DDs reacted to the destruction of the BBs, instead of dutifully patrolling their waypoints. They only seem to react if they see you, not the mayhem you are unleashing. Is it something do do with what TDW was talking about in another thread?

Yes - this is a great idea:up:

At latest steps to make Scapa more of a challange was to block more of the route in and out with better placed mines and nets.
Also I placed new DDs at the entrence and exits to these routes.

But what you are saying is a great idea.
With v1.7 - I have learnt a new way to force the campaign to do things.
So - if a DD will not re-act if it does not see you - or if you do not attack it or a ship in its group - what i could do is this.

Setup Scapa with a mission trigger. This trigger could be you entering scapa. This could the spawn the BBs and a few DDs as a group.
So when you attack the BBs - the DD will go on alert status and get angry:arrgh!:

I will have a think about this to see how it could work.

misha1967
02-13-12, 07:37 AM
Had a funny thing happen to me with OHII, by the way.

I was leaving Helgoland for England when I realized that two of the destroyers patrolling Helgoland apparently were still there. I couldn't see them if TC was at 256, but as soon as I dropped TC, they's show up again in the exact same position relative to me. At first I thought they were just being nice, giving me a helpful escort away from the Fatherland, but when I dropped from TC256 about halfway to England, in the middle of the North Sea, they were still there, exact same relative position to me. I toyed briefly with the idea of keeping them trucking along all the way to the east coast of England, perhaps there'd be some epic surface battles between them and the English merchant shipping (until the Royal Navy found them, of course), but then I decided that that wasn't really nice.

I saved the game, exited and reloaded and, wouldn't you know it, right out there in the middle of the North Sea (they were still there after I loaded) they suddenly realized that they weren't in Kansas any more and promptly turned tail for Germany :haha:

I hope they made it all the way home. :DL

Anyway, I'm enjoying all of the other features of OHII so much it ought not be legal. Thanks! :up:

Trevally.
02-13-12, 08:52 AM
Thanks misha:DL

misha1967
02-13-12, 09:07 AM
You are more than welcome, Trevally!

And the same goes, of course, to all of the rest of the members of this community who have turned this latest incarnation of the love of my life, the Silent Hunter franchise, into something more beautiful even than SH3 and continue to make it even better.

When SH5 came out I felt just like a felt when SH3 was first released: Like the kid who opens his Christmas presents and finds the Lego set he's wanted his entire life, only to realize that half the parts are missing.

You guys made and shipped the missing parts. :up:

(And a special thanks for the tutorials. Thanks to you, using the RAOBF is as simple as picking my nose and the Tommies are suffering dreadfully as a result)

Now back to our regularly scheduled thread :DL

Maki4444
02-13-12, 09:38 AM
I just have to say that THAT was beautiful misha :sunny:

Trevally.
02-13-12, 11:29 AM
@Misha:shucks:

@Maki:haha::up:

I have been testing Scapa today.
What I have done is attached DDs to the BBs as a group. So now when the BBs get hit - the DDs go on alert and hunt you down.

What I have found is not good. The DDs did go on alert - but failed to move. I think the problem with scapa is just the shallow water. The DDs just get stuck and do not know what do do. This can been seen all over the place - like in any harbour when you are leaving you see ships stuck in shallow water.
So I think the only answer to scapa is to dredge it out:o

On another topic - I have again been looking at the CTD that are common with scapa (stock and OHII). What I have done is the same as how the tutorial was fixed (I hope it is fixed:D).
Preventing the gens from spawning ships. So I have stopped all ship spawning in scapa until after the raid mission.

The problem I have is that I can't test it as I did not get ctds in scapa.
I will post the fix here as a test patch. If some kind member that was getting ctds in scapa could test it for me - I would be grateful:DL

Trevally.
02-13-12, 11:46 AM
Ok here is the scapa fix - https://rapidshare.com/files/2582712082/OHII_v1.7_TestPatchScapa.7z

Install over OHII and start new career - to fast forward to correct date - just go on patrol and dock straight away.
You do not need to select this in the briefing map - just goto scapa at the correct date - 10/9/39 to 15/10/39

Thanks:sunny:

Maki4444
02-13-12, 01:55 PM
That's really great Trevally, that you are fixing so many things including scapa.

I just don't know why people want Scapa to be more difficult. Guys.....Prien with his u 47 went to Scapa......he was surfaced the whole time.....he attacked the Royal Oak.....went away.....saw that he wasn't being chased....went back.....attacked another ship only damaging it....being surfaced....inside of Scapa......

Breaking the fortress is a remake of that brilliant and ridicullous situation, right??

Why go and make 1939 Scapa into 1944 a Gibraltar?? :cry:

Stormfly
02-13-12, 03:11 PM
That's really great Trevally, that you are fixing so many things including scapa.

I just don't know why people want Scapa to be more difficult. Guys.....Prien with his u 47 went to Scapa......he was surfaced the whole time.....he attacked the Royal Oak.....went away.....saw that he wasn't being chased....went back.....attacked another ship only damaging it....being surfaced....inside of Scapa......

Breaking the fortress is a remake of that brilliant and ridicullous situation, right??

Why go and make 1939 Scapa into 1944 a Gibraltar?? :cry:

not shure, could be ppl like it more difficult because G. Prien got war hero status of what he did ?

...but true is he sank an anchoring (in that state) helpless battleship with sleeping crews (833 hands lost) while going away with it.

the visbility was so bad that he couldn`t ident the target as he shot. while escaping he got sighted by a destroyer signaling him because they mismatched him with a little depot ship or something. regardless of the not answering submarien, the destroyer turned away and hunted somwhere else.

...luck, nerves, darkness, chaos and the moment of supprise was on his side.

THE_MASK
02-13-12, 03:15 PM
I will start the dredge up and send you the file .

Trevally.
02-13-12, 03:37 PM
I will start the dredge up and send you the file .

You are a true hero Sober:yeah:

I hope that depth is the reason the ships stick. Could it be proximity to coast:hmmm:
The game does detect coast as that is a setting for TC level.

May be best just doing a small patch to see if it works

THE_MASK
02-13-12, 04:14 PM
You are a true hero Sober:yeah:

I hope that depth is the reason the ships stick. Could it be proximity to coast:hmmm:
The game does detect coast as that is a setting for TC level.

May be best just doing a small patch to see if it worksI can do a little trick with the shaders to show me the terrain depth under water . Makes it easier to fix the levels . You know i think the water level is too low in general . If you look at the harbor walls in ports i am sure the water is suppose to be near the top . Dont know how to adjust the water like that though . Scapa
http://i39.tinypic.com/xnfckh.jpg

BIGREG
02-13-12, 05:28 PM
Hi :salute:

If you can not raise the level of the sea, why not get off the ground :06: :D

BigReg/BigRegOne


http://dl.dropbox.com/u/8655607/marin.gif


"Provided with a staircase to climb, we often manage to get lower than one would be provided with a staircase down to the descent."


Proverbe Shadock

THE_MASK
02-13-12, 05:32 PM
Hi :salute:

If you can not raise the level of the sea, why not get off the ground :06: :D

BigReg/BigRegOne


http://dl.dropbox.com/u/8655607/marin.gif


"Provided with a staircase to climb, we often manage to get lower than one would be provided with a staircase down to the descent."


Proverbe Shadockdont ask technical questions :O:

Commander Mysenses
02-13-12, 07:52 PM
Is it OHII adding these contact reports with the four number square references? (forgive the the corrupted screencap)
http://i121.photobucket.com/albums/o216/gadgetuk437/Silent%20Hunter/SH5Img2012-02-14_001226.jpg

As you can see I am using Illyustrator's MARINEQUADRATKARTE map, but as you know the grid refs on that are two letters, two numbers... so what are the four number grid refs?

misha1967
02-14-12, 02:38 AM
Hey, you're welcome. All straight from the heart :salute:

Now, in matters OHII related: Trevally: Will that Scapa patch work with OHII 1.6 too?

I mean, I can just ignore that mission, but I just like to have a go at everything if at all possible. I don't want to CTD endlessly trying to do so, though, so if your fix would work for my 1.6, then that would be great.

If it doesn't, then I'll just have to decide whether to start over again or leave a mission untouched. Either works for me. Just a question :)

Silent Steel
02-14-12, 02:58 AM
As you can see I am using Illyustrator's MARINEQUADRATKARTE map, but as you know the grid refs on that are two letters, two numbers... so what are the four number grid refs?

Have a look at this;

http://uboat.net/maps/grid.html

:03:

Commander Mysenses
02-14-12, 03:07 AM
Have a look at this;

http://uboat.net/maps/grid.html

:03:
That's fine, but what about the missing two letter prefix?

=====
EDIT
=====
Ahh, hang on.... is the two letter prefix missing so I have to do a bit of detective work??
Should I assume that because the contact report was from Flying Corps X Group Stavanger that the grid was AN (north sea area)?
Seems unnecessarily complex.

THE_MASK
02-14-12, 03:45 AM
The DDs in scapa with just 1 waypoint . Will they move if they detect me ? I thought they needed a looping waypoint system with waypoint radius .

Trevally.
02-14-12, 05:19 AM
Hey, you're welcome. All straight from the heart :salute:

Now, in matters OHII related: Trevally: Will that Scapa patch work with OHII 1.6 too?

I mean, I can just ignore that mission, but I just like to have a go at everything if at all possible. I don't want to CTD endlessly trying to do so, though, so if your fix would work for my 1.6, then that would be great.

If it doesn't, then I'll just have to decide whether to start over again or leave a mission untouched. Either works for me. Just a question :)

Yes - the test scapa fix will work with OHIIv1.6 also:yep:
But - you must start a new career to test it - starting a new career writes all the campaign info to your game.

If you use v1.6 and get ctds in scapa - thus not able to get that one campaign point - you will not get at total victory when you finish coastal waters. This will not effect the campaign.

In later campaigns (1941/42)- if you fail to get total victory - then some missions or campaigns will be blocked. This will never stop your game, just restrict your options.

With v1.7 - there is a new objective "Baltic Operations" in coastal waters. This will give a player an extra campaign point - so if they are unable to finish scapa due to ctds - they can still get a total victory.

When updating to a new verson of OHII - it is possible to keep your career going. To do this you can save your game in the bunker and exit.
Remove old OHII version and install new one. Load your bunker save and nothing will change.
The chance comes when you progress to the next stage i.e. coastal water to happy times.

Trevally.
02-14-12, 05:26 AM
That's fine, but what about the missing two letter prefix?

Here is the actual message from the radio mod:-

Befehlshaber der U-Boote ALL Reports Flying Corps X Group Stavanger: 0825 square 6743 3 transports with 1 escort ship, slow speed. Course NE.|0850 square 5634 8 transports, high speed, course NE.|0855 square 5569 2 light cruisers, high speed, course 30 degs.|0915 square 5734 2 cruisers, 350 degs.|0915 square 5554 2 a/c carriers, 1 heavy cruiser, several destroyers, 30 degs.||BdU

So as you can see the grid letters are missing.
This message is not real in your game - so little is lost here

Edit - just seen your edit:)
Yes perhaps you are correct or that it assumes you know the patrol area for group Stavanger

Commander Mysenses
02-14-12, 05:54 AM
This message is not real in your game - so little is lost here
I know I have read this somewhere before, but indulge my alzheimers/laziness and tell me, how do I tell between real contact reports (that I might chase) and those that are just window dressing?

Trevally.
02-14-12, 06:07 AM
I know I have read this somewhere before, but indulge my alzheimers/laziness and tell me, how do I tell between real contact reports (that I might chase) and those that are just window dressing?

If the message has a red background - it is real.
Also when it asks you to send a patrol report (blue backgroung) there is a % chance that the game will scan the area (preset in options) around you for ships. If there are ships within this area - it will send you a message about them.

sidmo001
02-14-12, 07:02 AM
If the message has a red background - it is real.
Also when it asks you to send a patrol report (blue backgroung) there is a % chance that the game will scan the area (preset in options) around you for ships. If there are ships within this area - it will send you a message about them.

When ever I get close to Kiel Harbour I get about a dozen or more Red messages from English named ships saying they have spotted a Sub, is that my own ships (With English names) saying they see me, and are just reporting me as a sub?

Trevally.
02-14-12, 07:34 AM
When ever I get close to Kiel Harbour I get about a dozen or more Red messages from English named ships saying they have spotted a Sub, is that my own ships (With English names) saying they see me, and are just reporting me as a sub?

Yes - what happen here is that if you have sub spotted options enabled.
where ever your are within 8000m of a ship (any type) there is a % chance that yuo will get a message saying you have been spotted.

This does not mean that you have been detected (if enemy).

This can also result in you getting spam messages and this is why TDW added the option to switch this off

Rongel
02-14-12, 11:04 AM
I took time to mess with the imported ships again. Uekel has nice illuminated ships and I tried to do the same. Our ships are build in a different way so it seems I can't make those lit windows, but using SH 4 light controllers we can fake the lighting. Oh, and there won't be water reflections also... But here is the hospital ship all lit up:

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2012-02-14_174749.jpg

It's still under construction, but what do you think? If it's good, it can be added to OH II with a small patch. :DL Also I'm curious what kind of lights they really used, what colors and so on...

Thanks goes to Uekel, been studying those illuminated ship... :D

EDIT: Oh, forgot to mention that the ship automatically turns off the "main" lights when attacked! Pretty nice SH 4 feature!

Silent Steel
02-14-12, 11:22 AM
I took time to mess with the imported ships again. Uekel has nice illuminated ships and I tried to do the same.
It's still under construction, but what do you think? If it's good, it can be added to OH II with a small patch. :DL


Fabulous :up:

Let's hope Trevally can include it in OH II.

uekel
02-14-12, 11:33 AM
In my opinion, it looks excellent! :sunny: And the option to turn off the lights is really a nice feature. :up:

The Thanks not for me, the illuminated ships, I have only imported. The lights I never touched. The Thanks must go to Anvart!

Now I´m courios: The lights in conjunction with the "UnifiedRenderControler" or did you turn it off? :06:

Rongel
02-14-12, 11:53 AM
Thanks for the comments! And thanks Anvart! :D

In my opinion, it looks excellent! :sunny: And the option to turn off the lights is really a nice feature. :up:

The Thanks not for me, the illuminated ships, I have only imported. The lights I never touched. The Thanks must go to Anvart!

Now I´m courios: The lights in conjunction with the "UnifiedRenderControler" or did you turn it off? :06:

This ship still has the "UnifiedRenderControler" and that's why the reflections wont work properly. Also the window lights seem impossible because of this too.

The mast lights are almost the same as with the other ships, but the main light is made with S3D "light nodes" . Basically there is just two light sources on the sides of the ship. The tricky part is just to position them so that it gives the illusion of ship lights.

And when I attacked this ship, it turned on the search lights and the light nodes went off. So the switching off the lights could also be linked with the search lights.

pedrobas
02-14-12, 12:01 PM
:yeah:

uekel
02-14-12, 12:13 PM
This ship still has the "UnifiedRenderControler" and that's why the reflections wont work properly. Also the window lights seem impossible because of this too.

The mast lights are almost the same as with the other ships, but the main light is made with S3D "light nodes" . Basically there is just two light sources on the sides of the ship. The tricky part is just to position them so that it gives the illusion of ship lights.

And when I attacked this ship, it turned on the search lights and the light nodes went off. So the switching off the lights could also be linked with the search lights.Hmm..., the mast light is working with "ParticleGenerator". This in cojnuction with the RenderControler, i´ve never get to work. I ask, because it seems a perfect solution for my "Coastal Forts": http://www.subsim.com/radioroom/showpost.php?p=1791446&postcount=590

Here I´ve tried the same with position lights for the antenna, it works, ...till I add the RenderControler. :damn:

And the main light, would in this case for the building himself, exact that what I´m looking for. Thanks to you, Rongel! :yeah:

...must try it now.... :rock:

Trevally.
02-14-12, 12:36 PM
Looks great Rongel - Well done:yeah:

misha1967
02-14-12, 12:51 PM
Yes - the test scapa fix will work with OHIIv1.6 also:yep:
But - you must start a new career to test it - starting a new career writes all the campaign info to your game.

If you use v1.6 and get ctds in scapa - thus not able to get that one campaign point - you will not get at total victory when you finish coastal waters. This will not effect the campaign.

In later campaigns (1941/42)- if you fail to get total victory - then some missions or campaigns will be blocked. This will never stop your game, just restrict your options.

With v1.7 - there is a new objective "Baltic Operations" in coastal waters. This will give a player an extra campaign point - so if they are unable to finish scapa due to ctds - they can still get a total victory.

When updating to a new verson of OHII - it is possible to keep your career going. To do this you can save your game in the bunker and exit.
Remove old OHII version and install new one. Load your bunker save and nothing will change.
The chance comes when you progress to the next stage i.e. coastal water to happy times.

Brilliant, Trevally, now it all makes sense! Thanks!

Since I'm still in Coastal Waters, I guess my choice now is between just ignoring Scapa (which really doesn't matter since not achieving Total Victory in that campaign doesn't block off any future choices) and then upgrading to 1.7 next time I'm on R&R back in Kiel (letting me enjoy 1.7 in full from Happy Times forward), or starting over altogether with 1.7. I think I'll just skip the point in this career and go grab it in my next one :DL

Rongel
02-14-12, 05:37 PM
Hmm..., the mast light is working with "ParticleGenerator". This in cojnuction with the RenderControler, i´ve never get to work. I ask, because it seems a perfect solution for my "Coastal Forts": http://www.subsim.com/radioroom/showpost.php?p=1791446&postcount=590

Here I´ve tried the same with position lights for the antenna, it works, ...till I add the RenderControler. :damn:

And the main light, would in this case for the building himself, exact that what I´m looking for. Thanks to you, Rongel! :yeah:

...must try it now.... :rock:

I can make a test mod from the ship hopefully tomorrow, then you see how I got the particle generators working. I have to say that it took a lot of tests, trial and error... Transparent materials don't seem to work with unified render controller, so I had to take out the actual lightbulbs from the masts.

And also I haven't tested the ship thoroughly yet, hopefully there won't be any nasty suprises. I hope that this info will help you with your mods! :DL

Rongel
02-15-12, 04:36 PM
Ok, here is a test version of the Hospital Ship with lights: http://www.gamefront.com/files/21335373/Hospitalship_lights.7z

It's a bit tricky because the lights are on in daytime too, so they can't be too bright. But I think it's a pretty good compromise now. I would also like to add more lights, but it seems that the number of them is limited in one 3d model. They also can increase computer usage. I wonder if it should be used in other imported ships too... maybe passanger liners.

So test it if you have time, this requires OH II to work (oh, in the museum daytime view it's nothing too special, night makes it shine! :DL).

bigbeuzz
02-15-12, 09:07 PM
thx all for the good job :yeah:

uekel
02-16-12, 01:19 AM
Ok, here is a test version of the Hospital Ship with lights: http://www.gamefront.com/files/21335373/Hospitalship_lights.7z

It's a bit tricky because the lights are on in daytime too, so they can't be too bright. But I think it's a pretty good compromise now. I would also like to add more lights, but it seems that the number of them is limited in one 3d model. They also can increase computer usage. I wonder if it should be used in other imported ships too... maybe passanger liners.

So test it if you have time, this requires OH II to work (oh, in the museum daytime view it's nothing too special, night makes it shine! :DL).
Hi Rongel!

You can try it with the docked ships. On their it looks like it should be.

http://img534.imageshack.us/img534/9799/sh5img20120215141228.jpg

I had also searched a possibility to turn off these lights on the day. So far everything didn't work so as it should. :damn: Perhaps you have more luck here.

Rongel
02-16-12, 03:13 AM
Hi Uekel! Nice looking ship!

Hi Rongel!

You can try it with the docked ships. On their it looks like it should be.



Do you mean that docked ships could be lit and it would be historically accurate? And did you manage to use more than two lights? I had to parent the lights to different nodes (different parts of the ship) to get them work.

Yes, it would be nice to turn off the lights in daytime but no idea how to make it work. I noticed that the lights go out only if the ship switches to search lights. I torpedoed the hospital ship (:o) and it went down before it could activate the lights. So the main lights stayed on all the time.

Adriatico
02-16-12, 03:49 AM
Just playing OH1.6 and it is great refreshment compared to original campaign:)

I have a question on Royal Navy escort's formation... West of Scotland I sailed into task force in June 1940; around 1 battleship + 1 air carrier there was a circle of 9 destroyers ?

One would expect 2 capital Navy units to have firm escort protection - but circle of 9 destroyers is a bit exaggerated (there should be some 5-6, not more)

Is it "game coded" or it is possible to decrease in campaign engine ?

uekel
02-16-12, 04:04 AM
...
Do you mean that docked ships could be lit and it would be historically accurate?...
Not historical, what I meant, they are in harbour (well, in this picture museum). And it´s a deck-lighting. :DL I can imagine, it´s look very nice when you see more of there, at various places in a dark harbour..

Ok, historical in the later war years we must turn off, or dim and change the colour to blue ("Verdunkelung-order"). but it´s another theme, the buildings and other, also must do.
And did you manage to use more than two lights? I had to parent the lights to different nodes (different parts of the ship) to get them work.Me too, seems to be limited. :shifty:
IYes, it would be nice to turn off the lights in daytime but no idea how to make it work.That, I see as the main problem for the light nodes. I have try something (CityLights, InterieurLight and such other), but maybe it was not all? :hmmm: InterieurLight for example control the same light nodes and have a colour for night and day specified. You find it in the dat-files of SHIII and IV boats-interieur (folder interieur).

THE_MASK
02-16-12, 05:33 AM
Dont put the lighted ships in later campaigns . Is that how this mission engine works . In total germany you can have ships early sensors and later campaigns middle and late war sensors ?

uekel
02-16-12, 06:32 AM
Hi sober!

Dont put the lighted ships in later campaigns . What do you mean? Why? :hmmm:

In this case the lights are attached in the models itself. We can define two kind of these ships one lightened and one not lightened and they change by date.

THE_MASK
02-16-12, 06:52 AM
Hi sober!

What do you mean? Why? :hmmm:

In this case the lights are attached in the models itself. We can define two kind of these ships one lightened and one not lightened and they change by date.You said not to .

Rongel
02-16-12, 08:09 AM
Not historical, what I meant, they are in harbour (well, in this picture museum). And it´s a deck-lighting. :DL I can imagine, it´s look very nice when you see more of there, at various places in a dark harbour..

Ok, historical in the later war years we must turn off, or dim and change the colour to blue ("Verdunkelung-order"). but it´s another theme, the buildings and other, also must do.

That, I see as the main problem for the light nodes. I have try something (CityLights, InterieurLight and such other), but maybe it was not all? :hmmm: InterieurLight for example control the same light nodes and have a colour for night and day specified. You find it in the dat-files of SHIII and IV boats-interieur (folder interieur).

So the docked Z-ships in OH II could be lit with deck lights? Sounds good to me. I think also that there is no problem having the Hospital Ship with lights all the war years.

I too thought about adding second version of the ships (early years lit/later no lights). It should work without problems, only thing is that we need to get the dates right. Maybe just one or two for starts. And of course Trevally must agree on this! :D

But before this it's good to study the light system more. It would be great if we could have them turned off in the daytime.

Trevally.
02-16-12, 12:53 PM
And of course Trevally must agree on this! :D

Of course this is ok:DL Without you guys and everyone else - there would not be an OHII:up:

pedrobas
02-16-12, 01:09 PM
Of course this is ok:DL Without you guys and everyone else - there would not be an OHII:up:
And without you, TDW, Uekel and all the rest, there would not be an SH5 :har:

pedrobas
02-16-12, 02:37 PM
Trevally, people is asking me in MMM thread about icebergs, and i have no idea :06:, never saw one :dead:, could you tell us something :up:

Trevally.
02-16-12, 03:30 PM
Trevally, people is asking me in MMM thread about icebergs, and i have no idea :06:, never saw one :dead:, could you tell us something :up:

http://img26.imageshack.us/img26/9488/ice1m.png


http://img109.imageshack.us/img109/2172/ice2v.png


:up:

pedrobas
02-16-12, 04:06 PM
:yeah: Thanks.

Rongel
02-16-12, 04:13 PM
That, I see as the main problem for the light nodes. I have try something (CityLights, InterieurLight and such other), but maybe it was not all? :hmmm: InterieurLight for example control the same light nodes and have a colour for night and day specified. You find it in the dat-files of SHIII and IV boats-interieur (folder interieur).

Tried to use the InteriorLight-nodes but didn't have any luck. It only uses the "daylight" color, never switches to the night mode. I copied all the light-related nodes from the SH 4 Gato ship, but no luck... I hope you have more succes!

lesec74
02-17-12, 01:44 AM
hello,

thanks trevally for these beautiful icebergs, in wich campaign and where I can see this ? arctic convoys I presume?

thanks

uekel
02-17-12, 03:58 AM
Tried to use the InteriorLight-nodes but didn't have any luck. It only uses the "daylight" color, never switches to the night mode. I copied all the light-related nodes from the SH 4 Gato ship, but no luck... I hope you have more succes!Hi Rongel!

I have the impression that the controller works, he affect the light when you change the values manually. For me, it seems the controller has no input from SHV. He never get the switch state. And - perhaps also everything else from sh3 and 4 which should use directly the SH5 day-night system. :hmmm:

Remains only... to find out whether there is a similar, native from SH5. :nope:

As I said, it´s only my impression...

Trevally.
02-17-12, 01:30 PM
hello,

thanks trevally for these beautiful icebergs, in wich campaign and where I can see this ? arctic convoys I presume?

thanks

The icebergs are there in every campaign. Here is the map showing the iceberg groups (green markers, about 20 per group) and the path they will follow as they drift.

http://img23.imageshack.us/img23/9168/iceplan.jpg

THE_MASK
02-17-12, 08:23 PM
I am on my way to the eastern british coastal campaign waters . Can i go and do the break the fortress mission without going back to base and accepting the mission in the briefing room ? Will it count ? When do i have to go back to the briefing room again ?

Ruby2000
02-18-12, 03:06 AM
Hi

the DeutschMod for OHII and Higher Tonnage version 1.7 is available :DL

You find the Dowloadlinks here (http://forums-de.ubi.com/showthread.php/23459-Magnum-Opus-v0-0-1-Mod?p=543168&viewfull=1#post543168)


Greetings Ruby

Trevally.
02-18-12, 03:45 AM
I am on my way to the eastern british coastal campaign waters . Can i go and do the break the fortress mission without going back to base and accepting the mission in the briefing room ? Will it count ? When do i have to go back to the briefing room again ?

You do not need to go back to brief room - just go to Scapa and sink a BB - it will count:up:


Hi
the DeutschMod for OHII and Higher Tonnage version 1.7 is available :DL
You find the Dowloadlinks here (http://forums-de.ubi.com/showthread.php/23459-Magnum-Opus-v0-0-1-Mod?p=543168&viewfull=1#post543168)
Greetings Ruby

Thanks Ruby:yeah:

Silent Steel
02-18-12, 04:28 AM
Hi

the DeutschMod for OHII and Higher Tonnage version 1.7 is available :DL

You find the Dowloadlinks here (http://forums-de.ubi.com/showthread.php/23459-Magnum-Opus-v0-0-1-Mod?p=543168&viewfull=1#post543168)


Greetings Ruby


Toll :up:

Vielen Dank und Gruss aus Schweden

gambla
02-18-12, 11:53 AM
Achtung Kaleuns !

I need your help on this. I started August 7, 1940 from Lorient and got that
task on my map, description a.m. in toptic title. It's outside of the macro-objective "North Atlantic Convoys". Now i'm right on spot and waiting for the BdU for any more information, but nothing. :06:

Please help. :cry:


P.S.: I wonder why nobody else posted that questin before ?

thanks,
gam

Trevally.
02-18-12, 12:00 PM
Hi gambla:salute:

North Atlantic Convoys is not an objective for OHII:hmmm:
Can you post a screen shot and your mod list:06:

These are the missions for HappyTimes

Happy Times 15/06/40 - 01/03/41
Atlantic Air Gap
15/06/40 - 31/01/41

Western Approaches
01/10/40 - 01/02/41

Strategic Supplies
01/02/41 - 01/03/41

gambla
02-18-12, 12:13 PM
Thanks Trevally,

here it is:
http://img853.imageshack.us/img853/7265/sh520120218131456288.jpg (http://www.subsim.com/radioroom/http://img853.imageshack.us/img853/7265/sh520120218131456288.jpg%20%20Uploaded%20with%20) Uploaded with ImageShack.us (http://imageshack.us)

Trevally.
02-18-12, 12:27 PM
Thanks:up:

I am not sure that this is OHII:hmmm:

Can you translate the information for the missions for me

Also run this app found here C:\Ubisoft\Silent Hunter 5\data\Applications\SH5 Validator\SHValidator.exe
and paste the report here

gambla
02-18-12, 12:44 PM
Ah, sorry, posted it at Ubi first and had put the mission objective in the topic title:

"Intercept the convoy and sink at least two ships"


logfile:

Silent Hunter 5 Validator v2.0.3.0 by TheDarkWraith

Validation results from E:\Ubisoft\Silent Hunter 5

Countries defined:
Albania
American
Argentina
Australian
Belgium
Brazil
British
Bulgaria
Canadian
China
Colombia
Croatia
Cuba
Denmark
Environmental
Egypt
Estonia
Faroe Island
Finland
France
FreeFrench
FreePoland
FreeBelgium
FreeNorway
FreeFinland
FreeGreece
FreeNetherland
FreeSweden
FreeDenmark
German
Greece
Iceland
India
Ireland
Italian
Japan
Latvia
Lithuania
Mexico
Netherlands
NewZealand
Nicaragua
Norway
Panama
Poland
Portugal
Romania
Russia
RedCross
SouthAfrica
Spain
Sweden
Turkey
Uruguay
Venezuela
World
Yugoslavia

Classes defined:
DBJu87Stuka (302)
USDiveBomber (302)
FBBeaufighter (301)
FBCorsair (300)
FW190a5 (300)
FBHurricaneMkIIc (300)
FBMosquitoMkVI (301)
FBMosquitoMkXVIII (301)
FBP38 (300)
FBP47 (300)
FBP51Mustang (300)
FBUSCVEarlyWar (300)
FBUSEarlyWar (300)
USFighter (300)
FBf109 (300)
FFulmar (300)
FHurricaneMkI (300)
FC200 (300)
LBJu290 (301)
LBSAnson (304)
LBSFW200 (304)
LBSUSEarlyWar (304)
LBSUSLateWar (304)
LBSUSMedWar (304)
LBB17Fortress (301)
LBJu88 (301)
LBWellington (304)
LTBSM79Sparviero (303)
FSAR196 (304)
SBV138 (304)
SSunderland (304)
SUSFloatEarlyWar (304)
SUSHeavyBomberMedWar (304)
SUSHeavyBomberVLR (304)
LBSUSSearchPlane (304)
SZ501 (304)
TBAvenger (303)
TBBeaufort (303)
TBSwordfish (303)
TBUSCVLateWar (303)
USTorpedoBomber (303)
Buoy_D2_FL (105)
Buoy_G1_FL (105)
Buoy_G2_FL (105)
Buoy_O1_FL (105)
Buoy_R1_FL (105)
Buoy_R2_FL (105)
SpecOpsSmallBoat (14)
Dolphin (107)
Floating_Mine (107)
Floating_Mine_Chain (107)
Floating_Mine_Chain_16 (107)
Iceberg (107)
IcebergM1 (107)
IcebergM2 (107)
IcebergM3 (107)
IcebergS1 (107)
AGCC2Appalachian (109)
AGPCarlPeters (100)
GeAuxCruiser (102)
AMCKomet (13)
AMCPatroclus (13)
AMCPenguin (13)
AMCRawalpindi (13)
NAMC_Z (107)
AODithmarschen (100)
TugBoat (104)
BBBismark (11)
BBDuilio (11)
BBKingGeorgeV (20)
BBHMSDukeOfYork (20)
BBLittorio (11)
BBNelson (11)
BBNewYork (11)
BBNorthCarolina (11)
BBQueenElizabeth (11)
BBRoyalSovereign (11)
BBSchleswigHolstein (11)
BCDeutschland (10)
BCHood (10)
BCRenown (10)
BCScharnhorst (10)
CAHipper (7)
CAKent (7)
CAHMSSuffolk (7)
CANorthampton (7)
CAPrinzEugen (7)
CATrento (7)
CLBartolomeo (6)
CLBrooklyn (6)
CLDido (6)
CLEmden (6)
CLKonigsberg (6)
CLMontecuccoli (6)
COFlower (1)
CVEArcher (8)
CVEAttacker (8)
CVEAudacity (8)
CVEAvenger (8)
CVEBogue (8)
CVECharger (8)
CVGrafZeppelin (9)
CVELongIsland (8)
CVESangamon (8)
CVArkRoyal (9)
CVGlorious (9)
CVEagle (9)
CVFurious (9)
CVHermes (9)
CVIllustrious (9)
DDAB (4)
DDClemson (4)
DDFletcher (4)
DDKeith (4)
DDRocket (4)
DDSoldati (4)
DDSomers (4)
DDTown (4)
DDTribal (4)
DDType34 (4)
DDType36A (4)
DDType36N (4)
DDV&W (4)
DDHMSWalker (17)
DEBuckley (3)
DEEvarts (3)
FFBlackSwan (2)
FFHMSStork (17)
FishingBoat (104)
CoastalBoat (104)
HOSP (109)
KL (102)
KLCSC2SB1 (102)
NKLEhrenfels (102)
NKLNorthSands (102)
KLWarSupplies (102)
KMCSAkita (108)
KMCSC1B (102)
KMSSHogIsland (108)
KMKHogIslandWarSupplies (102)
KSCSN3SA1 (108)
KSCSTaihosan (108)
KSSSKasagisan (108)
NKSEms (102)
LL (102)
LLWarSupplies (102)
LST (103)
LSMFPD (15)
PSTyohei_Z (107)
OLDale (101)
T3Cimmaron (101)
OMRanger (101)
OSHaruna (101)
OSHaruna_Z (107)
PCThetis (0)
PHMauretania (109)
PLC3Middleton (102)
PLConteVerde (109)
NPL_Hap (103)
PPQueenMary (109)
PSTyohei (108)
PTElco (0)
PCTrawler (0)
SC497 (0)
TROronsay (103)
TR (103)
VV (102)
Subnet (107)
Survivor (106)
Tug_Z (107)
SSTypeIIA (200)
SSTypeIIA_AI (200)
SSTypeVIIA (200)
SSTypeVIIA_AI (200)
SSTypeVIIA_U30 (200)
SSTypeVIIB (200)
SSTypeVIIB_AI (200)
SSTypeVIIB_U99 (200)
SSTypeVIIC (200)
SSTypeVIIC41 (200)
SSTypeVIIC41_AI (200)
SSTypeVIIC_AI (200)
SSTypeVIIC_U552 (200)
SSUndine (200)
CapeMayNAS_US (406)
ElizabethCityNAS_US (406)
GrenierAB_US (406)
LakehurstNAS_US (406)
LangleyAB_US (406)
LargeAirBaseGB (406)
LargeAirBaseGe (406)
LargeAirBaseIt (406)
LargeAirBaseUS (406)
MaltaAirBaseGB (406)
MitchelAB_US (406)
NewYorkNAS_US (406)
NorfolkNAS_US (406)
NormalAirBaseGB (406)
NormalAirBaseGe (406)
NormalAirBaseIt (406)
NormalAirBaseUS (406)
QuonsetNAS_US (406)
SmallAirBaseGB (406)
SmallAirBaseGe (406)
SmallAirBaseIt (406)
SmallAirBaseUS (406)
SquantumNAS_US (406)
WestoverAB_US (406)
CDLargeTurret (403)
CDMediumTurret (403)
CDSmallTurret (403)
NavalBase (407)

Roster:
Albania:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
PCTrawler (0=Patrouillenboot)
American:
USDiveBomber (302=Sturzkampfbomber)
FBCorsair (300=Jäger)
FBP38 (300=Jäger)
FBP47 (300=Jäger)
FBP51Mustang (300=Jäger)
FBUSCVEarlyWar (300=Jäger)
FBUSEarlyWar (300=Jäger)
USFighter (300=Jäger)
LBB17Fortress (301=Bomber)
LBSUSEarlyWar (304=Aufklärer)
LBSUSLateWar (304=Aufklärer)
LBSUSMedWar (304=Aufklärer)
SUSFloatEarlyWar (304=Aufklärer)
SUSHeavyBomberMedWar (304=Aufklärer)
TBAvenger (303=Torpedobomber)
TBUSCVLateWar (303=Torpedobomber)
USTorpedoBomber (303=Torpedobomber)
CapeMayNAS_US (406=Luftstützpunkt)
CDLargeTurret (403=Artillerie)
CDMediumTurret (403=Artillerie)
CDSmallTurret (403=Artillerie)
ElizabethCityNAS_US (406=Luftstützpunkt)
GrenierAB_US (406=Luftstützpunkt)
LakehurstNAS_US (406=Luftstützpunkt)
LangleyAB_US (406=Luftstützpunkt)
LargeAirBaseUS (406=Luftstützpunkt)
MitchelAB_US (406=Luftstützpunkt)
NavalBase (407=Marinestützpunkt)
NewYorkNAS_US (406=Luftstützpunkt)
NorfolkNAS_US (406=Luftstützpunkt)
NormalAirBaseUS (406=Luftstützpunkt)
QuonsetNAS_US (406=Luftstützpunkt)
SmallAirBaseUS (406=Luftstützpunkt)
SquantumNAS_US (406=Luftstützpunkt)
WestoverAB_US (406=Luftstützpunkt)
AGCC2Appalachian (109=Seltener Truppentransporter)
BBNewYork (11=Schlachtschiff)
BBNorthCarolina (11=Schlachtschiff)
CANorthampton (7=Schwerer Kreuzer)
CLBrooklyn (6=Leichter Kreuzer)
CoastalBoat (104=Küstenwachschiff)
COFlower (1=Korvette)
CVEBogue (8=Begleitträger)
CVECharger (8=Begleitträger)
CVELongIsland (8=Begleitträger)
CVESangamon (8=Begleitträger)
DDClemson (4=Zerstörer)
DDFletcher (4=Zerstörer)
DDSomers (4=Zerstörer)
DEBuckley (3=Zerstörereskorte)
DEEvarts (3=Zerstörereskorte)
FishingBoat (104=Küstenwachschiff)
KL (102=Fracht)
KLCSC2SB1 (102=Fracht)
KLWarSupplies (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KMKHogIslandWarSupplies (102=Fracht)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
LL (102=Fracht)
LLWarSupplies (102=Fracht)
LST (103=Truppentransporter)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
HOSP (109=Seltener Truppentransporter)
NPL_Hap (103=Truppentransporter)
T3Cimmaron (101=Tanker)
OMRanger (101=Tanker)
OSHaruna (101=Tanker)
OSHaruna_Z (107=Z Schiffe)
PCThetis (0=Patrouillenboot)
PHMauretania (109=Seltener Truppentransporter)
PLC3Middleton (102=Fracht)
PSTyohei (108=Seltenes Frachtschiff)
PSTyohei_Z (107=Z Schiffe)
PTElco (0=Patrouillenboot)
SC497 (0=Patrouillenboot)
SpecOpsSmallBoat (14=Boot für Spezialkräfte)
TugBoat (104=Küstenwachschiff)
VV (102=Fracht)
Argentina:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
T3Cimmaron (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
Australian:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NPL_Hap (103=Truppentransporter)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
PTElco (0=Patrouillenboot)
TugBoat (104=Küstenwachschiff)
VV (102=Fracht)
Belgium:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
Brazil:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
NAMC_Z (107=Z Schiffe)
T3Cimmaron (101=Tanker)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
British:
FBBeaufighter (301=Bomber)
FBHurricaneMkIIc (300=Jäger)
FBMosquitoMkVI (301=Bomber)
FBMosquitoMkXVIII (301=Bomber)
FBUSCVEarlyWar (300=Jäger)
FFulmar (300=Jäger)
FHurricaneMkI (300=Jäger)
LBSAnson (304=Aufklärer)
LBSUSLateWar (304=Aufklärer)
LBSUSMedWar (304=Aufklärer)
LBSUSSearchPlane (304=Aufklärer)
LBWellington (304=Aufklärer)
SSunderland (304=Aufklärer)
SUSFloatEarlyWar (304=Aufklärer)
SUSHeavyBomberVLR (304=Aufklärer)
TBBeaufort (303=Torpedobomber)
TBSwordfish (303=Torpedobomber)
TBUSCVLateWar (303=Torpedobomber)
CDLargeTurret (403=Artillerie)
CDMediumTurret (403=Artillerie)
CDSmallTurret (403=Artillerie)
LargeAirBaseGB (406=Luftstützpunkt)
MaltaAirBaseGB (406=Luftstützpunkt)
NavalBase (407=Marinestützpunkt)
NormalAirBaseGB (406=Luftstützpunkt)
SmallAirBaseGB (406=Luftstützpunkt)
AGCC2Appalachian (109=Seltener Truppentransporter)
AMCPatroclus (13=Hilfskreuzer)
AMCRawalpindi (13=Hilfskreuzer)
BBHMSDukeOfYork (20=Super-Schlachtschiff)
BBKingGeorgeV (20=Super-Schlachtschiff)
BBNelson (11=Schlachtschiff)
BBQueenElizabeth (11=Schlachtschiff)
BBRoyalSovereign (11=Schlachtschiff)
BCHood (10=Schlachtkreuzer)
BCRenown (10=Schlachtkreuzer)
CAHMSSuffolk (7=Schwerer Kreuzer)
CAKent (7=Schwerer Kreuzer)
CLDido (6=Leichter Kreuzer)
CoastalBoat (104=Küstenwachschiff)
COFlower (1=Korvette)
CVArkRoyal (9=Flottenträger)
CVEagle (9=Flottenträger)
CVEArcher (8=Begleitträger)
CVEAttacker (8=Begleitträger)
CVEAudacity (8=Begleitträger)
CVEAvenger (8=Begleitträger)
CVFurious (9=Flottenträger)
CVGlorious (9=Flottenträger)
CVHermes (9=Flottenträger)
CVIllustrious (9=Flottenträger)
DDAB (4=Zerstörer)
DDHMSWalker (17=Elite-Zerstörereskorte)
DDKeith (4=Zerstörer)
DDRocket (4=Zerstörer)
DDTown (4=Zerstörer)
DDTribal (4=Zerstörer)
DDV&W (4=Zerstörer)
FFBlackSwan (2=Fregatte)
FFHMSStork (17=Elite-Zerstörereskorte)
FishingBoat (104=Küstenwachschiff)
KL (102=Fracht)
KLCSC2SB1 (102=Fracht)
KLWarSupplies (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
HOSP (109=Seltener Truppentransporter)
NKLNorthSands (102=Fracht)
NPL_Hap (103=Truppentransporter)
OLDale (101=Tanker)
T3Cimmaron (101=Tanker)
OMRanger (101=Tanker)
OSHaruna (101=Tanker)
OSHaruna_Z (107=Z Schiffe)
PCTrawler (0=Patrouillenboot)
PHMauretania (109=Seltener Truppentransporter)
PLC3Middleton (102=Fracht)
PPQueenMary (109=Seltener Truppentransporter)
PSTyohei (108=Seltenes Frachtschiff)
PSTyohei_Z (107=Z Schiffe)
PTElco (0=Patrouillenboot)
SpecOpsSmallBoat (14=Boot für Spezialkräfte)
TROronsay (103=Truppentransporter)
TR (103=Truppentransporter)
TugBoat (104=Küstenwachschiff)
Tug_Z (107=Z Schiffe)
VV (102=Fracht)
SSUndine (200=U-Boot)
Bulgaria:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Canadian:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
COFlower (1=Korvette)
DDTown (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KL (102=Fracht)
KLWarSupplies (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
PSTyohei (108=Seltenes Frachtschiff)
PTElco (0=Patrouillenboot)
SpecOpsSmallBoat (14=Boot für Spezialkräfte)
TugBoat (104=Küstenwachschiff)
China:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
TugBoat (104=Küstenwachschiff)
Colombia:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
Croatia:
NavalBase (407=Marinestützpunkt)
KSCSN3SA1 (102=Fracht)
Cuba:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Czechia:
KMCSC1B (102=Fracht)
Denmark:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Egypt:
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
PSTyohei (108=Seltenes Frachtschiff)
Environmental:
Buoy_D2_FL (105=Rettungsfloß)
Buoy_G1_FL (105=Rettungsfloß)
Buoy_G2_FL (105=Rettungsfloß)
Buoy_O1_FL (105=Rettungsfloß)
Buoy_R1_FL (105=Rettungsfloß)
Buoy_R2_FL (105=Rettungsfloß)
Dolphin (107=Z Schiffe)
Floating_Mine (107=Z Schiffe)
Floating_Mine_Chain (107=Z Schiffe)
Floating_Mine_Chain_16 (107=Z Schiffe)
Iceberg (107=Z Schiffe)
IcebergM1 (107=Z Schiffe)
IcebergM2 (107=Z Schiffe)
IcebergM3 (107=Z Schiffe)
IcebergS1 (107=Z Schiffe)
Subnet (107=Z Schiffe)
Estonia:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
Faroe Island:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
Finland:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
France:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KL (102=Fracht)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
T3Cimmaron (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
FreeBelgium:
CoastalBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
FreeDenmark:
CoastalBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
FreeFinland:
CoastalBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
FreeFrench:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
SSUndine (200=U-Boot)
FreeGreece:
CoastalBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
OSHaruna (101=Tanker)
FreeNetherland:
CoastalBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
FreeNorway:
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
KLCSC2SB1 (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
FreePoland:
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
KLCSC2SB1 (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
FreeSweden:
CoastalBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
German:
FSAR196 (304=Aufklärer)
DBJu87Stuka (302=Sturzkampfbomber)
FBf109 (300=Jäger)
FW190a5 (300=Jäger)
LBJu290 (301=Bomber)
LBJu88 (301=Bomber)
LBSFW200 (304=Aufklärer)
SBV138 (304=Aufklärer)
CDLargeTurret (403=Artillerie)
CDMediumTurret (403=Artillerie)
CDSmallTurret (403=Artillerie)
LargeAirBaseGe (406=Luftstützpunkt)
NavalBase (407=Marinestützpunkt)
NormalAirBaseGe (406=Luftstützpunkt)
SmallAirBaseGe (406=Luftstützpunkt)
AGPCarlPeters (100=Versorgung)
AMCKomet (13=Hilfskreuzer)
AMCPenguin (13=Hilfskreuzer)
AODithmarschen (100=Versorgung)
BBBismark (11=Schlachtschiff)
BBSchleswigHolstein (11=Schlachtschiff)
BCDeutschland (10=Schlachtkreuzer)
BCScharnhorst (10=Schlachtkreuzer)
CAHipper (7=Schwerer Kreuzer)
CAPrinzEugen (7=Schwerer Kreuzer)
CLEmden (6=Leichter Kreuzer)
CLKonigsberg (6=Leichter Kreuzer)
CoastalBoat (104=Küstenwachschiff)
CVGrafZeppelin (9=Flottenträger)
DDType34 (4=Zerstörer)
DDType36A (4=Zerstörer)
DDType36N (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
LL (102=Fracht)
LSMFPD (15=Landungsschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
HOSP (109=Seltener Truppentransporter)
NKLEhrenfels (102=Fracht)
NKSEms (102=Fracht)
NPL_Hap (103=Truppentransporter)
OSHaruna (101=Tanker)
OSHaruna_Z (107=Z Schiffe)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
PSTyohei_Z (107=Z Schiffe)
PTElco (0=Patrouillenboot)
SpecOpsSmallBoat (14=Boot für Spezialkräfte)
TugBoat (104=Küstenwachschiff)
Tug_Z (107=Z Schiffe)
SSTypeIIA_AI (200=U-Boot)
SSTypeVIIA (200=U-Boot)
SSTypeVIIA_AI (200=U-Boot)
SSTypeVIIA_U30 (200=U-Boot)
SSTypeVIIB (200=U-Boot)
SSTypeVIIB_AI (200=U-Boot)
SSTypeVIIB_U99 (200=U-Boot)
SSTypeVIIC (200=U-Boot)
SSTypeVIIC41 (200=U-Boot)
SSTypeVIIC41_AI (200=U-Boot)
SSTypeVIIC_AI (200=U-Boot)
SSTypeVIIC_U552 (200=U-Boot)
Greece:
NavalBase (407=Marinestützpunkt)
AGCC2Appalachian (109=Seltener Truppentransporter)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
LL (102=Fracht)
LST (103=Truppentransporter)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
T3Cimmaron (101=Tanker)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
VV (102=Fracht)
Hungary:
KMCSC1B (102=Fracht)
Iceland:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
India:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
PCTrawler (0=Patrouillenboot)
Ireland:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
Italian:
FC200 (300=Jäger)
LTBSM79Sparviero (303=Torpedobomber)
SZ501 (304=Aufklärer)
LargeAirBaseIt (406=Luftstützpunkt)
NavalBase (407=Marinestützpunkt)
NormalAirBaseIt (406=Luftstützpunkt)
SmallAirBaseIt (406=Luftstützpunkt)
BBDuilio (11=Schlachtschiff)
BBLittorio (11=Schlachtschiff)
CATrento (7=Schwerer Kreuzer)
CLBartolomeo (6=Leichter Kreuzer)
CLMontecuccoli (6=Leichter Kreuzer)
CoastalBoat (104=Küstenwachschiff)
DDSoldati (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KL (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
T3Cimmaron (101=Tanker)
PCTrawler (0=Patrouillenboot)
PLConteVerde (109=Seltener Truppentransporter)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
Tug_Z (107=Z Schiffe)
Japan:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KL (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
T3Cimmaron (101=Tanker)
OSHaruna (101=Tanker)
OSHaruna_Z (107=Z Schiffe)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Latvia:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
Lithuania:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Mexico:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KMCSC1B (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Netherlands:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
COFlower (1=Korvette)
DDTown (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
SSUndine (200=U-Boot)
NewZealand:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
COFlower (1=Korvette)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
NAMC_Z (107=Z Schiffe)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
Nicaragua:
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Norway:
CDLargeTurret (403=Artillerie)
CDMediumTurret (403=Artillerie)
CDSmallTurret (403=Artillerie)
NavalBase (407=Marinestützpunkt)
AGCC2Appalachian (109=Seltener Truppentransporter)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
LL (102=Fracht)
NAMC_Z (107=Z Schiffe)
T3Cimmaron (101=Tanker)
OSHaruna_Z (107=Z Schiffe)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
PSTyohei_Z (107=Z Schiffe)
TugBoat (104=Küstenwachschiff)
Tug_Z (107=Z Schiffe)
VV (102=Fracht)
SSUndine (200=U-Boot)
Panama:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
LL (102=Fracht)
GeAuxCruiser (102=Fracht)
OMRanger (101=Tanker)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
VV (102=Fracht)
Poland:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
NAMC_Z (107=Z Schiffe)
OMRanger (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
SSUndine (200=U-Boot)
Portugal:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
RedCross:
HOSP (109=Seltener Truppentransporter)
PPQueenMary (109=Seltener Truppentransporter)
Romania:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Russia:
NavalBase (407=Marinestützpunkt)
BBRoyalSovereign (11=Schlachtschiff)
CoastalBoat (104=Küstenwachschiff)
DDTribal (4=Zerstörer)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
SSUndine (200=U-Boot)
Slovakia:
KMCSC1B (102=Fracht)
SouthAfrica:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
DDV&W (4=Zerstörer)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSCSTaihosan (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Spain:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
T3Cimmaron (101=Tanker)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Sweden:
NavalBase (407=Marinestützpunkt)
CoastalBoat (104=Küstenwachschiff)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMCSC1B (102=Fracht)
KSCSN3SA1 (108=Seltenes Frachtschiff)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
Turkey:
NavalBase (407=Marinestützpunkt)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
TugBoat (104=Küstenwachschiff)
Uruguay:
NavalBase (407=Marinestützpunkt)
FishingBoat (104=Küstenwachschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)
Uruquay:
NavalBase (407=Marinestützpunkt)
KSCSN3SA1 (102=Fracht)
PCTrawler (0=Patrouillenboot)
Venezuela:
NavalBase (407=Marinestützpunkt)
FishingBoat (104=Küstenwachschiff)
KLCSC2SB1 (102=Fracht)
KMCSAkita (108=Seltenes Frachtschiff)
KMSSHogIsland (108=Seltenes Frachtschiff)
KSCSN3SA1 (102=Fracht)
KSCSTaihosan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
OSHaruna (101=Tanker)
PCTrawler (0=Patrouillenboot)
PSTyohei (108=Seltenes Frachtschiff)
World:
FishingBoat (104=Küstenwachschiff)
SpecOpsSmallBoat (14=Boot für Spezialkräfte)
Yugoslavia:
NavalBase (407=Marinestützpunkt)
FishingBoat (104=Küstenwachschiff)
KSCSN3SA1 (108=Seltenes Frachtschiff)
KSSSKasagisan (108=Seltenes Frachtschiff)
GeAuxCruiser (102=Fracht)
PCTrawler (0=Patrouillenboot)

Current ignore list:
data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp
data\Land\LCD_LargeTurret\LCD_LargeTurret.sns
data\Land\LCD_MediumTurret\LCD_MediumTurret.eqp
data\Land\LCD_MediumTurret\LCD_MediumTurret.sns
data\Land\LCD_SmallTurret\LCD_SmallTurret.eqp
data\Land\LCD_SmallTurret\LCD_SmallTurret.sns
data\Sea\Buoy_D2_FL\Buoy_D2_FL.eqp
data\Sea\Buoy_D2_FL\Buoy_D2_FL.sns
data\Sea\Buoy_G1_FL\Buoy_G1_FL.sns
data\Sea\Buoy_G2_FL\Buoy_G2_FL.eqp
data\Sea\Buoy_G2_FL\Buoy_G2_FL.sns
data\Sea\Buoy_O1_FL\Buoy_O1_FL.sns
data\Sea\Buoy_R1_FL\Buoy_R1_FL.sns
data\Sea\Buoy_R2_FL\Buoy_R2_FL.eqp
data\Sea\Buoy_R2_FL\Buoy_R2_FL.sns
data\Sea\Floating_Mine\Floating_Mine.sns
data\Sea\Floating_Mine_Chain\Floating_Mine_Chain.s ns
data\Sea\Floating_Mine_Chain_16\Floating_Mine_Chai n_16.sns
data\Sea\Subnet\Subnet.sns

Country errors:
no errors

Country ignores:
no ignores

Roster errors:
E:\Ubisoft\Silent Hunter 5\data\Roster\Croatia\Sea\KSCSN3SA1.cfg Incorrect UnitType of 102 for UnitClass KSCSN3SA1 @ line number 7
Czechia not found in defined countries
Hungary not found in defined countries
Slovakia not found in defined countries
Uruquay not found in defined countries
E:\Ubisoft\Silent Hunter 5\data\Roster\Uruquay\Sea\KSCSN3SA1.cfg Incorrect UnitType of 102 for UnitClass KSCSN3SA1 @ line number 7
E:\Ubisoft\Silent Hunter 5\data\Roster\Venezuela\Sea\KSCSN3SA1.cfg Incorrect UnitType of 102 for UnitClass KSCSN3SA1 @ line number 7

Roster ignores:
no ignores

Classes errors:
E:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Arado\Lowres_Arado.cfg missing!
E:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg missing!
E:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg missing!
E:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_S wordfish.cfg missing!
E:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg missing!
E:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg missing!

Classes ignores:
E:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.eqp ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_G1_FL\Buoy_G1_FL.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.eqp ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_O1_FL\Buoy_O1_FL.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_R1_FL\Buoy_R1_FL.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.eqp ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Floating_Mine\Floating_Mine.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain .sns ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Ch ain_16.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Sea\Subnet\Subnet.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp ignored
E:\Ubisoft\Silent Hunter 5\data\Land\LCD_LargeTurret\LCD_LargeTurret.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Land\LCD_MediumTurret\LCD_MediumTurret.eqp ignored
E:\Ubisoft\Silent Hunter 5\data\Land\LCD_MediumTurret\LCD_MediumTurret.sns ignored
E:\Ubisoft\Silent Hunter 5\data\Land\LCD_SmallTurret\LCD_SmallTurret.eqp ignored
E:\Ubisoft\Silent Hunter 5\data\Land\LCD_SmallTurret\LCD_SmallTurret.sns ignored

DefSide errors:
Missing DefSide entries for Croatia in \data\Roster\DefSide.cfg
Missing DefSide entries for Czechia in \data\Roster\DefSide.cfg
Missing DefSide entries for Hungary in \data\Roster\DefSide.cfg
Missing DefSide entries for Slovakia in \data\Roster\DefSide.cfg
Missing DefSide entries for Uruquay in \data\Roster\DefSide.cfg

DefSide ignores:
no ignores

Campaign errors:
Arctic_Convoys:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_Historical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_map_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_ThreatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A irbases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A rctic_Convoys_Obj.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\C ommon.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\C onvoys.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\e ditor_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\E nvironment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\F ishing.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\H arbors.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\L ocationNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\O cean_liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P layerBases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P oliticalTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P ortDefense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P ortTraffic_AC.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\T askforces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\T raffic.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\U boats.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\W olfpacks.mis:
no errors
Battle_of_Mediterranean:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\1942febMediterana.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Airbases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Battle_of_the_Mediterranean_Obj.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_ForcaA_Completed.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_FortressGibraltar_Completed.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Historical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Malta10Flotilla_Completed.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_map_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Op_Pedestal.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_SiegeOfMalta_Completed.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_ThreatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Common.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Convoys.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\editor_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Environment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Fishing.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Harbors.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\LocationNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Ocean_liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PlayerBases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PoliticalTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PortDefense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PortTraffic_BM.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Taskforces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Traffic.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Uboats.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Wolfpacks.mis:
no errors
Black_May:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Airbas es.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Black_ May_Obj.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_His torical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_map _locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_Sup ply_Milkcow.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_Thr eatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Common .mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Convoy s.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\D_Day. mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\editor _locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Enviro nment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Fishin g.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Harbor s.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Locati onNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Ocean_ liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Player Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Politi calTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\PortDe fense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\PortTr affic_BY.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Taskfo rces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Traffi c.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Uboats .mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Wolfpa cks.mis:
no errors
Common:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Airbases. mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Common.mi s:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Convoys.m is:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\editor_lo cations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\LocationN ames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Ocean_lin ers.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PlayerBas es.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Political Territory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_AC.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BM.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BP.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BY.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_DW.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_HT.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_MN.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_OD.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_TG.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_WA.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Taskforce s.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Traffic.m is:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Uboats.mi s:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Wolfpacks .mis:
no errors
Distant_Waters:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\A irbases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\C ommon.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\C onvoys.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D istant_Waters_Obj.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_Historical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_map_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_Supply_Milkcow.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_ThreatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\e ditor_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\E nvironment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\F ishing.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\H arbors.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\L ocationNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\O cean_liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P layerBases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P oliticalTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P ortDefense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P ortTraffic_DW.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\T askforces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\T raffic.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\U boats.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\W olfpacks.mis:
no errors
Happy_Times:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Airb ases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Comm on.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Conv oys.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\edit or_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Envi ronment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Fish ing.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Happ y_Times_Obj.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Harb ors.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\HT_H istorical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\HT_M ap_Locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\HT_T hreatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Loca tionNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Ocea n_liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Play erBases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Poli ticalTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Port Defense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Port Traffic_HT.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Task forces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Traf fic.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Uboa ts.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Wolf packs.mis:
no errors
Mare_Nostrum:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Air bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Com mon.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Con voys.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\edi tor_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Env ironment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Fis hing.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Har bors.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Loc ationNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Mar e_Nostrum_Obj.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\MN_ Historical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\MN_ map_location.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\MN_ ThreatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Oce an_liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Pla yerBases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Pol iticalTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Por tDefense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Por tTraffic_MN.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Tas kforces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Tra ffic.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Ubo ats.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Wol fpacks.mis:
no errors
Operation_Drumbeat:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Airbases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Common.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Convoys.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\editor_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Environment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Fishing.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Harbors.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\LocationNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Ocean_liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_Historical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_map_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_Supply_Milkcow.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_ThreatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Operation_Drumbeat_Obj.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PlayerBases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PoliticalTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PortDefense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PortTraffic_OD.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Royal_Oak.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Taskforces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Traffic.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Uboats.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Wolfpacks.mis:
no errors
The_Black_Pit:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ai rbases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\At lantic_Air_Gap_obj.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _Historical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _Malta_German.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _map_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _Supply_Milkcow.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _ThreatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _TOTW.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Co mmon.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Co nvoys.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\ed itor_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\En vironment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Fi shing.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ha rbors.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Lo cationNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Oc ean_liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Pl ayerBases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Po liticalTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Po rtDefense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Po rtTraffic_BP.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ro yal_Oak.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ta skforces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Tr affic.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ub oats.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Wo lfpacks.mis:
no errors
Total_Germany:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ai rbases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ca rriers_removed.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Co mmon.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Co nvoys.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\ed itor_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\En vironment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Fi shing.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ha rbors.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Lo cationNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Oc ean_liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Pl ayerBases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Po liticalTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Po rtDefense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Po rtTraffic_TG.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ro yal_Oak.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ta skforces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _BCW_BoG_Completed.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _BCW_Completed.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _BoG_Completed.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _Historical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _map_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _ThreatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\To tal_Germany_OBJ.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Tr affic.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Tu torial_mission.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ub oats.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\We serubung.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Wo lfpacks.mis:
no errors
Turning_Point:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ai rbases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _Historical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _map_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _Supply_Milkcow.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _ThreatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Co mmon.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Co nvoys.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\D_ Day.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\ed itor_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\En vironment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Fi shing.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ha rbors.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Lo cationNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Oc ean_liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Pl ayerBases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Po liticalTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Po rtDefense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Po rtTraffic_BY.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ro yal_Oak.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ta skforces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Tr affic.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Tu rning_point_Obj.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ub oats.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Wo lfpacks.mis:
no errors
Western_Approaches:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Airbases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Common.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Convoys.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\editor_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Environment.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Escort_Skirmishes_Obj.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Fishing.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Harbors.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\LocationNames.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Ocean_liners.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PlayerBases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PoliticalTerritory1939.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PortDefense.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PortTraffic_WA.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Royal_Oak.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Taskforces.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Traffic.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Uboats.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\WA_Historical_Bases.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\WA_map_locations.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\WA_ThreatZones.mis:
no errors
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Wolfpacks.mis:
no errors

Campaign ignores:
Arctic_Convoys:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_Historical_Bases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_map_locations.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_ThreatZones.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A irbases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A rctic_Convoys_Obj.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\C ommon.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\C onvoys.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\e ditor_locations.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\E nvironment.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\F ishing.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\H arbors.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\L ocationNames.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\O cean_liners.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P layerBases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P oliticalTerritory1939.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P ortDefense.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P ortTraffic_AC.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\T askforces.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\T raffic.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\U boats.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\W olfpacks.mis:
no ignores
Battle_of_Mediterranean:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\1942febMediterana.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Airbases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Battle_of_the_Mediterranean_Obj.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_ForcaA_Completed.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_FortressGibraltar_Completed.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Historical_Bases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Malta10Flotilla_Completed.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_map_locations.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Op_Pedestal.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_SiegeOfMalta_Completed.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_ThreatZones.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Common.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Convoys.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\editor_locations.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Environment.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Fishing.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Harbors.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\LocationNames.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Ocean_liners.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PlayerBases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PoliticalTerritory1939.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PortDefense.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PortTraffic_BM.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Taskforces.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Traffic.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Uboats.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Wolfpacks.mis:
no ignores
Black_May:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Airbas es.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Black_ May_Obj.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_His torical_Bases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_map _locations.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_Sup ply_Milkcow.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_Thr eatZones.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Common .mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Convoy s.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\D_Day. mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\editor _locations.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Enviro nment.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Fishin g.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Harbor s.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Locati onNames.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Ocean_ liners.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Player Bases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Politi calTerritory1939.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\PortDe fense.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\PortTr affic_BY.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Taskfo rces.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Traffi c.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Uboats .mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Wolfpa cks.mis:
no ignores
Common:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Airbases. mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Common.mi s:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Convoys.m is:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\editor_lo cations.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\LocationN ames.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Ocean_lin ers.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PlayerBas es.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Political Territory1939.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_AC.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BM.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BP.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BY.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_DW.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_HT.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_MN.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_OD.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_TG.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_WA.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Taskforce s.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Traffic.m is:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Uboats.mi s:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Wolfpacks .mis:
no ignores
Distant_Waters:
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\A irbases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\C ommon.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\C onvoys.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D istant_Waters_Obj.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_Historical_Bases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_map_locations.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_Supply_Milkcow.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_ThreatZones.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\e ditor_locations.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\E nvironment.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\F ishing.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\H arbors.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\L ocationNames.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\O cean_liners.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P layerBases.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P oliticalTerritory1939.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P ortDefense.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P ortTraffic_DW.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\T askforces.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\T raffic.mis:
no ignores
E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\U boats.mis:
no ignores
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E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Por tTraffic_MN.mis:
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The_Black_Pit:
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Total_Germany:
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Turning_Point:
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E:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Wolfpacks.mis:
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Saved campaign errors:
No campaign saves found

Saved campaign ignores:
No campaign saves found

Trevally.
02-18-12, 12:50 PM
I'm still not sure that you have OHII loaded in your game.
Run the validator and paste the report here and I can tell if OHII is working or not in your game.


For the mission:-

Draw a circle with 250km radius from the marked area.
Sink any two ships within that circle.

:up:

gambla
02-18-12, 12:56 PM
I just posted the Validator's log. See my lastpost. Thats what i got.

I'll try your suggestion and report back asap :salute:

Echolot
02-18-12, 01:04 PM
Hi Trevally and gambla.

Seems to be the file \data\Campaigns\CampaignProjects\Missions\Happy_Ti mes_M\HT_BS_Intercept_Convoy1.tsr.

The objective is the Campaign.CampObj.MacroObj 1 (german translation=NORDATLANTIK-KONVOIS, from Deutschmod))

This is OH II I think.



:hmmm:

Trevally.
02-18-12, 01:37 PM
Hi Trevally and gambla.

Seems to be the file \data\Campaigns\CampaignProjects\Missions\Happy_Ti mes_M\HT_BS_Intercept_Convoy1.tsr.

The objective is the Campaign.CampObj.MacroObj 1 (german translation=NORDATLANTIK-KONVOIS, from Deutschmod))

This is OH II I think.

:hmmm:

Yes Echolot it is OHII:up:

There are however a few error that should not be there.
gambla, can you list your mods in the order that they are installed:06:

Trevally.
02-18-12, 01:42 PM
@ Gambla - there is also a time limit of 7 days from when you are inside that circle

Trevally.
02-18-12, 02:19 PM
I have found the errors. It is due to using both MO and OHII together:yep:
I will make a patch that will let OHII work with MO:up:

Echolot
02-18-12, 02:39 PM
I will make a patch that will let OHII work with MO

Thank you, Trevally.

Regards.

Echol:up:t.

gambla
02-19-12, 03:57 AM
Thank you Echolot and Trevally,

the mods i use are in my sig, named in order of install.

So what am i supposed to do with that task ? Can i read about it in any file ?

Trevally.
02-19-12, 06:49 AM
So what am i supposed to do with that task ? Can i read about it in any file ?

Hi Gambla,

These tasks (secondary missions) are not that important.

To finish this one you must stay within the 250km area and sink 2 ships within 7 days.
If you do this your reward will be 200 renown points.
If you do not, you will get a message saying "Break patrol operations and proceed to act independently. BDU"

There is no penalty for not finishing these secondary missions.

:up:

gambla
02-19-12, 06:55 AM
Thank you Trevally. :up:

0rpheus
02-19-12, 10:12 AM
I have found the errors. It is due to using both MO and OHII together:yep:
I will make a patch that will let OHII work with MO:up:

Interesting, what was the problem Trevally? Looks like I'll need to keep an eye out for the patch/new version too as I use MO. :up:

Trevally.
02-19-12, 10:36 AM
Interesting, what was the problem Trevally? Looks like I'll need to keep an eye out for the patch/new version too as I use MO. :up:

MO adds some new nations to the game.
OHII also does this - but as OHII is installed after MO, it controls which ones are used.
So if MO adds one and OHII does not - it will not show in game.

With Venezuela, both mods add it. MO has one extra ship that OHII does not have for Venezuela and this is the KSCSN3SA1.

OHII changes the unit type for this ship to 108. It does this in both the sea and roster folders. But because OHII doesn not have this ship in Venezuela - it does not change it and so MO keeps it as a type 102.

So now the cfg files for this ship does not match in the sea and roster folder.

To fix open C:\Ubisoft\Silent Hunter 5\data\Roster\Venezuela\Sea\KSCSN3SA1.cfg and change the 102 to 108

:up:

binzy62
02-20-12, 06:58 AM
Does anyone know why OH 1.7 is not available ? This is what im getting when i try to download it . The file you are looking for seems to be unavailable at the moment. Please come back later

Silent Steel
02-20-12, 09:18 AM
Does anyone know why OH 1.7 is not available ? This is what im getting when i try to download it . The file you are looking for seems to be unavailable at the moment. Please come back later


They are now

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5356

0rpheus
02-20-12, 09:48 AM
MO adds some new nations to the game.
OHII also does this - but as OHII is installed after MO, it controls which ones are used.
So if MO adds one and OHII does not - it will not show in game.

With Venezuela, both mods add it. MO has one extra ship that OHII does not have for Venezuela and this is the KSCSN3SA1.

OHII changes the unit type for this ship to 108. It does this in both the sea and roster folders. But because OHII doesn not have this ship in Venezuela - it does not change it and so MO keeps it as a type 102.

So now the cfg files for this ship does not match in the sea and roster folder.

To fix open C:\Ubisoft\Silent Hunter 5\data\Roster\Venezuela\Sea\KSCSN3SA1.cfg and change the 102 to 108

:up:


Ahhh I see, ok. Is this fixed in 1.7, or should I manually edit it to fix my 1.6?

:salute:

mishuleu155
02-20-12, 10:19 AM
I have a problem with the baltic operations. When i try to destroy a polish ship my game freeze. How to complete the mission. What i'm doing wrong.
Great mod.:yeah::salute:

Silent Steel
02-20-12, 11:49 AM
I have a problem with the baltic operations. When i try to destroy a polish ship my game freeze. How to complete the mission. What i'm doing wrong.
Great mod.:yeah::salute:

Please tell us your;

- Mods list
- Computer's config

mishuleu155
02-20-12, 11:59 AM
Here is my list:

Magnum_Opus_v0_0_1
Anti-Lag
Shadow Improvement ModLR
NewUIs_TDC_6_9_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_2_0_0_TheDarkWr aith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
SteelViking's Sky Banding Mod
Menu - Das Boot Underwater Theme
AOB slide ruller for TDW UIs and MO by stoianm
DBSM_Music_1_0_4
Enhanced FunelSmoke1.2_by HanSolo78
EQuaTool 01.01 by AvM - Large Style
Gramophone
Radio
NewUIs_TDC_6_9_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_x_x_Progress Bar_by_Torpedo v2
Window_Lights_Redone_V1
U-Boat Watch Crew Routine SFX
A Fistful of Emblems v1.51
Grossdeutscher Rundfunk
Old Style Explosions V1.1
sobers NO water drops V1
sobers real trees
Trevally Automated Scripts v0.6
TDW Round Fire Button v2 by Torpedo
sobers 3D deck spray mod V7
Naights Submaine Textures v1.2 (PUV)
nVidia missing lights
TDC Graphics by Naights v1.0
Interior working dials v1_21
IO_StrategicMap_4_6_for_TDWv690
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
sobers talking conning crew mod
OH II Minefield map for TDWs Ui
OPEN HORIZONS II_base v1.7
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
Real Environment - Revision_3
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
OPEN HORIZONS II_enviro v1.7
OHII v1.7 patch1
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)

Specs:
Athlon 64 x2 4200+
4 gb ddr 2
ati hd 4670 1gb
Win xp sp3

:salute:

mishuleu155
02-20-12, 12:31 PM
I believe that in the tutorial i have to attack polish ships because they are still enemy. After a certain date Poland became ally and the game bug code frezze my game. I observed that in the tutorial before dock at Kiel if i destroy a polish ship the bar is filling up in the baltic mission.:D:salute:

Trevally.
02-20-12, 01:40 PM
Ahhh I see, ok. Is this fixed in 1.7, or should I manually edit it to fix my 1.6?

:salute:

I have not yet made the patch, but it will be included in the next one.
So you should add the file yourself, just copy and paste it to fix:up:

I believe that in the tutorial i have to attack polish ships because they are still enemy. After a certain date Poland became ally and the game bug code frezze my game. I observed that in the tutorial before dock at Kiel if i destroy a polish ship the bar is filling up in the baltic mission.:D:salute:

Yes - this will be the reason. Polish ships should not be attacked in they show blue in your map and/or after 05/Oct/39:up:

mishuleu155
02-20-12, 01:49 PM
Trevally thank you for the quick reply. I use real nav map but if i want to play the tutorial i have to remove the mod. I finished the baltic operations without requesting the mission. The bar filled up and the iron cross too. I hope it works.

Thank you for your great mod.:yeah::salute:

Trevally.
02-20-12, 02:01 PM
Trevally thank you for the quick reply. I use real nav map but if i want to play the tutorial i have to remove the mod. I finished the baltic operations without requesting the mission. The bar filled up and the iron cross too. I hope it works.

Thank you for your great mod.:yeah::salute:

:up:

mishuleu155
02-20-12, 02:12 PM
I docked at Kiel, choosed Breaking The Fortress mission and baltic operations is completed. I observed another strange think. If I complete a mission the bar is filling up, the iron cross is fiiling up too, but the second iron cross below is not. I have to dock then choose another mission and when i'm at the sub ready for the new objective if i go on the map i found that the second iron cross is filled up. I hope this will not affect my campain. :salute:

Trevally.
02-20-12, 02:30 PM
I docked at Kiel, choosed Breaking The Fortress mission and baltic operations is completed. I observed another strange think. If I complete a mission the bar is filling up, the iron cross is fiiling up too, but the second iron cross below is not. I have to dock then choose another mission and when i'm at the sub ready for the new objective if i go on the map i found that the second iron cross is filled up. I hope this will not affect my campain. :salute:

Is this not happening:06:

Within each campiagn (i.e. coastal Waters) there are main objectives to achieve. These will be things like "sink 50,000 tonnes of coastal shipping". As you achieve this tonnage a progress bar will fill so you can keep track of your progress. When the bar is full, you have achieved the objective and will be awarded crosses to fill your campaign bar.

mishuleu155
02-20-12, 02:38 PM
The campain bar is filled with the iron cross but the window below where is showing the mission not. I think this is not a big problem because these windows disappear at a certain point in game.

Open Horizons II one of the best mods.:up::salute:

Commander Mysenses
02-20-12, 06:06 PM
Just came across a little weirdness, thought it might be OHII related.

It's 25th May 1940, I'm in Coastal Waters - South West Approaches, doing the "Intercept convoy bound for England". I found and attacked the convoy, loosed off five eels, got five hits, then headed deep and slow. Just in the middle of a bit of wasserbomb tango, when BAM I get a cutscreen telling me "Success beyond expectations..." and suddenly I'm back in the bunker and it's 15th June.

Is this alien abduction?
Or standard end of campaign stuff?
(shame really, I was rether perversely looking forward to doing the dance with those DD's)

hennen2002
02-21-12, 05:50 PM
Great mod!

Magic1111
02-22-12, 06:25 AM
Great mod!

:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:

Silent Steel
02-22-12, 10:34 AM
...in the middle of a bit of wasserbomb tango, when BAM I get a cutscreen telling me "Success beyond expectations..." and suddenly I'm back in the bunker and it's 15th June.
Is this alien abduction?
Or standard end of campaign stuff?


http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5357

Trevally, are you responsible for this? :D

0rpheus
02-22-12, 10:40 AM
I have not yet made the patch, but it will be included in the next one.
So you should add the file yourself, just copy and paste it to fix:up:



Yes - this will be the reason. Polish ships should not be attacked in they show blue in your map and/or after 05/Oct/39:up:


Great stuff, thanks T. Gone in and edited the file. :up:

On a side note, you don't happen to have a screen of the problem ship do you? I had a CTD last night as a torp hit a smallish freighter, similar size to the Uekel Small Passenger (I think, it was dark, but I'll know it if I see it) and wondered if I'd fluffed the fix. Don't think it's the same one but probably best to check! :salute:


Just came across a little weirdness, thought it might be OHII related.

It's 25th May 1940, I'm in Coastal Waters - South West Approaches, doing the "Intercept convoy bound for England". I found and attacked the convoy, loosed off five eels, got five hits, then headed deep and slow. Just in the middle of a bit of wasserbomb tango, when BAM I get a cutscreen telling me "Success beyond expectations..." and suddenly I'm back in the bunker and it's 15th June.

Is this alien abduction?
Or standard end of campaign stuff?
(shame really, I was rether perversely looking forward to doing the dance with those DD's)


This is the 'normal' way SH5 ends a campaign phase if my memory serves - if you're at sea on the final date of the campaign, you'll get that message (or variations on it if you don't do so well), then you get teleported/loaded into the next campaign. Trevally can probably explain it better. :up:

Silent Steel
02-22-12, 11:10 AM
Welcome Mishuleu :salute:

Great list. Just one suggestion, see below.



Here is my list:

...
NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
Real Environment - Revision_3 <<< I suggest you try the Dynamic Environment. DL here; http://www.subsim.com/radioroom/showthread.php?t=182377&highlight=Dynamic+environment
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
OPEN HORIZONS II_enviro v1.7
OHII v1.7 patch1
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)

7Infanterie19
02-22-12, 01:31 PM
Hi Trevally,

OHII overwrites zones.cfg. How does that affect TDW's FX Update? Does this negate having FX Update, and should we then just disable the latter mod?

Thanks ..

Trevally.
02-22-12, 01:59 PM
Just came across a little weirdness, thought it might be OHII related.

It's 25th May 1940, I'm in Coastal Waters - South West Approaches, doing the "Intercept convoy bound for England". I found and attacked the convoy, loosed off five eels, got five hits, then headed deep and slow. Just in the middle of a bit of wasserbomb tango, when BAM I get a cutscreen telling me "Success beyond expectations..." and suddenly I'm back in the bunker and it's 15th June.

Is this alien abduction?
Or standard end of campaign stuff?
(shame really, I was rether perversely looking forward to doing the dance with those DD's)

Yes - this is part of the game sorry


Great mod!

Thanks and welcome to subsim:salute:


http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5357

Trevally, are you responsible for this? :D

:D

Trevally.
02-22-12, 02:05 PM
On a side note, you don't happen to have a screen of the problem ship do you? I had a CTD last night as a torp hit a smallish freighter, similar size to the Uekel Small Passenger (I think, it was dark, but I'll know it if I see it) and wondered if I'd fluffed the fix. Don't think it's the same one but probably best to check! :salute:


If you did it wrong the ctd would happen as game loads - so you are ok.
The ship even just get skipped if wrong, but better to keep the cfg files correct.
The ship is a stock SH5 ship.

Other than bad mod soup and low PC mem, units being hit by torp or cannon is the most common ctd in the game at the moment:hmmm:

Trevally.
02-22-12, 02:08 PM
Hi Trevally,

OHII overwrites zones.cfg. How does that affect TDW's FX Update? Does this negate having FX Update, and should we then just disable the latter mod?

Thanks ..

The zone.cfg in OHII is the one made by TDW for FX_19
So install OHII after FX and you will be ok to overwrite:up:

0rpheus
02-22-12, 02:21 PM
If you did it wrong the ctd would happen as game loads - so you are ok.
The ship even just get skipped if wrong, but better to keep the cfg files correct.
The ship is a stock SH5 ship.

Other than bad mod soup and low PC mem, units being hit by torp or cannon is the most common ctd in the game at the moment:hmmm:

Right I see, I did wonder. :up:

CTDs on torp or cannon impact would point us to... what... zones.cfg? If it's at impact, that would link it to damage calculations and placement I suppose? Could something like Real Sink be causing it?

Just thinking out loud, never know we might nail it :rock:

Trevally.
02-22-12, 02:41 PM
Right I see, I did wonder. :up:

CTDs on torp or cannon impact would point us to... what... zones.cfg? If it's at impact, that would link it to damage calculations and placement I suppose? Could something like Real Sink be causing it?

Just thinking out loud, never know we might nail it :rock:

I do not use real sink and have never had a ctd with torp impact.:03:

Planes attacking are for me the only ctd I get. Only when more the 3 attack and harbours are rendered (within 30km of me):hmmm:

Trevally.
02-22-12, 02:47 PM
I also had a ctd when testing AI deck guns in a single mission.
I hade 20 Liberty cargos in a convoy and charged them with a wolfpack loaded with TheBeasts mod for testing the AI deck gun.

The ctd happened when 20 ships fired starshells:yep:

mishuleu155
02-22-12, 05:02 PM
Silent Steel, thank you for your advise. Indeed this mod is better but i hope it will not create a conflict with MO. I know that MO contains real enviroment mod.
:salute:

bravo_01
02-22-12, 06:03 PM
just wanted to say thank you for your time and effert on this mod

7Infanterie19
02-22-12, 09:31 PM
The zone.cfg in OHII is the one made by TDW for FX_19
So install OHII after FX and you will be ok to overwrite:up:

Thanks for clearing that up for me, Trevally! Much appreciated! :yeah:

p.s. Thanks for the mod. Just returned to playing SH5 now that DRM is gone, and am getting into OHII! :up:

TB-Freaq
02-23-12, 09:11 AM
Nice Mod!

Magic1111
02-23-12, 10:20 AM
just wanted to say thank you for your time and effert on this mod

Nice Mod!

:salute::salute::salute:Welcome aboard both!!!:salute::salute::salute: