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Charlie901
02-23-12, 10:43 AM
If using Han Solo's Enhanced Funnel Smoke Mod do I have to manually edit the added ships to use his funnel smoke?

Thanks

pedrobas
02-23-12, 10:47 AM
If using Han Solo's Enhanced Funnel Smoke Mod do I have to manually edit the added ships to use his funnel smoke?

Thanks
No, itīs only in case of adding "new" ships.

Charlie901
02-23-12, 12:35 PM
So I guess I have to install the Enhanced Funnel Smoke mod after this 1 then ...?

pedrobas
02-23-12, 01:14 PM
So I guess I have to install the Enhanced Funnel Smoke mod after this 1 then ...?
Yes :up:

THE_MASK
02-23-12, 11:02 PM
Would it be possible to have a new type of navigation bouy with a 5 knot speed marker on it . Placed in some friendly ports .

Silent Steel
02-24-12, 11:56 AM
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:

No conflicts that causes problems for the Dynamic Environment I know of.

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

THE_MASK
02-24-12, 07:31 PM
Tried scapa flow again . Loosed 4 torps towards the battleship . Ctd before the searchlights appear on the ship .
Antilag settings
[config]
RenderAheadLimit=2
FPSlimit=38

Changed to

Antilag settings
[config]
RenderAheadLimit=5
FPSlimit=0

searchlights came on the battleship and no ctd .
I have 5870 graphics and quad 3.2 cpu

misha1967
02-25-12, 05:54 AM
Silly question about OHII, Trevally:

This may be all in my mind, it probably is, but I was wondering if the "spawning" of ships has been altered by OHII (I'm running on 1.6 now but planning to upgrade as soon as I get back from my current patrol).

The reason I'm asking is that in my previous patrols, and I've been restarting a lot because there's always something I want to add by way of mods, the ocean off the East coast of England seemed to have quite a bit of traffic, yet in the patrol I'm currently on it's like it all died out a week after I started my patrol.

I know, I could be just out of Kaleun's luck and any moment now I'm going to run into something to shoot at, it's not like I've been trawling the coast of East Anglia for weeks without a contact, it just seems to me as if there were more targets before OHII.

Which is why my question is basically this: Does OHII change the spawning of traffic from the original in a way that, say, means that once you're through the initial traffic, nothing new shows up? (I'm in September 1939 still, by the way. Mod addict. What can I say? :D )

Ablemaster
02-25-12, 06:42 AM
I also had ctd doing Scapa flow mission, loosed off 4 torps then bang goodnight. Tried again no ctd until i started to exit Scapa, on third try yep ctd again, also changed ...

Antilag settings
[config]
RenderAheadLimit=5
FPSlimit=0
seemed ok after that, wonder if its an OHII problem heard of others having same problem, anyway otherwise all is well.

Trevally.
02-25-12, 09:00 AM
Silly question about OHII, Trevally:

This may be all in my mind, it probably is, but I was wondering if the "spawning" of ships has been altered by OHII (I'm running on 1.6 now but planning to upgrade as soon as I get back from my current patrol).

The reason I'm asking is that in my previous patrols, and I've been restarting a lot because there's always something I want to add by way of mods, the ocean off the East coast of England seemed to have quite a bit of traffic, yet in the patrol I'm currently on it's like it all died out a week after I started my patrol.

I know, I could be just out of Kaleun's luck and any moment now I'm going to run into something to shoot at, it's not like I've been trawling the coast of East Anglia for weeks without a contact, it just seems to me as if there were more targets before OHII.

Which is why my question is basically this: Does OHII change the spawning of traffic from the original in a way that, say, means that once you're through the initial traffic, nothing new shows up? (I'm in September 1939 still, by the way. Mod addict. What can I say? :D )

Hi Misha:salute:

Yes, OHII changes how many ships are in the game.
For the most part - this is done with the use of spawn generator. These generators are linked to ports.
From these generators we control the traffic (single ships) and convoys.

In the image below you can see how they work:-

http://img204.imageshack.us/img204/563/trafficm.jpg

This one is for the port of London.

You can see that there are 5 traffic spawns for London in Coastal Waters campaign.
The one I have selected is for Merthil and is set as follows:-

CooldownDays - 1.8 This will send a ship to Merthil ever 1.8 days.
EntryDate - 01/01/1938 - Date this starts sending the ship
EndDate - 31/12/1945 - Date this port stops sending that ship
Name - Merthil - traffic route name
Objective - reach node (targed below)
Priority - 0
Rewardpoints - 0
TargetNode - Merthil
UsePath - False - this will let the ship take its own path

When convoys are set using the gens - they will have a cooldown days from 5 to 10 days. Traffic cooldaown is mostly 1-2days

When you first start a new campaign or progress to the next one - all of these gens will send their ships on the same first day - so for the first week there will be many more ships than normal until they settle into their actual schedules.

Other type of spawning can be set for random delays in the spawning to stop this sudden rush of traffic - but I have yet to fin a way to do this with the gens.

So to answer your question - no, you are just being unlucky:O:

Be more aggressive:arrgh!:

Trevally.
02-25-12, 09:08 AM
I also had ctd doing Scapa flow mission, loosed off 4 torps then bang goodnight. Tried again no ctd until i started to exit Scapa, on third try yep ctd again, also changed ...

Antilag settings
[config]
RenderAheadLimit=5
FPSlimit=0
seemed ok after that, wonder if its an OHII problem heard of others having same problem, anyway otherwise all is well.

Hi Ablemaster:salute:

Yes - it is an OHII problem, but only because OHII send you there.

The ctd will happen in the stock game too.
I have tried many things to fix it (mostly trying to reduce stress on your PC). The last fix I made, I have not had any feedback yet.

I am sure it is something to do with explosions.
You got a ctd as you were leaving - this is new - can you giv emore info

Ablemaster
02-25-12, 09:35 AM
First couple of ctd's at Scapa were both after firing 4 torps at target, i observed target through scope after hits and again on camera mode then hello desktop, 3rd time fired torps expected crash so didnt look at target just set course for my escape, after moving some distance away and nearing eastern escape route, went to camera mode and looked around saw smoke etc but no ctd and escaped, sure it is something to do with explosions as you have already said Trevally. As i didnt observe my hits on the third attempt, guess it could be, hope this helps.

Trevally.
02-25-12, 09:58 AM
Thanks Ablemaster,

All info helps thanks:salute:

0rpheus
02-25-12, 10:11 AM
Thanks Ablemaster,

All info helps thanks:salute:

Would it be possible to transplant the scapa spawns etc into a single mission? Might make testing easier :up:

Aniuk
02-25-12, 11:18 AM
Thanks Ablemaster,

All info helps thanks:salute:

I survived after numerous CTD's. Stayed submerged. Did not look through periscope after firing torpedoes. Had Navigation Chart active. The problem is in the explosions! Periscope View or Free Cam causes CTD. Navigated out of Scapa with waypoints set. Silent Running active. Have enough memory, etc. etc..

It has nothing to do with OHII. I'm sure of that.

The mod is great! Thanks:up:

Kind regards,

Aniuk

misha1967
02-25-12, 08:07 PM
Hi Misha:salute:

[...]

When you first start a new campaign or progress to the next one - all of these gens will send their ships on the same first day - so for the first week there will be many more ships than normal until they settle into their actual schedules.

Other type of spawning can be set for random delays in the spawning to stop this sudden rush of traffic - but I have yet to fin a way to do this with the gens.

So to answer your question - no, you are just being unlucky:O:

Be more aggressive:arrgh!:

Thanks, Trevally, now it all makes perfect sense! An initial "rush" of traffice due to spawn points all launching at the same time, followed by a more "realistic" traffic pattern. Got it!

As to your orders, Sir: Sir, yes Sir! :salute: :DL

7Infanterie19
02-28-12, 08:31 PM
Hi Trevally,

Playing OHII, I notice that while surfaced, I'm detecting contacts as if I'm submerged and using sonar. I don't recall this being there in the stock campaign. Is it intended that way? It's just the beginning of the campaign, and the crew are all green without any ability upgrades, so I thought it was unusual :hmmm:.

FYI: I noticed that there is a spelling mistake that needs to be corrected for "Baltic Operations Area" on the map at 55N 14E. The "t" appears to be missing in "Baltic". It actually conjures up something funny, but I better not say :D.

Cheers!

Trevally.
02-29-12, 04:06 AM
Hi Trevally,

Playing OHII, I notice that while surfaced, I'm detecting contacts as if I'm submerged and using sonar. I don't recall this being there in the stock campaign. Is it intended that way? It's just the beginning of the campaign, and the crew are all green without any ability upgrades, so I thought it was unusual :hmmm:.

Hi 7Infanterie19:salute:
This is a common problem. There is one late war hydro set that does give you this, but for the most part it is a bug.

If you use TDWs Mods - you can add the "No hydro on surface" add on to fix:up:


FYI: I noticed that there is a spelling mistake that needs to be corrected for "Baltic Operations Area" on the map at 55N 14E. The "t" appears to be missing in "Baltic". It actually conjures up something funny, but I better not say :D.

Cheers!


I am the worlds worst at spelling:D I will fix this:up:

7Infanterie19
02-29-12, 05:42 PM
Hi 7Infanterie19:salute:
This is a common problem. There is one late war hydro set that does give you this, but for the most part it is a bug.

If you use TDWs Mods - you can add the "No hydro on surface" add on to fix:up:



I added it and it works as you said it would! :salute:.

I also found this TDW thread - http://www.subsim.com/radioroom/showthread.php?t=181433, and tried this method of patching the v1.2 version of SH5.exe as well using his SH5 EXE Patcher - not the hex change - but that didn't work. I normally use the 4 GB patched exe, and I read that you have to patch to an unpatched exe, so I'd rather not use SH5 EXE Patcher in this case. I'll still keep sober's old realistic hydro operator mod active as well.

Trevally, the no hydro mod uses the uboatsensors.sim, which overwrites the other uboatsensors.sim files from FX and NewUI. I read that the no hydro should go after IRAI and before NewUI, but if I do that, then I still detect ships while surfaced, so I have to have it activated after the other ones in order for it to work. Does the game take data from each of the uboatsensors.sim files or only the last one activated? From what I see, it's the latter, and if that is the case, then I'll probably be losing out on the benefits of what is in the other uboatsensors.sim files, no?


I am the worlds worst at spelling:D I will fix this:up:

That's why it's good to have friends :D

Trevally.
03-02-12, 03:22 PM
Trevally, the no hydro mod uses the uboatsensors.sim, which overwrites the other uboatsensors.sim files from FX and NewUI. I read that the no hydro should go after IRAI and before NewUI, but if I do that, then I still detect ships while surfaced, so I have to have it activated after the other ones in order for it to work. Does the game take data from each of the uboatsensors.sim files or only the last one activated? From what I see, it's the latter, and if that is the case, then I'll probably be losing out on the benefits of what is in the other uboatsensors.sim files, no?


:hmmm: I think this is how it works

When TDW makes his mods - he makes them work with each other.
So if there is a change in one file with UI, he will include any info that IRAI will need if it uses the same file.
So install TDWs mods by date. If UI is the newest - it goes last.
This is also true of the add-on mods. IRAI and UI both have the no hydro on surface fix.
So if UI is newest - use the add-on from the UI and istall it after UI

7Infanterie19
03-02-12, 06:18 PM
Thanks Trevally!

The uboatsensors.sim file from NewUis is newer, but as mentioned earlier, if I put the no hydro mod from IRAI first, then it's still as if I have sonar while surfaced. Right now, I have no hydro after NewUis in order to get it working, so I'm not sure what's missing between those files. :hmmm:

Another thing I wanted to note was that I bumped into a convoy that had a good five troop transports in it. When I identified them, they came up as "AOTDMadMax/Stormfly/SteelViking Big Modern Passengership". At first, I thought it was a mistake, then I thought it might be an easter egg, so I did a search and found a reference to the Imported Ship Pack. It looks like that is what they intended. For me, with all due respect, that naming convention was an immersion killer. Those ships did help me get the tonnage I needed, though. :up:

Stormfly
03-02-12, 06:37 PM
Thanks Trevally!

The uboatsensors.sim file from NewUis is newer, but as mentioned earlier, if I put the no hydro mod from IRAI first, then it's still as if I have sonar while surfaced. Right now, I have no hydro after NewUis in order to get it working, so I'm not sure what's missing between those files. :hmmm:

Another thing I wanted to note was that I bumped into a convoy that had a good five troop transports in it. When I identified them, they came up as "AOTDMadMax/Stormfly/SteelViking Big Modern Passengership". At first, I thought it was a mistake, then I thought it might be an easter egg, so I did a search and found a reference to the Imported Ship Pack. It looks like that is what they intended. For me, with all due respect, that naming convention was an immersion killer. Those ships did help me get the tonnage I needed, though. :up:

iam shure the name is a leftover from testing, we had many problems with it :O:

7Infanterie19
03-03-12, 06:44 PM
iam shure the name is a leftover from testing, we had many problems with it :O:

Problems such as .. I dunno .. a name that is so long that by the time we finish reading it, it has already sailed past us? heeeheee! :haha:

I'm wondering if I'm yet to encounter the AOTDMadMax/Stormfly/SteelViking Super Fast Fighter Plane, or maybe the AOTDMadMax/Stormfly/SteelViking Ominous Battleship! :D

Kidding aside, thanks for letting me know the reason, Stormy. :up:

Strat40
03-05-12, 10:14 AM
Works great. Thank you!

Trevally.
03-05-12, 12:41 PM
Works great. Thank you!

Thanks Strat40 and welcome to subsim:salute:

ReLax
03-05-12, 01:26 PM
Hello guy's
I've got a little question about this mod.
I use this Mod with Magnum Opus and the Multiple Overlay Mod from TheDarkWraith?
So the mod seems fine but I got one question.
Is it possiple to reaktivate the Torpedo Officer with this Dialogue to aim the Torpedo's?
I don't like to use the TDC, so I loved the function where i've only have to enter some values to my Torpedoofficer and he makes a target solution.

Best regards and keep up the brilliant work
ReLax

Sone7
03-05-12, 08:35 PM
At first I would like to thank You all for the great work on SH5, it wouldn't be what it is without fantastic community ;) OpenHorizons seems to be a superb mod, but unfortunately I cannot test it and see for myself...

I encounter CTD every time I try to start a new campaign other than CoastalWaters or FinalYears, just after the loading screen (goes black for a second, as usual, then crashes).

My mod soup:
Accurate German Flags
Magnum_Opus_0_0_1_PATCHED_2
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
SOUND__Capthelms_Audio + DBSM_music + Venatore_SFX&radio + Environment_Sounds

Real Environment - Revision_3
SteelViking's Interior Mod V1.2_PATCHED-1.2.2
Naights Submaine Textures v1.2 (PUV)
Dark_Interior_V1_EDITEDforENVmod
Enhanced FunelSmoke1.2_by HanSolo78

Critical hits v 1.2_UPDATED-torpedos
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith_UPDATED-reaper7nv-jimimadrids-manosscopes169
IRAI_0_0_30_ByTheDarkWraith_UPDATED-hydro-radar
TDW_No_Color_Dashed_Contact_Line + No_Colors
U-boat Historical Specifications 1.7 for TDW Mods
IO_StrategicMap_4_6_for_TDWv690_UPDATED-normalpencil
Chart Colour Scheme 2
AirTorpedoes
SUB_hyd_fix_SH5
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Stormys DBSM SH5 v1.3 Basemod_UPDATED-nomagicskills-addcrewsoundsbeta6
Officers skin by Naights
A Fistful of Emblems v1.51_UPDATED-weathered
TheDarkWraith SH5 Patcher
SCRIPTS - trevally, avm, krauter
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
OPEN HORIZONS II_full v1.7_PATCH1

And setup:
i7 CPU, 4GBs RAM, R5850, Win7 Pro 64bit


Any idea what's the problem here? I've already spent many hours on this; sorry if it was already adressed, I just couldn't find any info.
Thanks in advance!:salute:

blkdimnd
03-06-12, 12:04 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:


I'm having some issues with Coastal Waters: Breaking the Fortress.
September 14, 1939

I get CTD as soon as I get within 80-85km of Scapa. I have tried it 6 times. :damn:
Do I need to head back and accept the mission. Accoring to your previous posts, I shouldn't need to.

I can provide a Dbgview if needed.
Have a look in my signature for my mod list.

Thanks.

THE_MASK
03-06-12, 12:54 AM
I'm having some issues with Coastal Waters: Breaking the Fortress.
September 14, 1939

I get CTD as soon as I get within 80-85km of Scapa. I have tried it 6 times. :damn:
Do I need to head back and accept the mission. Accoring to your previous posts, I shouldn't need to.

I can provide a Dbgview if needed.
Have a look in my signature for my mod list.

Thanks.I think its you computer specs TBH . The recommended CPU for the vanilla game is 3Ghz . However try this .
Turn your dynamic shadows off in the ingame graphics option .
Install antilag
http://www.subsim.com/radioroom/downloads.php?do=file&id=2871
(dont use the mod enabler) just put it in your silent hunter 5 folder . Apply these settings.

[config]
RenderAheadLimit=5
FPSlimit=38

Stormfly
03-06-12, 01:04 AM
The ctds with the planes are not when they attack any particular ship.
It is just too much going on.

I tested with all SH5 ships removed and just had zonbies ships is harbour. 8 planes attacked this time:o - it was a fine sight 4 ships sunk and 3 planes down. I had left the DDs in game and they were firing to kill the planes. Each ctd happened with an explostion, either plane blowing up or boat being hit.

When the harbour was fully loaded = ctd a lot faster.
So I stil think this is a system mem issue even for 64bit users.

To fix - I stopped the air attacks on the harbours
:up:


it seams that something is wrong or very performance hungry with this explosions, especially planes... sometimes i see a lag of 2-3 seconds while a plane explode. It would be very nice if TDW could overhaul the explosions for a more stable and lag free game for most of us.

misha1967
03-06-12, 01:15 AM
it seams that something is wrong or very performance hungry with this explosions, especially planes... sometimes i see a lag of 2-3 seconds while a plane explode. It would be very nice if TDW could overhaul the explosions for a more stable and lag free game for most of us.

I've noticed that too, and it's not because my rig is generally sluggish (70-90 FPS even in the middle of a nine ship convoy. Until they discover me, that is), but the moment things start going boom it's a different matter altogether.

I had one battle where I found myself in an unescorted convoy like the one above in the middle of the night (I thought I'd died and gone to Kaleun Heaven, then I realized that I had only two torpedoes left and knew that I hadn't :03: ) and everything was running smoothly even though the weather was acting up and getting worse and there was a lot going on. When I started hitting stuff, though, more specifically when I caused explosions on the enemy ships, the sim would stutter and halt, then come back again.

Now I love my eye candy as much as the next guy, but if every boom sucks up half my rig's available CPU cycles, then it's a bit much.

Whether this is moddable or hidden in the code I don't know and I'd be the last person you'd want to ask in the first place, but it would be nice if something could be done about it. :DL

blkdimnd
03-06-12, 01:20 AM
I think its you computer specs TBH . The recommended CPU for the vanilla game is 3Ghz . However try this .
Turn your dynamic shadows off in the ingame graphics option .
Install antilag
http://www.subsim.com/radioroom/downloads.php?do=file&id=2871
(dont use the mod enabler) just put it in your silent hunter 5 folder . Apply these settings.

[config]
RenderAheadLimit=5
FPSlimit=38


I have anti lag installed.
Was using these settings:
[config]
RenderAheadLimit=2
FPSlimit=32

But will give your settings a try.
Also good call on the shadows.

I'll will let you know what happens.

Stormfly
03-06-12, 02:09 AM
I've noticed that too, and it's not because my rig is generally sluggish (70-90 FPS even in the middle of a nine ship convoy. Until they discover me, that is), but the moment things start going boom it's a different matter altogether.

I had one battle where I found myself in an unescorted convoy like the one above in the middle of the night (I thought I'd died and gone to Kaleun Heaven, then I realized that I had only two torpedoes left and knew that I hadn't :03: ) and everything was running smoothly even though the weather was acting up and getting worse and there was a lot going on. When I started hitting stuff, though, more specifically when I caused explosions on the enemy ships, the sim would stutter and halt, then come back again.

Now I love my eye candy as much as the next guy, but if every boom sucks up half my rig's available CPU cycles, then it's a bit much.

Whether this is moddable or hidden in the code I don't know and I'd be the last person you'd want to ask in the first place, but it would be nice if something could be done about it. :DL


...ive allready disabled the red distress flares from FXupdate, that helps alot against explosion CTD`s but could still a bit more fluid also for the ships, settings below 50 percent particle density lack to much of ships stack and fire smoke.

bart
03-06-12, 04:30 AM
I'm having some issues with Coastal Waters: Breaking the Fortress.
September 14, 1939

I get CTD as soon as I get within 80-85km of Scapa. I have tried it 6 times. :damn:
Do I need to head back and accept the mission. Accoring to your previous posts, I shouldn't need to.



Thanks.

It CTD once for me during this mission, I just reloaded from a save in mission and it was ok after that.

My specs....
i7-3960 six core o-clocked to 4.0Ghz
16MB ram
Dual 2GB AMD Radeon HD6950 in x-fire mode
Windows 7 premium 64 bit.

I don't have any lag on explosions and get white and red flares during an attack with no lag, so I guess the lag thing may be hardware related.

My soup is

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
DBSM_Music_1_0_4
MMM p1 - Dynamic Environment v0.2
sobers see thru wake fix
sobers best ever fog V9 SH5
MMM p2 - Graphics-FX-IRAI-Weapons v0.3
MMM p3 - tdw UI v0.3
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
EQuaTool 01.01 by AvM - add-on - Large Style Ruler
MMM p4 - Sounds - Tweaked SDBSM v0.3
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Wordeees' Thunder
MMM p5.1 - OHII+Lifeboats (OHII 1.7) v0.3
OH II Minefield map for TDWs Ui
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7)
SteelViking's Bunker Fixes V1.0
Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a _for_SDBSM
stoianm EnvWeather V1 SH5

Rongel
03-06-12, 05:04 AM
...ive allready disabled the red distress flares from FXupdate, that helps alot against explosion CTD`s but could still a bit more fluid also for the ships, settings below 50 percent particle density lack to much of ships stack and fire smoke.

This is again more suitable for FX update-thread, but I think that the debris particles are slowing down the game. If there is a big air attack against the ships, the sea will be full of ship debris from the airplane cannon hits. The debris stays in the water and starts to cause problems when there is too much of it. Exploding planes also create slow downs. Even white starshells cause short pause in the game.

Port air raids would be great! I wonder if they would work with the stripped down, old effects.

Sone7
03-06-12, 08:22 AM
I encounter CTD every time I try to start a new campaign other than CoastalWaters or FinalYears, just after the loading screen (goes black for a second, as usual, then crashes).
After some more tests I can tell it's connected to FX and IRAI.
Can anyone help?

edit:
...and something else apparently, don't know what though. I tried many different configurations. Maybe still too heavy for RAM?

Trevally.
03-06-12, 12:31 PM
After some more tests I can tell it's connected to FX and IRAI.
Can anyone help?

edit:
...and something else apparently, don't know what though. I tried many different configurations. Maybe still too heavy for RAM?

:hmmm:

If the first campaign loads ok (CoastalWaters) and it drops you in Kiel, the most taxing harbour in the game -i could be mod related.

You should just try the old tests first:-
Reduce shadows
Reduce other graphics settings
Remove all mods other than OHII and make sure it works on its own

Sone7
03-06-12, 05:01 PM
Finally, I stopped using MagnumOpus, since most of its files were already overwritten, and just installed some essentials separately. Now it is all good.
Thank You for the help Trevally!

Keep up the good work:salute:

7Infanterie19
03-06-12, 06:35 PM
The date: October 7, 1939. I finished Breaking the Fortress and was heading back to port with three fish left, hoping to find a straggler somewhere along the way. I bumped into a Polish freighter with a blue icon. I remembered that I received a message saying that Germany had control over Poland, but that we can still attack their ships, so I lined myself up, sent out a torp, and .. and .. and .. "huh? whuh? Oh, I'm frozen". So, I got into task manager and ended SH5, reloaded it and tried again. I figured maybe it was because I was looking through the scope and that was too much for the system for some reason. No change. Tried it again by lowering the scope and going to the navmap right after releasing the torp. No difference. I began to shiver from all the freezing.

So, after reloading again, I decided to leave this guy alone and go on my merry way. I later bumped into another Polish ship designated by a blue icon. The ship's captain refused to hand over his shipment of kielbasa, so I started hammering him with my deck gun. As soon as he began to sink, the game froze again :dead:.

The first ship was a Rongel Small Old Split Freighter. The second one was a Uekel Medium Composite Freighter if that makes a difference.

I encountered a couple of other red icon ships afterwards, and they went to the bottom without any problems. One of them was also a Rongel Small Old Split Freighter, by the way.

Was this game-freeze problem because I fired upon a ship designated with a blue icon or could it be something else? :hmmm:

misha1967
03-07-12, 01:30 AM
Was this game-freeze problem because I fired upon a ship designated with a blue icon or could it be something else? :hmmm:

You just encountered a known issue. Never, ever, EVER fire at a ship represented by a blue marker, no matter HOW much the game tells you that you can.

7Infanterie19
03-07-12, 09:32 AM
You just encountered a known issue. Never, ever, EVER fire at a ship represented by a blue marker, no matter HOW much the game tells you that you can.

Thanks Misha! :up:

lol .. that message about being able to still sink Polish ships kind of reminds me of that friend everyone had when they were kids (unless you were one of them :O:) that would say "ya, ya, go ahead and do it. don't worry, you won't get in trouble for it. do it! do it!" :D

Trevally.
03-07-12, 01:04 PM
I will add a radio message to inform when to stop attacking Polish ships:up:

7Infanterie19
03-07-12, 06:12 PM
I will add a radio message to inform when to stop attacking Polish ships:up:

ROFL .. :har: (good one! I'm still laughing :D)

Actually, that would help me a lot. I was embarrassed when I overheard the Polish captain saying "Lookit! Stupid uboat kapitan gonna trying shooting us again ... heeheee .. get cameras, boys! We putting idiot on youtube!" :yeah:

dummerkerl
03-08-12, 11:26 AM
great job!

Trevally.
03-08-12, 03:37 PM
great job!

Thanks and welcome to subsim Dummerkerl:salute:

pedrobas
03-08-12, 06:35 PM
Well, i just did the Breaking the Fortress in Scapa , sunk the 2 battleships + a merchant freighter, went on surface, ahead flank, 3 destroyers running after me shooting cannons, and no CTD, nothing all working perfect. With only 1 mod (1,9 Gb). MMM v0.4 AIO by pedrobas. You should try it and tell me.
:rock:

Trevally.
03-09-12, 01:11 PM
Well, i just did the Breaking the Fortress in Scapa , sunk the 2 battleships + a merchant freighter, went on surface, ahead flank, 3 destroyers running after me shooting cannons, and no CTD, nothing all working perfect. With only 1 mod (1,9 Gb). MMM v0.4 AIO by pedrobas. You should try it and tell me.
:rock:

:yeah:

Silent Steel
03-09-12, 01:17 PM
Well, i just did the Breaking the Fortress in Scapa , sunk the 2 battleships + a merchant freighter, went on surface, ahead flank, 3 destroyers running after me shooting cannons, and no CTD, nothing all working perfect. With only 1 mod (1,9 Gb). MMM v0.4 AIO by pedrobas. You should try it and tell me.
:rock:


:up:

Bothersome
03-10-12, 04:03 PM
This is an excellent mod to the game.

But, there are a few issues with it still.

It would cause a CTD every time I tried to return home (Kiel) or get close to some other harbors. This usually happens after a long patrol (Several weeks). I have tried going back several saves to try and get past it. But it eventually would crash every time once I got close enough for the computer to want to start loading graphics or something. CTD. I did some testing to make sure it was this mod doing it. Play the starting campaign, and play it like you would normally. A couple of days (weeks in game) and you'll be CTD too.

I'm thinking it's some object related thing. Something that was added since 1.6.7.

Trevally.
03-10-12, 04:57 PM
This is an excellent mod to the game.

But, there are a few issues with it still.

It would cause a CTD every time I tried to return home (Kiel) or get close to some other harbors. This usually happens after a long patrol (Several weeks). I have tried going back several saves to try and get past it. But it eventually would crash every time once I got close enough for the computer to want to start loading graphics or something. CTD. I did some testing to make sure it was this mod doing it. Play the starting campaign, and play it like you would normally. A couple of days (weeks in game) and you'll be CTD too.

I'm thinking it's some object related thing. Something that was added since 1.6.7.

Are you say the campaign will ctd if your patrol is very long but not if patrol is short:06:

kozinep
03-11-12, 01:33 AM
Thank you very much!

Trevally.
03-11-12, 04:17 AM
Thank you very much!

Thanks and welcome to subsim kozinep:salute:

Sartoris
03-11-12, 05:29 AM
This is an excellent mod to the game.

But, there are a few issues with it still.

It would cause a CTD every time I tried to return home (Kiel) or get close to some other harbors. This usually happens after a long patrol (Several weeks). I have tried going back several saves to try and get past it. But it eventually would crash every time once I got close enough for the computer to want to start loading graphics or something. CTD. I did some testing to make sure it was this mod doing it. Play the starting campaign, and play it like you would normally. A couple of days (weeks in game) and you'll be CTD too.

I'm thinking it's some object related thing. Something that was added since 1.6.7.

Could you tell us what your configuration is? Maybe you have a problem with insufficient RAM.

Trevally.
03-11-12, 05:52 AM
There has also been an issue from the start of this mod where convoys returning to port would get stuck.
They should delete when the reach their last waypoint.
If they get stuck before the last waypoint - they can create a jam.
Then when the next convoy arrives - the jam get worse.
This can cause hundreds of ships jammed at the mouth of harbours and when your boat gets to within 30km and the game has to draw all these ships - ctd.

This issue is very rare - I have fixed many ports by setting a balance between delete area and how far into ports this is.

Can you tell be port, date and campaign this is happening in:06:

Bothersome
03-11-12, 10:59 AM
Could you tell us what your configuration is? Maybe you have a problem with insufficient RAM.

My specs are Windows 7 Home Premium

16 Gig RAM (Redline) at 2 GHz clock
2x Nvidia GTX-470 in SLI
AMD FX-6100 (6 core) at 4 GHz each
Asus Crosshair V motherboard

Bothersome
03-11-12, 11:08 AM
Are you say the campaign will ctd if your patrol is very long but not if patrol is short:06:

That seems to be the symptom. I can leave the port no problems. But if the patrol is long and mine usually are (I go back to re-arm and re-fuel) and then finally come back for possible upgrades or new missions. By the time I start coming in the CTD would happen.

First port I noticed had the problem was the one out in the see on that island north of Wilhelmshaven (sp?). I can't remember the name of the port. Something ...land.. anyway. When it would CTD every time at a certain distance from it, I started investigating my mods. And because I run a small list, it was easy to eventaully determine it was OH-II 1.7.

But continuing on, I decided to avoid the CTD port and head home (Kiel). But when I got to Kiel river, just past that new lock area at the west mouth of the river, it CTD every time there. So I quit you mod at that point.

Trevally.
03-11-12, 12:18 PM
That seems to be the symptom. I can leave the port no problems. But if the patrol is long and mine usually are (I go back to re-arm and re-fuel) and then finally come back for possible upgrades or new missions. By the time I start coming in the CTD would happen.

First port I noticed had the problem was the one out in the see on that island north of Wilhelmshaven (sp?). I can't remember the name of the port. Something ...land.. anyway. When it would CTD every time at a certain distance from it, I started investigating my mods. And because I run a small list, it was easy to eventaully determine it was OH-II 1.7.

But continuing on, I decided to avoid the CTD port and head home (Kiel). But when I got to Kiel river, just past that new lock area at the west mouth of the river, it CTD every time there. So I quit you mod at that point.

So you have removed OHII and started a new career.
Let me know if you get the same issue with the stock campaign:up:

7Infanterie19
03-11-12, 12:52 PM
... It would cause a CTD every time I tried to return home (Kiel) or get close to some other harbors. This usually happens after a long patrol (Several weeks). I have tried going back several saves to try and get past it. But it eventually would crash every time once I got close enough for the computer to want to start loading graphics or something. CTD. I did some testing to make sure it was this mod doing it. Play the starting campaign, and play it like you would normally. A couple of days (weeks in game) and you'll be CTD too.

I'm thinking it's some object related thing. Something that was added since 1.6.7.

Bothersome, I'm not sure if this will help your specific problem, but I'm writing it just in case.

Over the last week, I experienced the same problem returning to Wilhelmshaven, and like you, right at a specific area. I tried coming in from different angles, speeds, TX, etc., to no avail.

I then realized I had done some mod soup juggling, so I played with that, but to no avail. I finally gave up, got my mods working the way I wanted them again, and then started a new campaign. At the very moment that I was about to leave port, I suddenly thought about the "no magic skills" mod and realized that I had added it before I started my last campaign, but for some reason, it was no longer there. At some point when i was juggling my mod soup, I disabled that mod and actually removed it from my MODs folder :damn:. So, everything looked fine while at sea, but as soon as I tried to return to base, CTD.

I disabled my mods, and then re-enabled them to include that mod in the proper order. I pulled a backup of the last save file from the previous campaign and .. BINGO .. I was able to return to base without any CTD, and am now continuing with that campaign again, wreaking havoc on the enemy :arrgh!:. So far, so good.

You said you have a small list, so there is less to go wrong, but think hard and long if you did make a change to one of the files or left something out, specifically with one of those mods that needs to be enabled only in port and not at sea.

Since it'd be a shame not to be able to use OHII, if all else fails, the next thing is to maybe try starting a new OHII campaign with the way your mods are set now and then see what happens. It will obviously take time to get to the point you were at, but it may end up being fine .. that is unless you made some conflicting change somewhere along the way that only shows up later. If that's the case, reload your mods from their files, without any changes and .. lol .. try again. :up:

Good luck!

Trevally.
03-11-12, 01:36 PM
Bothersome, I'm not sure if this will help your specific problem, but I'm writing it just in case.

Over the last week, I experienced the same problem returning to Wilhelmshaven, and like you, right at a specific area. I tried coming in from different angles, speeds, TX, etc., to no avail.

I then realized I had done some mod soup juggling, so I played with that, but to no avail. I finally gave up, got my mods working the way I wanted them again, and then started a new campaign. At the very moment that I was about to leave port, I suddenly thought about the "no magic skills" mod and realized that I had added it before I started my last campaign, but for some reason, it was no longer there. At some point when i was juggling my mod soup, I disabled that mod and actually removed it from my MODs folder :damn:. So, everything looked fine while at sea, but as soon as I tried to return to base, CTD.

I disabled my mods, and then re-enabled them to include that mod in the proper order. I pulled a backup of the last save file from the previous campaign and .. BINGO .. I was able to return to base without any CTD, and am now continuing with that campaign again, wreaking havoc on the enemy :arrgh!:. So far, so good.

You said you have a small list, so there is less to go wrong, but think hard and long if you did make a change to one of the files or left something out, specifically with one of those mods that needs to be enabled only in port and not at sea.

Since it'd be a shame not to be able to use OHII, if all else fails, the next thing is to maybe try starting a new OHII campaign with the way your mods are set now and then see what happens. It will obviously take time to get to the point you were at, but it may end up being fine .. that is unless you made some conflicting change somewhere along the way that only shows up later. If that's the case, reload your mods from their files, without any changes and .. lol .. try again. :up:

Good luck!

:up:

The same can happen if you edit or change the flotilla or equip on player boat.cfg

(C/41) from start of campaign mod does this

Bothersome
03-11-12, 03:31 PM
After reading your replies, I still have room in my mind now that it may have been a mod exchange. But I'm pretty sure that I had not changed anything except a float/dive mod. I had been trying to find a good mod to set the boat float hight and dive speeds and depth holding. That may have been what caused the CTD. I've also changed this in my current stock game. So we'll find out as soon as I get back from out in the Atlantic.

Right now, I'm on stock campaign. If it CTD again, I'll know that was the problem.

Trevally.
03-11-12, 03:47 PM
After reading your replies, I still have room in my mind now that it may have been a mod exchange. But I'm pretty sure that I had not changed anything except a float/dive mod. I had been trying to find a good mod to set the boat float hight and dive speeds and depth holding. That may have been what caused the CTD. I've also changed this in my current stock game. So we'll find out as soon as I get back from out in the Atlantic.

Right now, I'm on stock campaign. If it CTD again, I'll know that was the problem.

Thanks Bothersome
All feedback and bug reports are most welcome:yeah:

7Infanterie19
03-11-12, 05:14 PM
:up:

The same can happen if you edit or change the flotilla or equip on player boat.cfg

(C/41) from start of campaign mod does this

Thanks Trevally, that's good to know (and a good reminder). :yeah:

... But I'm pretty sure that I had not changed anything except ...

hehehe .. you know, that's exactly what I usually think :D.

I think excitement usuallly drives my mistakes. I see something in a forum and think "ya, gonna go try that", then I see some cool idea in another post and think "ya, let me give that a go", and before you know it, something happens, because I was overzealous :O:. I have to get used to the idea of making changes in port even if the mod says we can do it at sea, just to be safe. :hmmm:

I hope you get it figured out, or that things are cleared up for you now. :up: ... and don't forget to go back to OHII. :DL

quink99
03-12-12, 09:23 PM
Trevally, I think I may need a hand.

Yesterday, after rearranging my MODs, I started a new career using OH II in Coastal Waters and was about halfway along Kiel Harbor when, much to my amazement, ahead of me, floating quite high in the air, were some sailors and some officers and a German flag all by themselves.......no ship, just those things. I immediately looked at my TAI and it showed me on a close collision course with a merchant ship. Back once again to the harbor view and still no ship but lots of wailing sirens and collision noises and no, I don't smoke, ANYTHING! Here is a screenshot taken right after with nothing in the way of a ship visible. I have no idea what the wreckage drapped over my bridge is. Here's a screenshot;

http://i1068.photobucket.com/albums/u441/quink99/SH5Img2012-03-10_172335.jpg

After recovering from this surprise I thought I'd try again and here is the result of that second misadventure;

http://i1068.photobucket.com/albums/u441/quink99/SH5Img2012-03-10_204526.jpg

All thoughts or suggestions are greatfully solicited. Thanks

Yass_27
03-13-12, 12:42 AM
I start playing with this **** because I heard from this.
Amazing! I feel the smell of the seas ( and my crew :/ )
At least you guys build a castle from ****. ( hungarian proverb :D ) :salute:
( and sorry for my bad english, if I mistaken something )

Bothersome
03-13-12, 06:17 AM
I've got a somewhat stable campaign going now. But it is not with OH-II.

I don't think now that my problem was with OH-II but perhaps some mod jugling as mentioned before. But with OH-II I was not able to remove mods at sea so that I could sail back to home port to continue the game.

A simular thing happened to my stock campaign but I was able to isolate the problem to a beta version of that new user interface coming out. After I removed it, even at sea (close to Dover) the game continued on with no other ill effects. But I had to use the stock interface. Once I got in to home port I put on TDW's 6.9.0 UI. Seems to work OK but still have a few problems but cannot attribute it to his interface mod. Because I'm running a mix of mods that are not neccarily compatible.

Look and see...

Remove Electric Torpedo Wakes
sobers see thru wake fix
Real Environment - Revision_3
FX_Update_0_0_19_ByTheDarkWraith
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_6_9_0_ByTheDarkWraith
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Manos Scopes-patch for 16x9

The conflicts come from FX_Update overwriting stuff from RealEnv (needed the ship damage model so they would sink eventually). Then Dynamic Env overwrite more stuff from RealEnv and FX and that cause even more instability. Or it's a guess that it does. I need the Dynamic Env to fix the crappy weather in the game. I need RealEnv to fix the moon and sky and clouds.

What it comes down to, is that the mod makers wont work together and do a part of the game really well and leave the other parts to those that know how to do those parts. WHY on earth would the FX-Update have to have float/sinking parameters in it? Can't we just have the small single mods that we can mix? One mod to fix the sinking, another mod to fix the sky, another mod to fix the crazy weather, another to fix the interface, but each mod not screw with other mod's files? When we put on an interface mod, we don't need a color/sky fix with it. (not saying that it has but that's the idea). Quit bundling all these fixes into one mod that just causes problems with other mods. Once we get all the small mods that we like someone or a team can put together all the best mods that work together and call it a super mod. That one super mod would be all that you should install and nothing else. Or if you do add on other stuff (for example a faster dive mod) then the new mod would only effect that parameter that you wanted to change. The dive mod should not contain anything else other than what's needed to make the sub dive faster.

Anyway, that's my rant.

So far on my above mod soup. Things crash occasionally when the ships are on fire and taking a slow damage to sink. Most times it works ok. Others it crashes to desktop. But in each crash I was able to just load the latest autosave and continue the fight. However, I noticed damaged ships, get a full refit after a load. At least the weather loaded back what it was at time of save. But I haven't had to do a restart at base or load an earlier save to get moving again.

Anyway that's the way the ball bounces, later.

flostt
03-13-12, 06:35 AM
Bothersome,

You should not use Real Environment and Dynamic Environment at the same time.....you will have to choose one of them...

Silent Steel
03-13-12, 10:48 AM
Once we get all the small mods that we like someone or a team can put together all the best mods that work together and call it a super mod. That one super mod would be all that you should install and nothing else. Or if you do add on other stuff (for example a faster dive mod) then the new mod would only effect that parameter that you wanted to change. The dive mod should not contain anything else other than what's needed to make the sub dive faster.


I think you should take a look at this one; http://www.subsim.com/radioroom/showthread.php?t=192236

Besides - go for Dynamic Environment

:up:

Trevally.
03-13-12, 01:31 PM
Trevally, I think I may need a hand.

Yesterday, after rearranging my MODs, I started a new career using OH II in Coastal Waters and was about halfway along Kiel Harbor when, much to my amazement, ahead of me, floating quite high in the air, were some sailors and some officers and a German flag all by themselves.......no ship, just those things. I immediately looked at my TAI and it showed me on a close collision course with a merchant ship. Back once again to the harbor view and still no ship but lots of wailing sirens and collision noises and no, I don't smoke, ANYTHING! Here is a screenshot taken right after with nothing in the way of a ship visible. I have no idea what the wreckage drapped over my bridge is. Here's a screenshot;

After recovering from this surprise I thought I'd try again and here is the result of that second misadventure;


All thoughts or suggestions are greatfully solicited. Thanks

Hi quink99:salute:

For pic 1:o
I have not seen anything like that before. Perhaps a whole reinstall may be in order.

Pic 2
This looks like your mem or card mem is running out - What graphics card do you use. Could be related to the first pic - try the reinstall:hmmm:

Trevally.
03-13-12, 01:33 PM
I start playing with this **** because I heard from this.
Amazing! I feel the smell of the seas ( and my crew :/ )
At least you guys build a castle from ****. ( hungarian proverb :D ) :salute:
( and sorry for my bad english, if I mistaken something )

Köszönet Yass:up:

I think:D

quink99
03-13-12, 02:52 PM
Trevally,

Thanks for the reply.

My graphics card is a Nvidia GeForce GTX550Ti which is way over the minimum stated requirments for SH 5 and has worked quite well with the game for several months now and has Nvidia's latest WHQL driver installed.

Is it possible that the missing ship's visual file(s) are not being pulled up out of the OH II files when required for some mysterious reason?

Reinstall? Do you mean all of SH 5 or just OH II? (He said with fingers crossed for good luck.)

7Infanterie19
03-13-12, 03:03 PM
I've got a somewhat stable campaign going now. But it is not with OH-II.

Glad to hear it :up: And don't forget to follow what flostt said about those environment mods.



Anyway, that's my rant.

To be honest with you, it's a good rant. No worries.

Many modders actually do work together, so that their stuff meshes well, and that has minimized these conflicts and problems, which is a good thing! :yeah:

I agree that there are some things that should be left out of certain mods and left to others instead, because it does sometimes create some nightmares or mod choice issues.

As an example of modders working together, there is a file - zone.cfg - in FX_Update that is used in OHII as well, but the OHII team have set up zone.cfg so that it contains everything from FX_Update, allowing that one to be safely overwritten. (Trevally, I hope I explained that correctly)


Reinstall? Do you mean all of SH 5 or just OH II? (He said with fingers crossed for good luck.)

I'm not sure what Trevally is going to suggest, but if it's a full reinstall, it actually doesn't take that long. I've done it a few times over the last week or so, and it went by quickly. Don't forget to disable all your mods first before deinstalling.


Cheers!

Trevally.
03-13-12, 03:06 PM
Trevally,

Thanks for the reply.

My graphics card is a Nvidia GeForce GTX550Ti which is way over the minimum stated requirments for SH 5 and has worked quite well with the game for several months now and has Nvidia's latest WHQL driver installed.

Yes - good card so should not be it:up:

Is it possible that the missing ship's visual file(s) are not being pulled up out of the OH II files when required for some mysterious reason?

Yes - could be. There are both stock and OHII ships that could be met in the middle of Kiel harbour.

Reinstall? Do you mean all of SH 5 or just OH II? (He said with fingers crossed for good luck.)

This is most likely a currupt file somewhere.
Where this has messed up you stock SH5 file - I have no idea.

What I would do to try and fix is:-
Remove all mods and store them safe on your desktop.
Delete your mods floder from sh5 dir
Run jsgme so that a new MODS folder is created
Put you mods back and install them
Test game.

If this does not fix it - you may need to reinstall sh5:doh:

Trevally.
03-13-12, 03:09 PM
(Trevally, I hope I explained that correctly)


:up:

Dwail
03-15-12, 06:57 AM
Hi. One question:

is realistic that your sound man (hydrophone) will hear the mines and nets?

Trevally.
03-15-12, 08:02 AM
Hi. One question:

is realistic that your sound man (hydrophone) will hear the mines and nets?

I do not think so and thats why it is an addon mod for those who think it is:yep:

quink99
03-15-12, 03:13 PM
Trevally,

My sincere thanks for your help. The situation in post
#813 has now been resolved by a complete reinstall. While not as much fun as cruising around "blowin' stuff up", reinstalls do work.

Trevally.
03-15-12, 03:26 PM
Thanks for the update quink99:DL

Glad you got it working again:Kaleun_Party:

7Infanterie19
03-15-12, 05:52 PM
... While not as much fun as cruising around "blowin' stuff up", reinstalls do work.

lol .. amen to that! :D

(they should submit your statement for nomination as one of 2012's lines of the year :up:)

quink99
03-16-12, 03:32 PM
Thanks for the nomination, 7Infanterie19.

While reinstalls do work, and mine does very well, they sometimes bring about strange side affects like this one;

http://i1068.photobucket.com/albums/u441/quink99/SH5-2012-mar-16-001.jpg

YesterdayI began my first campaign and, as mentioned below in this thread, all went almost perfectly except that after about two real hours of real game time I noticed that things were noticiable slowing down and stuttering a bit. Hummmm?......I thought, so I saved the game and went to see if I could see anything which might be amiss.

It didn't take me long to find the answer when I opened the SH5 main folder (see screenshot above). In addition to the eight screen shots that I had purposely taken, they are the lowest .bmps in the shot above, there were 1,873, yes that's 1,873, more .bmps which I hadn't taken only a portion of which are shown above. Those 1,837 .bmps at 3,601 kbs each are equal to a staggering 6,615,037 kbs that the poor SH5 folder was, I guess, having to deal with. By bring them up in Picassa Picture Viewer and then scrolling my mouse wheel it was like watching a video of my entire first campaign cruise from beginning to end.

I've no idea how these pictures got there or what caused it but if anyone does know I'd sure appreciate it so I can prevent it from happening again.

Thanks

Trevally.
03-16-12, 05:27 PM
I've no idea how these pictures got there or what caused it but if anyone does know I'd sure appreciate it so I can prevent it from happening again.

Thanks

This is screen capture - shift + F11
It will take sreen shots untill you stop it

quink99
03-16-12, 06:00 PM
Thanks for the quick reply, Trevally.

I know SHFT+F11 takes the screen shot, but how do you stop it, just press SHFT+F11?

Trevally.
03-16-12, 06:21 PM
For Screen shots it is Ctrl+F11
For capture it is shift+F11

Yes, you can stop the capture by pressing shift+F11 again. Sometime this can take a few press due to the lag saving all those shots.

I few times I have ended up restarting it over and over again:doh: - so now I am very careful never to press it

Jester_UK
03-17-12, 12:24 PM
I just tried to download the most recent version (1.7) via the link in the first post. Continually getting an error at the mirror site it redirects you to. Are there any alternative download mirrors?

7Infanterie19
03-17-12, 04:58 PM
I got my requirements for North Western Approaches by dinging all these small freighters, except for one Cimmeron tanker, in a sweet spot near the Irish coast and making up the rest with my deck gun. Unless it's just coincidence, with stock, I remember all kinds of larger tonnage ships around, but with OHII, pickings appear slimmer in that regards, which is good, because you have to pick and choose which ships benefit you most.

So, with all torps and gun ammo expended, I proudly sent my patrol report and began my long journey home.

Up until now, the only Bdu messages I got for me were blue or red, never yellow, which I had only thought were myth. Suddenly, I get a yellow message to investigate my area. I'm like "Whut thuh? Really? You finally send me a yellow one and do it just as I'm heading home? Am I supposed to spit on what I find?":) I decided to ignore it and headed home anyways.

I get near Loch Ewe and suddenly I get a big task force right in my path with a nice juicy Nelson Battleship in it. I'm like "really? now? I still ain't got enough spit!" :DL So, I identify them all, send my contact report, and then go deep to mind my own business and continue on home.

Off I go, eventually getting into the Nord Meer at flank speed and high TC only to bump into a destroyer that doesn't yet see me, but .. his two little submarine friends do. I have only seen one enemy sub at a time in previous campaigns, so I was surprised to see two together now. This pair quickly went below and started to track me, and to my surprise, the destroyer starts heading in my direction too, so I went silent and deep, playing cat and mouse until I finally got away to the point where I could continue my journey home.

And finally, after docking at my base, I was given a new VIIB to trip around in :woot:, upgraded it, then started on my way out. With the pilot doing the work, I start enjoying the view when suddenly, I see a big ship sitting there docked, and I'm thinking "this ain't no regular ship, so I bring up the binoculars and think "wow! is that her?" So, I go to external camera and am happily surprised to see the glorious Bismarck docked right before my eyes. Man, I love this ship, but I have never seen it before in SH3 or SH5, so that was absolutely cool for me! :|\\

That's when I realized that the German deck emblems looked like a hospital cross. That sort of deflated my excitement, but it reminded me that I forgot to add the Accurate German Flags mod after all this time (I actually assumed OHII had it). After adding the mod, it asked to overwrite OHII files, which I did. By the way, does this affect anything good in OHII, or is that fine?

Hehehehe .. OHII is already a different experience and I'm enjoying it! You gotta love it! :yeah:

Cheers ...

Trevally.
03-18-12, 05:26 AM
Thanks 7Infanterie19:up:

Echolot
03-19-12, 05:32 AM
Hello Trevally.

There are some users in the german ubi forum experiencing CTDs in Scapa Flow with OH II 1.7 mod.

When they hit (or sink?) the battleship there are around four new ships spawning the area near the battleship and the game crashes.

Are there any triggers configured to spawn new units if the battleship sinks?

Maybe it's the combination with MO causing issues?

I hope you understand my poor english.

Regards.

Echolot.

Trevally.
03-19-12, 07:23 AM
Hello Trevally.
I hope you understand my poor english.

Hi Echolot - Your English is perfect as always:DL


There are some users in the german ubi forum experiencing CTDs in Scapa Flow with OH II 1.7 mod.
When they hit (or sink?) the battleship there are around four new ships spawning the area near the battleship and the game crashes.
Are there any triggers configured to spawn new units if the battleship sinks?


99% of the ctd is Scapa are when the torps hit the BB or sinking some other ship.
I have tested many times and could not find an answer or repeat the problem.

The ships spawning are just timed by chance and not related to the BB re-acting.
Removing ship spawning in Kiel when player is there has fixed some ctd that users where having. When OHIIv1.8 is released - It will have the spawning in Scapa removed during this phase where a player may be in there.

So far the only fix for this is to - Fire torps at BB (full salvo) and goto map view straight away. Stay in map view until the torps have hit and ships have sunk. This is not a good fix, but many users report that they can finish the mission doing this.


Maybe it's the combination with MO causing issues?
Regards.
Echolot.


No - This very bug happens to many users who do not have MO installed.

For the release of OHIIv1.8 - here is the change log so far:-

OHII v1.8
Fixed error in messages for patrol12 in TotWP
Removed spawning in Scapa during Raid mission
Attached DDs to BB group for scapa raid
Adjusted text for Baltic Operation in CoastalWaters
**************************boat patch VIIc********************
Fixes speed nodes in common layer for MN, DW, WA
Fixed ship hitting pier (Kiel) in playerbases MN, DW, WA
Set U-boat to campaigns when using silentotto and in campaign when tonnage sunk is high enough.
CW - typeA
HT - typeB (if enough kills in type A)
MN & WA - typeC
TP - typeC41
Set Flotilla to start in Kiel for 1 day before switching to Med (16/3/41) MN
Fixed date for flotilla switch in DW to leave Toulon 16/9/42
Changed start date of BS GSR WS in WesternApproaches to 20/3/41 but only after passing the Training mission prior to getting type C
Added new objective to WA - 20/3/41 to 28/3/41 - Training Drills - 1 point
Added KSCSN3SA1 to Venezuela roster (this make MO and OHII work together without class errors
Set flotilla stitch to Kiel in TurningPoint (switch back after getting new boat) and added Training Mission prior to getting C/41
Stopped uboat (for re-supply) from moving during theblackpit TotWP mission10.
Also made supply an objective of the style "drop of supplies" and made AI U-boats start from further away and more staggered arrival when attack starts.
Added tankers to South America Supplies in DistantWaters campaign
Fixed all missions in DistantWaters where they were very very wrong
Fixed playerbases.mis for OHII base in campaigns CW and TBP

If anyone has any ideas or suggestions they would like added to the campaign - now would be a good time to let me know:sunny:

Echolot
03-19-12, 09:12 AM
Thank you very much for the quick answer, Trevally.

Regards.

Echol:salute:t.

7Infanterie19
03-19-12, 07:49 PM
... When OHIIv1.8 is released ...

... If anyone has any ideas or suggestions they would like added to the campaign - now would be a good time to let me know:sunny:

Congratulations on your next gen! :rock:

Since OHII takes us beyond 1943, I figure you must have some power over missions and mission creation, so as long as you enjoy creating that kind of material, then I would like to suggest the addition of small (or big if you'd like) filler missions here and there for those long spaces in between big events. I remember lull periods like this in the stock mission and have a feeling I'm in the middle of one now after having finished NW Approaches. The missions don't even have to have any rewards associated with them (renown or medals, etc.), but just be something we can get from the commander, or that pops up while we're out at sea like the "Breaking the Fortress" mission, that gives us some direction for a while. Don't get me wrong, I love the feel of being able to stock up and head out hunting freely like the old SH3 days, but from time to time, a little mission would be a nice break to the "monotony" :arrgh!:.

That's just an idea I'm throwing out, not a demand, so feel free to crush it, expand on it, or toss it and do something better. :D

The other option, or addition to the above idea, is to maybe expand one of the ones that had a time frame up to March or April 1940 (or something like that). I think it may have been the one for 50k tons on the English west coast. Perhaps we can increase the tonnage for that one or any one that is similar in characteristics to that one, so that we have to resupply at port and head back two or three times, essentially lengthening the time spent on the mission and giving us something to do with our time that is associated with what Bdu directs. I can't recall what happens later on, and I have no clue what is to come after 1943, but this idea can be applied to any similar situation that needs it as well.

I hope that helps.

Cheers! :yeah:

zeus
03-19-12, 08:07 PM
Hello Trevally!

Can you include more wolfpacks in the campaign?

Example: in the happy times. In 1940 there were many battles wolpacks.

:up:

PathTracer
03-20-12, 01:44 PM
great mod

misha1967
03-21-12, 01:08 AM
great mod

Indispensable is the word, really :DL

After downloading and enabling it I truly understand why the first reply to me noting in an earlier post just after I'd moved to SH5 that I hadn't yet installed OHII was "why not?"

Why not indeed? :up:

Swat
03-21-12, 03:02 AM
Trevally: I would like to ask you something, if you could provide some explanation or suggestions please. I have pedrobas MMM pack where OHII is included. And I have North western approaches objective, but I can not find a single vessel there nor convoy - nothing for two weeks (in game weeks of course:haha:) I believe I have everything installed properly since I did get 'Breaking the fortress' mission. But what is also weird it's called north western approaches, but it shows me my area of operations to the west of the channel so I'm bit confused. Would you please have any idea where should I be? Is the area of operations pointed on the map relevant or is it not? Thank you and thank you for Open Horizons. I was considering suicide when I installed SH5 for the very first time and found out that campaign goes only untill 1943 you know?

Edit: And also what is the other bar with those codes?

http://img-upload.ic.cz/images/wn2nytj3z5p1nr80aw5z.jpg (http://img-upload.ic.cz/images/wn2nytj3z5p1nr80aw5z.jpg)

THE_MASK
03-21-12, 03:35 AM
Your game isnt running properly . You didnt follow the starting game specific instructions for when you have OH2 installed . I think you will have to start a new career and follow the instructions found on the first few posts of the OH2 thread .
Note
When starting a new campaign using OHII - DO NOT PLAY THE TUTORIAL - you will get a ctd when returing to Kiel at the end of the tut. Select "Skip Tutorial" when starting.
If you are not getting an option to skip the tutorial when starting a new career, go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:

HasCompletedTutorial=false
with
HasCompletedTutorial=true
Note:
When you are in the Bunker - check that you can get to ask the officer for upgrades. If this option is greyed out (this normally happens when you progress to a new campaign or use the silentotto trick) - save/load to fix.
If you do not do this your game will not show a loading screen when you enter your boat. If this happens - dock straight away.
Leaving the bunker like this, the game will fail to load properly and weird stuff can happen, including CTDs.

Trevally.
03-21-12, 04:25 AM
@Swat,

Yes I think Sober is correct. The map should look like this
http://img831.imageshack.us/img831/971/sh5img20120320104737.jpg

You are the second person in 2 days to notice this and there has been a few before:hmmm:

It could be installing OHII and using an old save or not starting a career with OHII installed. That mission is in the stock campaign, but with 2 objectives and it looks like the game is looking for the second one but there is none as OHII has removed it:hmmm:

The patrol area is the northen line - I do not know why the second area is beinng shown (SW approach), it could be related to the above - I will check.

Finding ships for the NW approaches - Yes I found this a bit low in traffic for the date you are there.
There are however a few hot spots where shipping lanes cross and these are you best hunting areas. I will post a pic soon to show them.

For the error, can you test for me:06:
Start new career (test) with OHII (MMM) installed and skip tut.
Use the mod "Change days in bunker" and here set days to 24 or something.
Then you can repeat paotrol/dock until you get to the date of that objective (may take about x5 patrol/docks) and see if the mission is dislpayed ok.

Thanks:DL

Trevally.
03-21-12, 04:49 AM
http://img19.imageshack.us/img19/3975/nwtraffic.jpg

:up:

Swat
03-21-12, 05:03 AM
Thanks for the reply guys, I'll se what I can do.

sober: I think I did start my career properly. I've played the tutorial without any mods whatsoever, just vanilla game patched to 1.2. Docked at Kiel, blah blah blah with the captain and officer.

Exit and installed the mods. Back to game, new campaign, skipped tutorial, adjusted realism settings, interaction with gun officer, sub setup, then mission briefing and started my first patrol with loading screen.

What could possibly go wrong?

gap
03-21-12, 05:12 AM
If anyone has any ideas or suggestions they would like added to the campaign - now would be a good time to let me know:sunny:

Hi Trevally, thank you for your inestimable work, and for all the effort and time you're putting in it!
Though not currently playing the game, I highly appreciate and follow with maximum interest the development of OHII, like everyone in subsim community, but I think you know it allready, so let's go to the point... :DL


A few weeks ago, while reading on the web about WWII U-boat historical operations, to my surprise I've discovered the existence of the so called Monsun Gruppe, whose theatre was partly South Pacific, partly Indian Ocean and Far East. What about adding to OHII a new campaign for it?

I know that most of Monsoon U-boats were of the type IX, currently not featured by SH5, but hopefully with the development of GR2 editor by TDW, one day we will be able to add these boats to the game. I am also aware that adding a new war theatre to the existing campaigns would probably require a lot of work in creating some new nations, new shipping lines, new ports and player bases (and possibly much more that I can't think of right now :oops:), but these additions shouldn't necessarily featured in the next release of OHII, and in my opinion they would add a lot to the depth of the game. After all we have a whole SH5 earth globe, but we are currently using only a small part of it.

Provided that you like the idea, I would be glad to collect some historical data on it. Too bad, the next week I'll have to go abroad for field work, and I'll not be back until 4 weeks from now. In the meanwhile you could consult the following links for general information:

http://uboat.net/ops/monsun.htm
http://en.wikipedia.org/wiki/Monsun_Gruppe
http://www.uboataces.com/articles-fareast-boats4.shtml
http://monsun-uboats.blogspot.it/

THE_MASK
03-21-12, 05:18 AM
Thanks for the reply guys, I'll se what I can do.

sober: I think I did start my career properly. I've played the tutorial without any mods whatsoever, just vanilla game patched to 1.2. Docked at Kiel, blah blah blah with the captain and officer.

Exit and installed the mods. Back to game, new campaign, skipped tutorial, adjusted realism settings, interaction with gun officer, sub setup, then mission briefing and started my first patrol with loading screen.

What could possibly go wrong?Srsly , were playing SH5 here . What could go wrong :rotfl2::rotfl2::rotfl2:

joey777
03-21-12, 05:40 AM
Another thank you for all af you who worked on this mod !

Trevally.
03-21-12, 05:58 AM
Another thank you for all af you who worked on this mod !

Thanks Joey and welcome to subsim:salute:
Yes - many people have worked on this mod and continue to do so.
I would also like to thank them:up:

Srsly , were playing SH5 here . What could go wrong :rotfl2::rotfl2::rotfl2:

:har:

Hi Trevally, thank you for your inestimable work, and for all the effort and time you're putting in it!
Though not currently playing the game, I highly appreciate and follow with maximum interest the development of OHII, like everyone in subsim community, but I think you know it allready, so let's go to the point... :DL


A few weeks ago, while reading on the web about WWII U-boat historical operations, to my surprise I've discovered the existence of the so called Monsun Gruppe, whose theatre was partly South Pacific, partly Indian Ocean and Far East. What about adding to OHII a new campaign for it?

I know that most of Monsoon U-boats were of the type IX, currently not featured by SH5, but hopefully with the development of GR2 editor by TDW, one day we will be able to add these boats to the game. I am also aware that adding a new war theatre to the existing campaigns would probably require a lot of work in creating some new nations, new shipping lines, new ports and player bases (and possibly much more that I can't think of right now :oops:), but these additions shouldn't necessarily featured in the next release of OHII, and in my opinion they would add a lot to the depth of the game. After all we have a whole SH5 earth globe, but we are currently using only a small part of it.

Provided that you like the idea, I would be glad to collect some historical data on it. Too bad, the next week I'll have to go abroad for field work, and I'll not be back until 4 weeks from now. In the meanwhile you could consult the following links for general information:

http://uboat.net/ops/monsun.htm
http://en.wikipedia.org/wiki/Monsun_Gruppe
http://www.uboataces.com/articles-fareast-boats4.shtml
http://monsun-uboats.blogspot.it/

:o:o:o:o:o:o:o



:D

SOmething like this
http://img59.imageshack.us/img59/5835/campaigndates.png

The Final Year (black may) must be last in the campaign, but MG could fit in as above.

This could be set for all the new layers to be within this campaign only so as not to effect any other campaign performance due to more layers added.

The only thing I am not sure if I can do is to place bunkers where they would need to be (have not tried before):hmmm:

Using VII type boats - this could be set for VIIC or C41 and if we ever get new types, they could be added to the campaign easily.

vit90
03-21-12, 06:48 AM
Guys! Who has save campaign files. Give me please, at least that campaign to Mediterranean was open. And that windows broke and together with it and my save files.:ping:

Swat
03-21-12, 07:05 AM
sober+Trevally: :haha: Well all right, I know. However I sank one ship now in the territory recommended by Trevally (thank you), but the progress bar under North western approaches label is still at zero so there's definitely something wrong. I guess I'll put U-21 in the dry dock for some fixes (can anyone make a dry dock mod?:rock::D) and start completely new carrer then.

Swat
03-21-12, 08:40 AM
So! I've tried the trick with 'days in bunker' mod. Skipped to some April 1940 and objectives were generating properly. And disappearing as well. That was another issue I was thinking about. I've 'completed' Coastal waters with 70000 tons sunk, but the objective was still there even in May 1940 and that's not correct I guess.

I can't really remember what I could have done wrong back then. I did read sober's manual how to start new campaign and everything. My suspicion is I haven't tried to talk to the upgrade officer to check whether the upgrades are available and just started off new campaign. And obviously OH was not working properly so the campaign was generating in some different way with certain issues.

Now I tried it and everything went fine, objectives showing properly without any codes - just objectives.

My fault then and thank you guys (sober+Trevally).

gap
03-21-12, 10:49 AM
Thank you for your reply Trevally. My remarks within your text: :)


SOmething like this
http://img59.imageshack.us/img59/5835/campaigndates.png

The Final Year (black may) must be last in the campaign, but MG could fit in as above.

It looks good, but in my opinion -if possible- the new campaign would be more in line with the Mare Nostrum/Battle of Mediterranean/Distant Waters thread, since it seems to me that monsun operations should be a logical consequence of Pacific and South African objectives contained in Distant Waters. If we succeed in them, we go straight to Monsun Gruppe campaign, otherwise we get back in the main line, with the Turning Point campaign. In this way Distant Waters would be a preamble, containing pre-Monsun operations (http://uboat.net/ops/monsun2.htm). Side effect is that by moving MG on top, we are stuffing Mare Nostrum thread with many campaigns, while the Western Approaches/Arctic Convoys thread becomes comparatively poor. The only solution would be to think of another new campaign to be put where you placed MG! :D
As for MG campaign starting date (if you accept my idea we should change it, as the one proposed by you would overlap with the en date of Distant Waters), the end of march 1943 could be an option (DW finishes on 15th of february, so we would get time for a 6 weeks long leave :yeah:). Actually the first U-boat patroling the area was U-178, leaving Bordeaux for Penang on 28/03/1943, followed by U-511 on 10/05/1943. Though scoring some "tonnage" success during their passages, these boats were sent to far east for logistics tasks and for establishing the German base in Penang. Actually the first real wave of "Monsun Boats" leaving european ports for Penang happened between june and july of the same year (this one could be another option).


This could be set for all the new layers to be within this campaign only so as not to effect any other campaign performance due to more layers added.

Indeed, we don't want to overheat our GPU with traffic unneded during other campaigns ;)

The only thing I am not sure if I can do is to place bunkers where they would need to be (have not tried before):hmmm:

No idea here. The main base should be Penang (Malaysia). Other small bases, used for repairs and refuelling were established also in Kobe (Japan) Singapore, Surabaya and Jakarta (both in Indonesia). Due to increasing resupply difficulties in Penang, the base of Jakarta acquired increasing importance, for its better acces to oil.

Using VII type boats - this could be set for VIIC or C41 and if we ever get new types, they could be added to the campaign easily.

The only problem I see with the use of VIIC U-boats could be their relatively short range if compared with type IX. This fact coupled with the long patrols you would expect in such a campaign and the small number of friendly bases for resupplies, could end our passages in high seas :shifty:

flostt
03-21-12, 01:48 PM
I dont want to torp this thread and destroy some very good ideas, but the sim is called

SH5 - Battle of the Atlantic

Do we really need to include a Monsun Gruppe where the operational area is 1000's of kilometers away :06:

Well, most of the action (german u-boat attacks on shipping) happened in the Atlantic and in the Mediterranean...

gap
03-21-12, 02:20 PM
I dont want to torp this thread and destroy some very good ideas, but the sim is called

SH5 - Battle of the Atlantic

Well, this is why mods do exist: they modify a game. After all the mod we are talking about is called Open Horizons, not Open Atlantic. If Trevally wants its orizons to be open, I don't see why we would close them :D

Do we really need to include a Monsun Gruppe where the operational area is 1000's of kilometers away :06:

No, we don't need it. We can just try to do it, if we want. I was just answering to Trevally, asking for some new ideas...

Well, most of the action (german u-boat attacks on shipping) happened in the Atlantic and in the Mediterranean...

:hmmm:
Mediterranean is not the Atlantic. Including the Mare Nostrum campaign in a game called Battle of the Atlantic should be considered the latest blunder made by devs! :DL

misha1967
03-22-12, 08:47 AM
Quick question, Trevally: I've been having trouble getting my targets to sink in any way other than straight and level, sitting and bobbing on the surface for ages first, even when cracked in two right down the middle. No lists, no rolling over, no going down bow or stern first, just slowly getting deeper in the water until they finally sink and settle, I would assume, perfectly level on the bottom.

So I went hunting for mods that modify the Zones.cfg file from TDW's FX 0.0.19 and I found that OHII 1.7 enviro does that. Obviously, my first thought was that it simply adds zones to the new types of objects, but is there something in there that might affect the way that ships blow up and sink?

Thanks :DL

[EDIT]: Never mind. Ran a WinMerge comparison on the Zones.cfg from FX 0_0_19 and OHII enviro 1.7 and they're completely identical. Back to the drawing board :06:

vit90
03-22-12, 09:18 AM
Guys! Who has save campaign files? Give me please, at least that campaign to Mediterranean was open. And that windows broke and together with it and my save files. I want to continue the game...

Trevally.
03-22-12, 10:23 AM
Quick question, Trevally: I've been having trouble getting my targets to sink in any way other than straight and level, sitting and bobbing on the surface for ages first, even when cracked in two right down the middle. No lists, no rolling over, no going down bow or stern first, just slowly getting deeper in the water until they finally sink and settle, I would assume, perfectly level on the bottom.

So I went hunting for mods that modify the Zones.cfg file from TDW's FX 0.0.19 and I found that OHII 1.7 enviro does that. Obviously, my first thought was that it simply adds zones to the new types of objects, but is there something in there that might affect the way that ships blow up and sink?

Thanks :DL

[EDIT]: Never mind. Ran a WinMerge comparison on the Zones.cfg from FX 0_0_19 and OHII enviro 1.7 and they're completely identical. Back to the drawing board :06:

Yes misha they are the same files:yep:
TDW added the icebergs and mines to the game and they use the zone files as do the new ships.

For the sinking of ships - I have had a few capsize and sink by both bow and stern. But for the most part they do sink boring level.

I have made a test mission here https://rapidshare.com/files/3435443383/Sinking_Tests.7z
It put you in front of a few stopped ships to test sinking.

I have noticed that if you hit a BB high on the waterline - it may turn over.

Here are some tests I ran when I shot of a stern
http://img809.imageshack.us/img809/7994/23940266.jpg


http://img220.imageshack.us/img220/7236/70614464.jpg

Here I noticed that when the main hull hit the bottom and was removed from the game - the stern was still afloat and resulted in a ctd:hmmm:

misha1967
03-22-12, 12:19 PM
Here I noticed that when the main hull hit the bottom and was removed from the game - the stern was still afloat and resulted in a ctd:hmmm:

Every time you think you've seen every possible glitch this sim might throw at us, you find another :03:

Well, at least I'm not the only one thinking that the ships tend to sink in pretty much the same way every time. I was beginning to think that maybe it was all in my head. :doh:

Thanks for the reply! :DL

quink99
03-22-12, 03:02 PM
I, for one, think that the proposed Monsun Campaign is an appropriate part of the U-boat's WWWII history and most look forward to it.


Originally posted by Trevally
The only thing I am not sure if I can do is to place bunkers where they would need to be (have not tried before):hmmm:


To the best of my knowledge and readings no bunkers were used in any of the asian bases which the U-boats used during Monsun. They were all conventional docks and ports;principally Japanese naval bases.

Kptlt. Neuerburg
03-22-12, 04:30 PM
Trevally could you please re-upload this mod to a different host site as the current one is having some problems.

Trevally.
03-22-12, 05:40 PM
Trevally could you please re-upload this mod to a different host site as the current one is having some problems.

Working ok for me:hmmm:

I will add it to a new site tomorrow:up:

Kptlt. Neuerburg
03-22-12, 05:49 PM
Thanks much Trevally, I'm looking foward to using OHII!:yeah::D

gap
03-22-12, 06:55 PM
I, for one, think that the proposed Monsun Campaign is an appropriate part of the U-boat's WWWII history and most look forward to it.

At least I have scored 1 point! :O:
By the way, I've discovered that both GWX and Operation Monsun for SHIV by lurker featured a monsun campaign. Has any sea dog here ever played these mods? I hope I didn't offend anyone by mentioning GWX in public! :D

To the best of my knowledge and readings no bunkers were used in any of the asian bases which the U-boats used during Monsun. They were all conventional docks and ports;principally Japanese naval bases.

Yes, you are probably right. I've found on axihistory forum this thread (http://forum.axishistory.com/viewtopic.php?f=61&t=24405) on the subject. It features some information and pictures, but I am sure that you have access to better sources than this one.
This is another picture I've found, showing U-boats docked along the pier of Penang:

http://www.ww2aircraft.net/forum/album/watermark.php?file=15114&size=1

Trevally.
03-23-12, 05:09 AM
Thanks much Trevally, I'm looking foward to using OHII!:yeah::D

https://rapidshare.com/files/1195849926/OPEN_HORIZONS_II_full_v1.7.5.7z
:up:

Trevally.
03-23-12, 05:13 AM
Moving the bunker would be required for starting objectives and to give the upgrade officer and the KMO.

To make the bunkers open piers - Im sure that would need to be done in the gr2 files:hmmm:

I will finish v1.8 first and then look at testing moving the bunkers:DL

gap
03-23-12, 05:26 AM
Moving the bunker would be required for starting objectives and to give the upgrade officer and the KMO.

To make the bunkers open piers - Im sure that would need to be done in the gr2 files:hmmm:

I will finish v1.8 first and then look at testing moving the bunkers:DL

Thank you Trevally, you are the man! :yeah:
However, 'til now I didn't see too much enthousiasm here around Monsun campaign :-?
I wonder if bringing it into OHII is worth your efforts...

Trevally.
03-23-12, 05:41 AM
Thank you Trevally, you are the man! :yeah:
However, 'til now I didn't see too much enthousiasm here around Monsun campaign :-?
I wonder if bringing it into OHII is worth your efforts...

Yes - making this would require all layers built from scratch with new nations, ports, traffic etc. Is it worth it for 1 campaign section:hmmm:

gap
03-23-12, 06:56 AM
Yes - making this would require all layers built from scratch with new nations, ports, traffic etc. Is it worth it for 1 campaign section:hmmm:

Hard to answer... :doh:
3 options are given:

1) If these tasks are carried out by a team, and if the new campaign is given the needed depth (after all it would last for more than one year), maybe yes.

2) Otherwise, provided that you got just excited by the idea and you get some spare time for it, give it a low priority.

3) If noone of these conditions is met and if while reading these notes you look like this: :yawn:, forget it! :D

As for me, I think that there's plenty of charme and adventure in this part of WWII. You know: sailing so far from home and having to face long passages in unfamiliar waters, with the number of enemy naval and air forces increasing every day and turning the Far East "happy days" into a tropical hell. Add to it the few friendly ports and the short resources, and again the lottery of the long way back home... for me it is enough for starting salivating!
Indeed, compatibly with my modest SH modding knoledge, I would be glad to provide some help for bringing all of this in SH5 :)

Trevally.
03-23-12, 07:46 AM
To add a new campaign we need to script it into the campaign py and menu setups.
Reaper7 did this for Turning Points (Thanks again Reaper:salute:)
I have looked at how he did it - but perhaps I could ask him to add this one too:D

New ships by Rongel or Uekel could be taken from SH4

You could do the new nations, flags and political maps

I could do the layers and mission.

After I finish v1.8 I will pm some of the guys who have already worked on OHII and see if we can get this started. Or if anyone else knows how to mod these things - let me know:D

gap
03-23-12, 08:52 AM
Yes sir, I am at your disposal :salute:

To add a new campaign we need to script it into the campaign py and menu setups.
Reaper7 did this for Turning Points (Thanks again Reaper:salute:)
I have looked at how he did it - but perhaps I could ask him to add this one too:D

New ships by Rongel or Uekel could be taken from SH4
If necessary, put my name in the list of SH4 ship importers, though Rongel and Uekel should be considered the first choices :)

You could do the new nations, flags and political maps
No problem. I don't think we are going to need so many new nations. China, Japan and India should be in OHII's defsides.cfg yet. A fast consultation of uboat.net's database will show us that nations whose ships were common U-boat targets in Indian Ocean.

I could do the layers and mission.
Noone better than you, here :DL. Maybe I can assist you for collecting informations on historical orders, and for planning a plot of missions inspired to the real progression of Monsun Gruppe warfare.

After I finish v1.8 I will pm some of the guys who have already worked on OHII and see if we can get this started. Or if anyone else knows how to mod these things - let me know:D
Don't forget that we will need also someone for putting 3D objects around ports, and possibly someone for terrain editing (afaik Penang port was actually located in George Town, on an island in front of Malaysian western seashore, but I am not sure that devs shaped it in game). Sober, are you there? :03:

Trevally.
03-23-12, 11:07 AM
Yes sir, I am at your disposal :salute:

:DL:yeah:

Sober, are you there? :03:

Gone fishing :D

gap
03-23-12, 11:18 AM
Gone fishing :D

... or something in his escape plan from Scapa went wrong :o
:help:

Go fast and recover him!!! :haha:

Trevally.
03-23-12, 11:25 AM
... or something in his escape plan from Scapa went wrong :o
:help:

Go fast and recover him!!! :haha:

:har::rotfl2:

Trevally.
03-23-12, 11:43 AM
@Gap

http://www.subsim.com/radioroom/showpost.php?p=1416613&postcount=50
http://www.subsim.com/radioroom/showpost.php?p=1416670&postcount=51
http://www.subsim.com/radioroom/showpost.php?p=1416693&postcount=52

gap
03-23-12, 12:05 PM
@Gap

http://www.subsim.com/radioroom/showpost.php?p=1416613&postcount=50
http://www.subsim.com/radioroom/showpost.php?p=1416670&postcount=51
http://www.subsim.com/radioroom/showpost.php?p=1416693&postcount=52

Yes man!!! :rock:
I had forgot that so many new ports were included in Changed and additional harbours! To think that I had insisted myself with Zedi for including this mod in OH...

Remind me to send a crate of sicilian oranges to thfeu58, the next Xmas! :yep:

Trevally.
03-23-12, 12:18 PM
Yes man!!! :rock:
I had forgot that so many new ports were included in Changed and additional harbours! To think that I had insisted myself with Zedi for including this mod in OH...

Remind me to send a crate of sicilian oranges to thfeu58, the next Xmas! :yep:

Yes Thfeu58 did a great job and most of his mod is still with OHII:up:
But - it has been butchered - lots of it is gone:nope:

I have tried downloading it again but filefront= not found

I am looking at OHII just now to see how much is still there - I can see the commons are all gone:wah:

Just hopeing the 3d ports are still in it

Trevally.
03-23-12, 12:23 PM
I found Sober's bible https://docs.google.com/file/d/0B48gYYglnALiNzU5ZWQ2MWUtMzZmYS00NGVkLWIyYzEtZWE4M zhmMDAzNWNj/edit?pli=1 :D

gap
03-23-12, 12:31 PM
Yes Thfeu58 did a great job and most of his mod is still with OHII:up:
But - it has been butchered - lots of it is gone:nope:

I have tried downloading it again but filefront= not found

I am looking at OHII just now to see how much is still there - I can see the commons are all gone:wah:

Just hopeing the 3d ports are still in it

I have it somewhere on my HD. Do you want me to upload it again? :DL

gap
03-23-12, 12:35 PM
I found Sober's bible https://docs.google.com/file/d/0B48gYYglnALiNzU5ZWQ2MWUtMzZmYS00NGVkLWIyYzEtZWE4M zhmMDAzNWNj/edit?pli=1 :D

:up: going to read it as soon as I finish with DynEnv colours! (the first patch for Polar areas should be ready in a matter of hours)

quink99
03-23-12, 01:39 PM
As for me, I think that there's plenty of charme and adventure in this part of WWII. You know: sailing so far from home and having to face long passages in unfamiliar waters, with the number of enemy naval and air forces increasing every day and turning the Far East "happy days" into a tropical hell. Add to it the few friendly ports and the short resources, and again the lottery of the long way back home... for me it is enough for starting salivating!
Indeed, compatibly with my modest SH modding knoledge, I would be glad to provide some help for bringing all of this in SH5 :)

As for me, Gap, I'm with you 100%. It has the same appeal to me as campaigns in The Americas and Canada.....something different........different enviornment, different challenges!

Trevally.
03-23-12, 02:02 PM
I have it somewhere on my HD. Do you want me to upload it again? :DL

Yes thanks:DL

:up: going to read it as soon as I finish with DynEnv colours! (the first patch for Polar areas should be ready in a matter of hours)

Looking forward to your fix:yeah:

THE_MASK
03-23-12, 03:00 PM
I found Sober's bible https://docs.google.com/file/d/0B48gYYglnALiNzU5ZWQ2MWUtMzZmYS00NGVkLWIyYzEtZWE4M zhmMDAzNWNj/edit?pli=1 :DYes :DL Has anyone tried mucking around with these settings ?
C:\Ubisoft\Silent Hunter 5\data\Terrain\Terrain Cfg
; Terrain generarion configuration file
;general settings
[Terrain]
TypeImageDimX=2160
TypeImageDimY=1080
UrbanismDimX=4320
UrbanismDimY=2160
DefaultTerrType=0
TexTilesPerKM=1
DetailTextureTileFactor=450
MinGradientValue=0.1 ; starting gradient used to blend the level area texture (Tex01 or Tex02) with the slope texture Tex03
MaxGradientValue=0.9 ; end gradient, both start and end have betweeb 0 and 1 values, 0 - horizontal, 1 perfect vertical
TransparencyStart=1.0
TransparencyEnd=0.95
CausticsTextureTileFactor=3
CausticsColorFactor=3 ; gets multiplied with the caustics color
TexCloudsShadow=data/Misc/CloudShadow.dds
TexCaustics=data/Misc/caustics_anim1.dds

Trevally.
03-23-12, 03:12 PM
Yes :DL Has anyone tried mucking around with these settings ?
C:\Ubisoft\Silent Hunter 5\data\Terrain\Terrain Cfg
; Terrain generarion configuration file
;general settings
[Terrain]
TypeImageDimX=2160
TypeImageDimY=1080
UrbanismDimX=4320
UrbanismDimY=2160
DefaultTerrType=0
TexTilesPerKM=1
DetailTextureTileFactor=450
MinGradientValue=0.1 ; starting gradient used to blend the level area texture (Tex01 or Tex02) with the slope texture Tex03
MaxGradientValue=0.9 ; end gradient, both start and end have betweeb 0 and 1 values, 0 - horizontal, 1 perfect vertical
TransparencyStart=1.0
TransparencyEnd=0.95
CausticsTextureTileFactor=3
CausticsColorFactor=3 ; gets multiplied with the caustics color
TexCloudsShadow=data/Misc/CloudShadow.dds
TexCaustics=data/Misc/caustics_anim1.dds

Sorry sober - I have just loaded the terrain editor for the first time tonight - so no idea what that is.

Here is my test run for Penang base:D
http://img401.imageshack.us/img401/5548/penang.jpg

Not a clue what I am doing:doh:

gap
03-23-12, 04:06 PM
Terrain_harbour_flags_Mod_v1_2_1 (http://www.mediafire.com/?q87kkq84twjhoa4)
Patch1_Terrain_harbour_flags_Mod_v1_2_1 (http://www.mediafire.com/?3api102tz35rudz)

;)

gap
03-23-12, 04:14 PM
As for me, Gap, I'm with you 100%. It has the same appeal to me as campaigns in The Americas and Canada.....something different........different enviornment, different challenges!

Exactly! :yep:

gap
03-23-12, 04:16 PM
Here is my test run for Penang base:D
:up:


Not a clue what I am doing:doh:
:rotfl2:

Trevally.
03-23-12, 04:18 PM
Terrain_harbour_flags_Mod_v1_2_1 (http://www.mediafire.com/?q87kkq84twjhoa4)
Patch1_Terrain_harbour_flags_Mod_v1_2_1 (http://www.mediafire.com/?3api102tz35rudz)

;)

:up:

quink99
03-23-12, 06:55 PM
Sorry sober - I have just loaded the terrain editor for the first time tonight - so no idea what that is.

Here is my test run for Penang base:D
http://img401.imageshack.us/img401/5548/penang.jpg

Not a clue what I am doing:doh:

For not having a clue as to what your doing, it looks pretty slick to me. Congratulations!

7Infanterie19
03-24-12, 09:44 AM
I better post this before I forget yet again! :o

Sometimes, Bdu radio messages come in that have odd characters in them, such as the Spanish upside-down question mark. Judging by the times it happens, I think these are in place of German characters, but I'm not 100% sure.

It's not game breaking by any means, but I thought I'd give you guys an FYI.

Trevally.
03-25-12, 06:44 AM
Still testing the Monsun campaign.
Welcome to Penang harbour.

I have now been able to add this new port to the game and set it for campaign and player use by making it an active bunker:|\\

http://img580.imageshack.us/img580/638/penangbunker.jpg

http://img341.imageshack.us/img341/2707/penangbunker2.jpg

http://img834.imageshack.us/img834/9600/penangbunker3.jpg

http://img844.imageshack.us/img844/7241/penangharbour.jpg

http://img190.imageshack.us/img190/2232/penangharbour2.jpg

http://img51.imageshack.us/img51/7192/penangharbour3.jpg

http://img813.imageshack.us/img813/3323/penangmap.jpg

Still have to add all the traffic and buoys etc

pedrobas
03-25-12, 07:14 AM
Youīre great Trevally :yeah:

BIGREG
03-25-12, 07:16 AM
:salute: Hi Trevally

Great work ! :o :yeah:

volodya61
03-25-12, 07:18 AM
That's great! look forward to continuing

Sartoris
03-25-12, 07:53 AM
Very exciting to see you working on a new theater of war! Keep it up! :yeah:

Trevally.
03-25-12, 08:47 AM
I better post this before I forget yet again! :o

Sometimes, Bdu radio messages come in that have odd characters in them, such as the Spanish upside-down question mark. Judging by the times it happens, I think these are in place of German characters, but I'm not 100% sure.

It's not game breaking by any means, but I thought I'd give you guys an FYI.

I think these are the ones from TDWs UI - I have seen this too

Youīre great Trevally :yeah:

:salute: Hi Trevally

Great work ! :o :yeah:

That's great! look forward to continuing

Very exciting to see you working on a new theater of war! Keep it up! :yeah:

Thanks guys:DL

haaselee
03-25-12, 09:08 AM
Hi Trevally, I'm playing your superb mod for quite a while, now. :salute:
Thanks for your great work, it really brings that game to the next level :yeah:

Trevally.
03-25-12, 11:19 AM
Hi Trevally, I'm playing your superb mod for quite a while, now. :salute:
Thanks for your great work, it really brings that game to the next level :yeah:

Thanks haaselee - many people have worked on this mod and it is as much theirs as mine:DL

and welcome to subsim:salute:

gap
03-25-12, 11:31 AM
Still testing the Monsun campaign.
Welcome to Penang harbour.
I have now been able to add this new port to the game and set it for campaign and player use by making it an active bunker:|\\

Very well done Kaulen! :yeah:
by the way, have you seen this?

http://img405.imageshack.us/img405/5994/penangport.jpg

Google earth shows that even in current days the main harbour is located on the insular part of Penang.
According to it, the structures in front of the port, on the Malaysian mainland, are part of a "Port container terminal".

Still have to add all the traffic and buoys etc

This is a map with (approximate) routes for the allied shipping sunk or hit by U-boats during Monsun Campaign.
Though not being 100% accuarate hope it helps in locating main ports and possible "fishing" hotspots. Sorry for the big size, guys:

http://img267.imageshack.us/img267/6078/monscampalliedports.jpg

And this is a map showing the K-grid positions where Allied ships in Indian Ocean were histrorically sunk or hit.
The size of the red spot is proportional to the number of ships attacked in that quadrant, from 1 to 7:

http://img801.imageshack.us/img801/4663/monscampsunkships.jpg

Finally, another map showing the location of Allied attacks on Monsun U-boats:

http://img442.imageshack.us/img442/5372/monscampenemyattacks.jpg

I used different icons for aerial, naval and submarine attacks.
Circle colours are for engagement fate:
red: U-boat sunk/scuttled;
yellow: U-boat damaged/crew complement killed or injured;
green: U-boat managed to escape with no damage;
blue: allied attacker shot down/sunk.

All of the data that these maps are based on are contained in this excel spreadsheet (data taken from uboat.net):

http://www.mediafire.com/?2nsyjfprueb4azs

For preparing it I've ignored any engagement happened to Monsun boats, but outside the area of the Indian Ocean.
I have also ignored those attacks in the Indian Ocean from/to U-boats that were no part of Monsun Gruppe (U-boats patroling
South Eastern Africa but going back in Europe for resupplies), even when they occurred within the date range of Monsun Campaign.

Trevally.
03-25-12, 12:04 PM
Thanks Gap - that going to be great info when the mis work start:yeah:

I am working in the menu editor to add the campaign selection button
http://img585.imageshack.us/img585/9080/sh5img20120325175817.png

Still trying to make that clickable (node??)
Anyone got any tips:doh:

gap
03-25-12, 12:55 PM
Thanks Gap - that going to be great info when the mis work start:yeah:

My pleasure, mate. I'll leave for East Africa in 3 days, going on the shore of Indian Ocean looking for some monsun boat memorabilia LOL, but once back I will be glad to keep on helping you in whatever way you will need by that time.

I am working in the menu editor to add the campaign selection button

I see you've put yourself hard at work! Do you want to finish before my return? ;)

Still trying to make that clickable (node??)
Anyone got any tips:doh:

Sorry, got not skills for it :-?

Trevally.
03-25-12, 01:27 PM
My pleasure, mate. I'll leave for East Africa in 3 days, going on the shore of Indian Ocean looking for some monsun boat memorabilia LOL, but once back I will be glad to keep on helping you in whatever way you will need by that time.

I see you've put yourself hard at work! Do you want to finish before my return? ;)

Sorry, got not skills for it :-?

Thanks Gap - have a good trip:sunny:

Trevally.
03-25-12, 04:12 PM
Can anyone help with this please:DL

I am adding a new campaign and in the selection page, I have updated it like this-
http://img534.imageshack.us/img534/4604/menuih.jpg

The page_campaignSelection.py to this-

global CampaignTreeRoot

# Create Campaign Tree
CampaignTreeRoot = Campaign( "TotalGermany39", 0, PageCampaignSelection_SelectionGroup_CampaignTree_ TotalGermany )
HappyTimesNode = CampaignTreeRoot.AddLink( Campaign( "Happytimes40", 1, PageCampaignSelection_SelectionGroup_CampaignTree_ HappyTimes ), PageCampaignSelection_SelectionGroup_CampaignTree_ TotalGermany_HappyTimes )
MareNostrumNode = HappyTimesNode.AddLink( Campaign( "Marenostrum41", 2, PageCampaignSelection_SelectionGroup_CampaignTree_ MareNostrum ), PageCampaignSelection_SelectionGroup_CampaignTree_ HappyTimes_MareNostrum )
WesternApproachesNode = HappyTimesNode.AddLink( Campaign( "WesternApproaches41", 3, PageCampaignSelection_SelectionGroup_CampaignTree_ EscortSkirmish ), PageCampaignSelection_SelectionGroup_CampaignTree_ HappyTimes_EscortSkirmish )
ArcticConvoyNode = WesternApproachesNode.AddLink( Campaign( "Arcticconvoys41", 6, PageCampaignSelection_SelectionGroup_CampaignTree_ ArcticConvoy ), PageCampaignSelection_SelectionGroup_CampaignTree_ EscortSkirmish_ArcticConvoy )
UnserMeerNode = MareNostrumNode.AddLink( Campaign( "Mediterrana42", 4, PageCampaignSelection_SelectionGroup_CampaignTree_ UnserMeer ), PageCampaignSelection_SelectionGroup_CampaignTree_ MareNostrum_UnserMeer )
OperationDrumbeatNode = MareNostrumNode.AddLink( Campaign( "Operationdrumbeat42", 5, PageCampaignSelection_SelectionGroup_CampaignTree_ OperationDrumbeat ), PageCampaignSelection_SelectionGroup_CampaignTree_ MareNostrum_OperationDrumbeat )
WesternApproachesNode.AddLink( ArcticConvoyNode, PageCampaignSelection_SelectionGroup_CampaignTree_ EscortSkirmish_ArcticConvoy )
WesternApproachesNode.AddLink( OperationDrumbeatNode, PageCampaignSelection_SelectionGroup_CampaignTree_ EscortSkirmish_OperationDrumbeat )
DistantWatersNode = UnserMeerNode.AddLink( Campaign( "DistantWaters42", 7, PageCampaignSelection_SelectionGroup_CampaignTree_ DistantWaters ), PageCampaignSelection_SelectionGroup_CampaignTree_ UnserMeer_DistantWaters )
BlackPitNode = OperationDrumbeatNode.AddLink( Campaign( "BlackPit42", 8, PageCampaignSelection_SelectionGroup_CampaignTree_ AirGap ), PageCampaignSelection_SelectionGroup_CampaignTree_ OperationDrumbeat_AirGap )
OperationDrumbeatNode.AddLink( DistantWatersNode, PageCampaignSelection_SelectionGroup_CampaignTree_ OperationDrumbeat_DistantWaters )
ArcticConvoyNode.AddLink( BlackPitNode, PageCampaignSelection_SelectionGroup_CampaignTree_ ArcticConvoys_AirGap )
TurningPointNode = BlackPitNode.AddLink( Campaign( "TurningPoint43", 9, PageCampaignSelection_SelectionGroup_CampaignTree_ TurningPoint ), PageCampaignSelection_SelectionGroup_CampaignTree_ AirGap_TurningPoint )
DistantWatersNode.AddLink( TurningPointNode, PageCampaignSelection_SelectionGroup_CampaignTree_ DistantWaters_TurningPoint )
ArcticConvoyNode.AddLink( TurningPointNode, PageCampaignSelection_SelectionGroup_CampaignTree_ ArcticConvoys_TurningPoint )
MonsunGruppeNode = DistantWatersNode.AddLink( Campaign( "MonsunGruppe43", 10, PageCampaignSelection_SelectionGroup_CampaignTree_ MonsunGruppe ), PageCampaignSelection_SelectionGroup_CampaignTree_ DistantWaters_MonsunGruppe )
BlackMayNode = TurningPointNode.AddLink( Campaign( "BlackMay43", 11, PageCampaignSelection_SelectionGroup_CampaignTree_ BlackMay ), PageCampaignSelection_SelectionGroup_CampaignTree_ TurningPoint_BlackMay )
MonsunGruppeNode.AddLink( BlackMayNode, PageCampaignSelection_SelectionGroup_CampaignTree_ MonsunGruppe_BlackMay )


I have also updated all related campaign cfg files for the new campaign.
When I run campaign selection in game, I am getting this script error-
http://img801.imageshack.us/img801/431/errorah.jpg

Does anyone know what I have not done or made errors with?

TheDarkWraith
03-25-12, 04:41 PM
Can anyone help with this please:DL

I am adding a new campaign and in the selection page, I have updated it like this-

The page_campaignSelection.py to this-

Does anyone know what I have not done or made errors with?

send me your files

Trevally.
03-25-12, 04:59 PM
send me your files

Thanks TDW:up:

Files are here https://rapidshare.com/files/776570264/MonsunGruppe.7z

Sepp von Ch.
03-25-12, 06:47 PM
Hello Trevally, your work is grat. But it is please possible to make OHII harder and more realistic? I wish a campaign like in GWX. In 1943 (in 1944 and 1945) was almost impossible to across Biscay on the surface. Allied aircraft were everywhere.
I do not need in OHII to use my Schnorchel and can sail at rest in 1943 - 1944 - 1945 on the surface and meet no aircraft or a few of them.

TheDarkWraith
03-25-12, 06:48 PM
Thanks TDW:up:

Files are here https://rapidshare.com/files/776570264/MonsunGruppe.7z

Found the problem - You forgot to add an 's' to DistantWater in PageCampaignSelection_SelectionGroup_CampaignTree_ DistantWater_MonsunGruppe in the campaign tree .ini file (open up with menu editor and add the s and you're good to go on that)

Now once you fix that error you have other errors to contend with - campaign errors. Some campaign data is not being found.

Trevally.
03-26-12, 05:39 AM
Found the problem - You forgot to add an 's' to DistantWater in PageCampaignSelection_SelectionGroup_CampaignTree_ DistantWater_MonsunGruppe in the campaign tree .ini file (open up with menu editor and add the s and you're good to go on that)

Now once you fix that error you have other errors to contend with - campaign errors. Some campaign data is not being found.

Thanks TDW:yeah: - fixed now:DL

http://img16.imageshack.us/img16/354/treeqs.jpg


One more question:)
How do I change the number of "item materials"?
For the map there are only 11 and now I need to make it 12 to add the new map:hmmm:

http://img16.imageshack.us/img16/9452/itemmaterial.jpg

schweini63
03-26-12, 06:13 AM
Hello Trevally, your work is grat. But it is please possible to make OHII harder and more realistic? I wish a campaign like in GWX. In 1943 (in 1944 and 1945) was almost impossible to across Biscay on the surface. Allied aircraft were everywhere.
I do not need in OHII to use my Schnorchel and can sail at rest in 1943 - 1944 - 1945 on the surface and meet no aircraft or a few of them.


....'Die Hölle der Biscaya', that would be very, very great, if implemented (Airplanes all day and night) :yep:

Trevally.
03-26-12, 06:28 AM
Hello Trevally, your work is grat. But it is please possible to make OHII harder and more realistic? I wish a campaign like in GWX. In 1943 (in 1944 and 1945) was almost impossible to across Biscay on the surface. Allied aircraft were everywhere.
I do not need in OHII to use my Schnorchel and can sail at rest in 1943 - 1944 - 1945 on the surface and meet no aircraft or a few of them.

....'Die Hölle der Biscaya', that would be very, very great, if implemented (Airplanes all day and night) :yep:

Hi guys:salute:

I will have a look at this soon:yep:
I am wary adding plane too close to player harbours - if 2 or more fly over your port (within 30km), there is a good chance of a ctd:dead:

After I have finished with Monusn Gruppe - I will do some tests:up:

Trevally.
03-26-12, 10:24 AM
Open Horizons II V1.8
see post 1 for download
:|\\


With this version - there have been many small issues fixed (see below).

The main change is with getting an upgraded boat. These have now been fixed by date as well as Kapitäne performance (kills and renown).
You will not now get a type C until you reach Western Aproaches or Mare Nostrum. The C/41 is also liked to campaign - TurningPoint.
When starting WA and TP - the first objective will be in your old boat. It has be kitted out in the new gear for you to train your crew before they get their hands on the shiny boat. You will get your new boat when you return to port.

Note1: If you start these campaigns by silentotto, you will start with the new boat but still have to do the training mission.
Note2: As with TotWP - you must select mission request with the KMO in the bunker for these training missions. This is the only way to make the campaign to give you self updating objectives.
Note:3 You will be flown to Kiel to collect your new boat - after you have finished the training and set off on your second objective - your port will change to where it should be (radio message and map icon will tell you where).
Note4: If you do not get a new boat with these campaigns - Be More Aggressive:arrgh!:

Change log:-
OHII v1.8
Fixed error in messages for patrol12 in TotWP
Removed spawning in Scapa during Raid mission
Attached DDs to BB group for scapa raid
Adjusted text for Baltic Operation in CoastalWaters
Fixes speed nodes in common layer for MN, DW, WA
Fixed ship hitting pier (Kiel) in playerbases MN, DW, WA
Set U-boat to campaigns when using silentotto and campaign progress
CW - typeA
HT - typeB (if enough kills in type A)
MN & WA - typeC
TP - typeC41
Set Flotilla to start in Kiel for 1 day before switching to Med (16/3/41) MN
Fixed date for flotilla switch in DW to leave Toulon 16/9/42
Changed start date of BS GSR WS in WesternApproaches to 20/3/41 but only after passing the Training mission prior to getting type C
Added new objective to WA - 20/3/41 to 28/3/41 - Training Drills - 1 point
Added KSCSN3SA1 to Venezuela roster (this make MO and OHII work together without class errors
Set flotilla stitch to Kiel in TurningPoint (switch back after getting new boat) and added Training Mission prior to getting C/41
Stopped uboat (for re-supply) from moving during theblackpit TotWP mission10.
Also made supply an objective of the style "drop of supplies" and made AI U-boats start from further away and more staggered arrival when attack starts.
Added tankers to South America Supplies in DistantWaters campaign
Fixed all missions in DistantWaters where they were very very wrong
Fixed playerbases.mis for OHII base in campaigns CW and TBP
Added Rongels lights to HOSP ships - thanks Rongel
Added Rongels fix to NMFMPC_Z full and ships only

As always - start a new career
If you want to keep your career - install in port and full changes will happen when you progress to next campaign.

If you are playing Mare Nostrum, Western Approaches or Turning Point - you may get ctds if you continue you campaign after installing v1.8. This is due to some cfg files that have been changed and may result in your save games not working. Either atart new career or wait untill the next campaign before updating.

TheDarkWraith
03-26-12, 10:27 AM
One more question:)
How do I change the number of "item materials"?
For the map there are only 11 and now I need to make it 12 to add the new map:hmmm:

http://img16.imageshack.us/img16/9452/itemmaterial.jpg

Find that entry (Map) in \data\Menu\Pages\page in question.ini file. You'll see a bunch of sub-entries under it. i.e.:

[G3F I15]
Name=Pause
Type=1032;Button
ItemID=0x3F010009
ParentID=0x3F010000
Pos=476,61,18,15
Zone= 988 119 18 15 0 1 0x3F01001B 0.5 0 0x3F010009 -0.5 2 0 0
Color=0xFFFFFF32
Materials=4
Display=0;No stretch
Mat 0=data/menu/gui/layout/bkgr.dds
Mat 1=data/menu/gui/layout/bkgr.dds
Mat 2=data/menu/gui/layout/bkgr.dds
Mat 3=data/menu/gui/layout/bkgr.dds
MatFlags=0x1
TexFmt=0x0
Font=4
Text=2708
TextFlags=0x1
StatesColors=0xB0B0B0FF, 0xAAAAAAFF, 0xFFFFFFFF, 0xFFFF00FF
ToolTipText=2210
ToolTipBox=0x3F01000E, 0x0


Change the Materials= to the number of materials you need (12 in your case)
Add Mat x entries (Mat 12=some path for your case) for the corresponding materials :up:

Trevally.
03-26-12, 10:47 AM
Find that entry (Map) in \data\Menu\Pages\page in question.ini file. You'll see a bunch of sub-entries under it. i.e.:

[G3F I15]
Name=Pause
Type=1032;Button
ItemID=0x3F010009
ParentID=0x3F010000
Pos=476,61,18,15
Zone= 988 119 18 15 0 1 0x3F01001B 0.5 0 0x3F010009 -0.5 2 0 0
Color=0xFFFFFF32
Materials=4
Display=0;No stretch
Mat 0=data/menu/gui/layout/bkgr.dds
Mat 1=data/menu/gui/layout/bkgr.dds
Mat 2=data/menu/gui/layout/bkgr.dds
Mat 3=data/menu/gui/layout/bkgr.dds
MatFlags=0x1
TexFmt=0x0
Font=4
Text=2708
TextFlags=0x1
StatesColors=0xB0B0B0FF, 0xAAAAAAFF, 0xFFFFFFFF, 0xFFFF00FF
ToolTipText=2210
ToolTipBox=0x3F01000E, 0x0


Change the Materials= to the number of materials you need (12 in your case)
Add Mat x entries (Mat 12=some path for your case) for the corresponding materials :up:

Thanks again TDW:DL

gap
03-26-12, 11:14 AM
Open Horizons II V1.8
see post 1 for download
:yeah:

Note4: If you do not get a new boat with these campaigns - Be More Aggressive:arrgh!:
:rotfl2:

dcb
03-26-12, 12:57 PM
Open Horizons II V1.8
see post 1 for download

Hooray!:woot:
Thanks Trevally! Downloading now:salute:

mikaelanderlund
03-26-12, 01:07 PM
:rock::rock::rock:

:salute: Thanks!

Echolot
03-26-12, 01:34 PM
Thank you much, Trevally.

:salute:

PS Thanks to Rongel, uekel, sober, thfeu58, TDW too.

quink99
03-26-12, 01:56 PM
What a pleasant surprise!

I'm on the way to get it now. Thanks to you all who are involved with this great MOD.

Sepp von Ch.
03-26-12, 02:34 PM
Open Horizons II V1.8
see post 1 for download
:|\\




Hello Trevally! Splendid work, thank you very much!:salute:

volodya61
03-26-12, 03:15 PM
Thx, Trevally! It's a great step forward, and when to wait for the next - Monsun Campaign.
I'm very sorry by my English

Swat
03-26-12, 05:20 PM
Just read the changelog - you just nailed it again. Great work. Does "Removed spawning in Scapa during Raid mission" have anything to do with ctd's around Scapa when attacking other ships there? Anyway thank you very much.

misha1967
03-27-12, 12:18 AM
Trev, just a silly question because I've gotten lost in all of the pages of this thread:

The secondary missions, are they present in all of the primary missions or just some of them? I'm asking because I haven't seen one yet even though I dutifully talk to the KMO about every mission and "Request Mission" from the map, then exit by closing the map with the "X" (only way I've found to close it).

Granted, I've been so busy tweaking, adding mods, restarting (because you release a new OHII every other day :O:, just kidding) that I haven't requested any missions other than "Baltic Ops" and the "East Coast of England" one.

I just want to be sure that I'm not missing out :DL

Serge65
03-27-12, 01:13 AM
Hi, guys!
I'm now at a turning point (1943-06-12), and drew attention to the following:
1. All US airbases has end date 19420631, the sky is empty
2. In P38J no sound (I have a fixed AFB_P38J.dsd, came the sound)
3. In order new planes began to fly (P38, B-17 and others), not enough to write to the folder "Roster", they still need to write to the folder "Land".
Sorry for my english.

Trevally.
03-27-12, 03:08 AM
Does "Removed spawning in Scapa during Raid mission" have anything to do with ctd's around Scapa when attacking other ships there?

I do not think it will stop the ctd as they seem to be linked with torps hitting.
Removing the spawning of ships will help with lag in scapa. There are many ships, mines etc in scapa and if a convoy spawned it would hit your fps:up:

Still the only fix for the ctd is to go to map view just before torps hit.

Trevally.
03-27-12, 04:53 AM
Trev, just a silly question because I've gotten lost in all of the pages of this thread:

The secondary missions, are they present in all of the primary missions or just some of them? I'm asking because I haven't seen one yet even though I dutifully talk to the KMO about every mission and "Request Mission" from the map, then exit by closing the map with the "X" (only way I've found to close it).

Granted, I've been so busy tweaking, adding mods, restarting (because you release a new OHII every other day :O:, just kidding) that I haven't requested any missions other than "Baltic Ops" and the "East Coast of England" one.

I just want to be sure that I'm not missing out :DL

Hi misha, here is how the Campaign Objectives and Missions Objectives work.


When you talk to the KMO you get to select a Camapaign Objective
http://img215.imageshack.us/img215/6822/72875406.jpg

These objectives are the main part of the campaign and passing these will give you campaign crosses.
For this one - all you have to do is sink 30,000t and 3 tankers.
This must be done within the shaded patrol area.

When you click request mission - It will give you the secondary objective (Mission Objective).
http://img444.imageshack.us/img444/8055/94131080.jpg

These are marked by the orange icon.
So this is a mission objective within the Camapign objective.
When you exit - yes by clicking the X and ask to go on patrol - you can check your Campaign Objective on your map and check your Mission Objective in the patrol log.
http://img442.imageshack.us/img442/4827/47548908.jpg

Here you see the Camapagn Objevtive - Caribean Oil and you Mission Objective - Reach the South American coast.
Camapaign Objective = sinke 30,000t and 3 tankers
Mission Objective = reach area marked by orange icon

In this next image, you can see what is going on with the Missions.
http://img594.imageshack.us/img594/8506/missionsj.jpg

When you get to the area 1 (circle) you ill have reached the mission objective area and get 200 renown.
A trigger will then kick in and give you a new mission objective - 3 (patrol CS1)
here you have to sink any ship within that circle.
If you do sink a ship in the area - you will get more renown points and a new message.
the new message will tell you to go to the next area (patrol CS2) and sink another ship - the message will also tell you that if there are lots of traffic where you are, you can stay there.

If you fail these missions you will be told to move and , yip you guessed it "be more aggresive:arrgh!:"

Marker 2 - is the area for you Camapign Objective - so doing these missions will count towards the ships required for that.

:up:

Trevally.
03-27-12, 04:56 AM
Hi, guys!
I'm now at a turning point (1943-06-12), and drew attention to the following:
1. All US airbases has end date 19420631, the sky is empty
2. In P38J no sound (I have a fixed AFB_P38J.dsd, came the sound)
3. In order new planes began to fly (P38, B-17 and others), not enough to write to the folder "Roster", they still need to write to the folder "Land".
Sorry for my english.

Ah thanks Serge65, I will check that out:up:

tonschk
03-27-12, 06:00 AM
:salute::DL:yeah::rock::woot::up: :sunny: Trevally :sunny::salute:
Open Horizons II V1.8
see post 1 for download
:|\\.

Swat
03-27-12, 06:45 AM
I do not think it will stop the ctd as they seem to be linked with torps hitting.
Removing the spawning of ships will help with lag in scapa. There are many ships, mines etc in scapa and if a convoy spawned it would hit your fps:up:

Still the only fix for the ctd is to go to map view just before torps hit.
All right. Still spectacular anyway. Every fps counts. Thank you.

Txema
03-27-12, 06:52 AM
Hi Trevally !

Thank you very much for the explanation !

I have only one suggestion: don't you think that it would be more intuitive to use the terminology mission-objective the other way around ?

I mean...


When you talk to the KMO you get to select a MISSION
http://img215.imageshack.us/img215/6822/72875406.jpg

The MISSIONS are the main part of the campaign and passing these will give you campaign crosses.
For this one - all you have to do is sink 30,000t and 3 tankers.
This must be done within the shaded patrol area.

When you click request mission - It will give you the mission objectives (OBJECTIVES).
http://img444.imageshack.us/img444/8055/94131080.jpg

These are marked by the orange icon.
So this is an OBJECTIVE within the MISSION.
When you exit - yes by clicking the X and ask to go on patrol - you can check your MISSION on your map and check your OBJECTIVE in the patrol log.
http://img442.imageshack.us/img442/4827/47548908.jpg

Here you see the MISSION Caribean Oil and your OBJECTIVE Reach the South American coast.
MISSION = sink 30,000t and 3 tankers
OBJECTIVE = reach area marked by orange icon

In this next image, you can see what is going on with the OBJECTIVES.
http://img594.imageshack.us/img594/8506/missionsj.jpg

When you get to the area 1 (circle) you ill have reached the OBJECTIVE area and get 200 renown.
A trigger will then kick in and give you a new OBJECTIVE - 3 (patrol CS1)
here you have to sink any ship within that circle.
If you do sink a ship in the area - you will get more renown points and a new message.
the new message will tell you to go to the next area (patrol CS2) and sink another ship - the message will also tell you that if there are lots of traffic where you are, you can stay there.

If you fail these OBJECTIVES you will be told to move and , yip you guessed it "be more aggresive:arrgh!:"

Marker 2 - is the area for your MISSION - so doing these OBJECTIVES will count towards the ships required for that.

Trevally.
03-27-12, 08:48 AM
Hi Trevally !

Thank you very much for the explanation !

I have only one suggestion: don't you think that it would be more intuitive to use the terminology mission-objective the other way around ?

I mean...

Hi Txema and thanks for you suggestion:salute:

yes - I think you are correct here and perhaps I have been confusing people:doh:

Within the ME2 they are called -
Campaign Objectives
Missions Objective

My poor English, bad spelling and lazy typing always causes me issues:D

vlad29
03-27-12, 12:43 PM
Thanks Trevally for the update:yeah:
Don't You know if Uekel's 'mtns' should be updated also or the current 1.8e version is still actual?

misha1967
03-27-12, 02:59 PM
So THAT'S what that orange box is for! :DL I always just thought that it was a part of the primary objective, and since it just disappears when I reach it, I never gave it a second thought.

Again: The only mission I've run so far (apart from Baltic Ops) is the East Coast of Britain and I didn't notice any new messages when I reached the orange icon there. Is this the way that Campaign Mission is designed or should I be looking for something else?

Trevally.
03-27-12, 03:38 PM
Again: The only mission I've run so far (apart from Baltic Ops) is the East Coast of Britain and I didn't notice any new messages when I reached the orange icon there. Is this the way that Campaign Mission is designed or should I be looking for something else?

No - they are not all like that.
Some will just end when you pass them and only give you a message if you fail.

Some - like in The Black Pit, control battles with wolfpacks.
These mission allows within the camapign a lot more dircet control when making them. The campaign flows from all the pre built layers, but missions can have triggers and events:up:

misha1967
03-28-12, 01:43 AM
Thanks, Trev, you are, as always, excellent! :up:

I may have found a small "issue" with 1.8 but, then again, it may be just me.

I ran a new career with 1.7 and finished the Baltic Ops. Then you published 1.8 at the exact same time that I was in port after that one, so I upgraded to 1.8 before starting my next mission, the East Coast of Britain one.

Everything went well, I got the Iron Cross marker for the Baltic Ops and still had it after the upgrade to 1.8, but when I set out for my second patrol, the "orange icon" (secondary mission) was still placed in the Baltic although my current mission was marked as the East Coast one, and I know for a fact that that secondary mission icon is supposed to be just off the East Coast of Britain for that mission.

I haven't had time to start all over from the beginning since I'd have to go do the Baltic Ops again, but I was wondering if there was some bit of the code for 1.8 that makes the "reach this point in the Baltic" still be tied to the "East Coast" campaign mission. I suppose I could make a picnic detour around the beautiful Island of Bornholm prior to entering the North Sea but, you know :03:

Just wondering. I can always roll back to 1.7, but I thought you might want to take a look at that.

Trevally.
03-28-12, 02:37 AM
Thanks, Trev, you are, as always, excellent! :up:

I may have found a small "issue" with 1.8 but, then again, it may be just me.

I ran a new career with 1.7 and finished the Baltic Ops. Then you published 1.8 at the exact same time that I was in port after that one, so I upgraded to 1.8 before starting my next mission, the East Coast of Britain one.

Everything went well, I got the Iron Cross marker for the Baltic Ops and still had it after the upgrade to 1.8, but when I set out for my second patrol, the "orange icon" (secondary mission) was still placed in the Baltic although my current mission was marked as the East Coast one, and I know for a fact that that secondary mission icon is supposed to be just off the East Coast of Britain for that mission.

I haven't had time to start all over from the beginning since I'd have to go do the Baltic Ops again, but I was wondering if there was some bit of the code for 1.8 that makes the "reach this point in the Baltic" still be tied to the "East Coast" campaign mission. I suppose I could make a picnic detour around the beautiful Island of Bornholm prior to entering the North Sea but, you know :03:

Just wondering. I can always roll back to 1.7, but I thought you might want to take a look at that.

Thanks for the info misha:salute:

Yes - this is a mastake I have made.
The error will happen with Base - Environ and New Ships

I will post a fix soon.
It will not effect your game and after you install the fix - it will go back to normal

misha1967
03-28-12, 02:38 AM
OK, I did some more testing regarding the above.

First off, I used the old "Enter_Base" save with 1.8 still enabled and did the upgrade, request new mission etc. from within the game. It accepted my new East Coastal Waters as my new campaign mission, but my secondary "orange icon" goal was still in the Baltic just East of Bornholm.

So I rolled back to 1.7 (I have a lot of .mep files for that sort of thing) and used the Enter_Base save again. Same result. Baltic Ops was completed, East Coastal Waters accepted as my new mission with the orange icon placed correctly when I requested the mission, but when I started the patrol, the orange icon was in the Baltic again.

So I exited and loaded the last save BEFORE I returned to Kiel, accelerated until I could dock at Kiel, upgraded boat, requested new mission, everything fine and the orange secondary mission icon is on the east coast of Britain UNTIL I started the patrol when it went back to the Baltic again.

I don't know what to do now short of starting all over again and hoping that I won't have to go to Poland before every single patrol for the rest of the war.

[Edit: Damn, Trev, you beat me to it! Do you EVER sleep? :yeah:] Yes, I'm using Base+Enviro for now because I just don't have enough RAM for the ships. You just ROCK!!]

Trevally.
03-28-12, 02:58 AM
Thanks Misha:oops:

What happen was -

When I make these missions - I have to make a new layer in the campaign. This layer has all the info for the mission. When finished, I have to move it away from the layer to another part of the game and link it through cfg files. This way that layer will only load when you click the request mission button.

With this one - I forgot to delete it after moving and it is being loaded with the campaign layers:doh:

The patch to fix it will (when unzipped) have one for each of - base, environ and ships. So use the one for the setup of OHII that you use:up:

Trevally.
03-28-12, 03:10 AM
Patch1 for V1.8 base or environ or new ships only
https://rapidshare.com/files/2311070207/OHIIv1.8_base_enviro_ships_patch1.7z

:up:

Echolot
03-28-12, 05:36 AM
Hello Trevally.

I'm not happy with the terrain changes in OH II (sorry sober) but everytime I install OH II the terrain around Kiel seems to be broken.

Would it be possible to make the Kiel-Kanal changes optional again plz?

Everytime a new version is out I have to delete a few files and folders and I don't know exactly maybe I break some other stuff or features.

Many thanks in advance.

Regards.

Echol:-?t.

Trevally.
03-28-12, 05:41 AM
Hello Trevally.

I'm not happy with the terrain changes in OH II (sorry sober) but everytime I install OH II the terrain around Kiel seems to be broken.

Would it be possible to make the Kiel-Kanal changes optional again plz?

Everytime a new version is out I have to delete a few files and folders and I don't know exactly maybe I break some other stuff or features.

Many thanks in advance.

Regards.

Echol:-?t.

Hi Echolot:salute:

Can you post some screen shots of the issue so I can see what is happening.

thanks:DL

Echolot
03-28-12, 05:44 AM
Of course, give me some time plz, will send you the shots per pm.

:salute:

Edit: You got pm.

misha1967
03-28-12, 03:21 PM
Patch1 for V1.8 base or environ or new ships only
https://rapidshare.com/files/2311070207/OHIIv1.8_base_enviro_ships_patch1.7z

:up:

You are one AMAZING man, Trev! A fix so quickly! Thanks! :salute::up:

THE_MASK
03-28-12, 11:30 PM
Hello Trevally.

I'm not happy with the terrain changes in OH II (sorry sober) but everytime I install OH II the terrain around Kiel seems to be broken.

Would it be possible to make the Kiel-Kanal changes optional again plz?

Everytime a new version is out I have to delete a few files and folders and I don't know exactly maybe I break some other stuff or features.

Many thanks in advance.

Regards.

Echol:-?t.Sounds like you have leftover files from a previous mod .
Step by step
Save your mod profile using the mod enabler
Unenable all the mods by clicking on disable all mods
Uninstall SH5 but keep saves .
Reinstall SH5
Patch to 1.2
Load your mod profile by clicking on load mod profile with the mod enabler .
should take no more than 10 minutes .

misha1967
03-29-12, 02:11 AM
OK, now I'm at my wits' end, Trev

I installed the fix you put up there for base+enviro, and loaded up the save where I'm in base. I went to the KMO, requested the East Coast mission, and the secondary mission icon showed up where it was supposed to.

I then started the patrol and boom, the secondary mission icon had been moved back to the Baltic.

I don't know what I'm doing wrong here, but something ain't doing what it's supposed to.

[EDIT: And, just to make sure, I went ahead and loaded an earlier save from when I was returning from the Baltic just to make sure that I'd completed the secondary mission objective before I returned. I had. The orange icon was gone in that save. Actually, "Patrol the designated area" was marked as completed twice in the Captain's Log, which I thought a bit odd, but I don't know if it's relevant. Also, that career was started the usual way by skipping the tutorial, starting up in the base and selecting the Baltic as my first patrol.]

My mod soup, just in case:


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

Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
No Damn Bubbles, No Damn Halo Mod
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Sounds V2.1
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Stormys DBSM SH5 v1.3 Basemod (no beards)
Stormys DBSM SH5 v1.3 additional crew sounds beta6 and hotfix (no beards)
sobers best ever fog V9 SH5
Small_trees_SH5_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 (for Sober Fog)
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
Critical hits 1.1 Torpedos
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
OPEN HORIZONS II_base v1.8
OPEN HORIZONS II_enviro v1.8
OHIIv1.8 Base+environ patch1
OH II Minefield map for TDWs Ui
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers hud sounds V1 SH5
Change days in bunker
stoianm colored exterior mod v2 (low color)
Shadow Improvement ModLR
Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1

Echolot
03-29-12, 04:37 AM
Sounds like you have leftover files from a previous mod .

Thank you sober, but I don't think so.

Everytime I install the game I patch it and make a backup copy of the whole folder.

When I want to cook a new mod soup I disable all mods and delete all files and folders from the game directory except the hydrophone patched exe file, the MODS folder and the jsgme files.

Then I copy over all the files (except exe) and the data and support folder from the previous copied backup.

This works every time and I never had problems with.

But every time I install OH II or another mod that contains OH II I got the same worse terrain. Have tried many times, only OH II too.

It is not a big prob and maybe it's on my end.

However, thank you for taking so much time with the terrain and improving the game in many ways.

I will look deeper in too.

Best regards.

Echol:hmmm:t.

THE_MASK
03-29-12, 05:12 AM
Thank you sober, but I don't think so.

Everytime I install the game I patch it and make a backup copy of the whole folder.

When I want to cook a new mod soup I disable all mods and delete all files and folders from the game directory except the hydrophone patched exe file, the MODS folder and the jsgme files.

Then I copy over all the files (except exe) and the data and support folder from the previous copied backup.

This works every time and I never had problems with.

But every time I install OH II or another mod that contains OH II I got the same worse terrain. Have tried many times, only OH II too.

It is not a big prob and maybe it's on my end.

However, thank you for taking so much time with the terrain and improving the game in many ways.

I will look deeper in too.

Best regards.

Echol:hmmm:t.
http://i41.tinypic.com/2eb8s52.jpg

Echolot
03-29-12, 06:19 AM
Hello sober.

Plz check your pm box.

Thank you.

Regards.

Echolot.

Trevally.
03-29-12, 02:01 PM
OK, now I'm at my wits' end, Trev

I installed the fix you put up there for base+enviro, and loaded up the save where I'm in base. I went to the KMO, requested the East Coast mission, and the secondary mission icon showed up where it was supposed to.

I then started the patrol and boom, the secondary mission icon had been moved back to the Baltic.

I don't know what I'm doing wrong here, but something ain't doing what it's supposed to.

[EDIT: And, just to make sure, I went ahead and loaded an earlier save from when I was returning from the Baltic just to make sure that I'd completed the secondary mission objective before I returned. I had. The orange icon was gone in that save. Actually, "Patrol the designated area" was marked as completed twice in the Captain's Log, which I thought a bit odd, but I don't know if it's relevant. Also, that career was started the usual way by skipping the tutorial, starting up in the base and selecting the Baltic as my first patrol.]

:hmmm:
I am at a loss as to why this is happening.
I have checked the files for Baltic and Eastern Coast and they are both correct.

Im sure you save game info will not effect this - therefore a restart should not be needed.

I will have a test run and see what happen with me:up:

Trevally.
03-29-12, 02:17 PM
Ok - I think I know what is wrong:yep:

I had to start a new career to test and it is working the way it should for me - So the patch is correct and does work.

The issue you are having is one I did not think of. The error I made cause the Batlic mission to be written into the campaign layers and is therefore save within your saved games as part of the campaign.
It will most likely be within your save game as an objective and set to primary mission. This will cause it to show on your map every time until the campaign data is updated.
This will only happen when you get to Happy Times.

So sorry - only a career restart will fix it in CoastalWaters:oops:

misha1967
03-29-12, 02:53 PM
So sorry - only a career restart will fix it in CoastalWaters:oops:

Nothing to be sorry about, my friend. I'm just complaining about the flavor of the free ice cream here. The fact remains that my SH5 experience wouldn't be half of what it is now if it weren't for you and others putting so very many hours of work into making it better for everybody :up:

As far as restarting goes, it's no big shakes. Done it before, and I'm only at the point where the Baltic Ops mission has been finished, so it's not like I'm losing years of progress. Also, I'm beginning to get the feeling that I've messed with the mod soup enough that a full reinstall of SH5 is in order anyway.

Thanks again for everything that you do! :salute:

Trevally.
03-29-12, 03:15 PM
I am looking for help with the Monsun Gruppe campaign for OHII.

What I am after is information about Allied & Axis bases and convoy/shipping route for the 43 44 years.
If anyone could mark the below map or point be to any good sites - i would be grateful:sunny:

Sorry - large image
http://img28.imageshack.us/img28/6817/indainocean.jpg

THE_MASK
03-29-12, 06:50 PM
Maybe ask Lurker from the SH4 forum if you can use parts of his Monsun mod in SH5 . Here is a mis layer in SH5 Mission Editor 2 .
http://i41.tinypic.com/30v2l5d.jpg

7Infanterie19
03-29-12, 09:55 PM
Congrats again on the new version, Trevally! :salute:

Here's an FYI for you:

I'm not sure if this has to do with 1.8 or 1.7, because I loaded up 1.8 while in the pen before being given Operation Weserubung, and the problem happened during the mission.

Missions are:
-Sink 5 enemy ships within Narvik area
-Sink 3 British ships entering Norway's territorial waters

I had sunk 4 within the Narvik area, including, by chance, the QE Battleship that was heading towards Narvik. These were reflected in the progress bar under the first mission.

On intel from Bdu, I then plotted towards a ghost convoy outside the circle. I found the convoy with one freighter in a circle of escorts like we see with Battleships or Carriers, which I found quite odd. I went ahead and attacked. Immediately upon sinking the freighter, Operation Weserubung completed with both of those two mission's progress bars filled, despite only sinking four ships earlier in the Narvik circle, and despite the second mission's progress bar being empty prior to that due to not having sunk any British ships in territorial waters yet. :o

I read somewhere in this or the old OHII thread that "Sink 3 British ships..." replaced the stock "Sink the battleship in Norway's territorial waters" mission. Maybe there's something related here. Could my sinking of the QE be attached to this in some way due to some lingering data? :hmmm:

And btw, Norway's territorial waters is considered anywhere on Norway's coast from Bergen to Narvik, correct?

Trevally.
03-30-12, 12:02 PM
http://img805.imageshack.us/img805/5233/84096016.jpg

This campaign objective (:O:) is in two part.
Part 1 is to sink ships in Narvik area OR any ship going to go to that area.
Part 2 is ships aroung Norway.

So it is possible to pass this campaign objective without ever getting to Narvik. If you sink ships that were going to go there the the campaign knows this and will pass you to move on to the next.:up:

7Infanterie19
03-30-12, 03:33 PM
This campaign objective (:O:) is in two part.
Part 1 is to sink ships in Narvik area OR any ship going to go to that area.
Part 2 is ships aroung Norway.

So it is possible to pass this campaign objective without ever getting to Narvik. If you sink ships that were going to go there the the campaign knows this and will pass you to move on to the next.:up:

Hmmm .. in your picture, it shows the second part only having to sink one ship: "Sink any British ship entering Norway waters" - Amount (1 ships), while in the description we get when we click on the iron cross, it says we must sink three. By the way, I just noticed it currently says "Sink 3 British ship ..." Now, if it's 3, then ship must be pluralized, but if we actually only need one, then the "3" may be a typo, which would explain what's happening (I think :D) and why I managed to finish that second part of the mission sinking only one ship.

So having said that, I sank 4 ships in the circle (area 1) and one outside the circle (area 2), for a total of five. As per what you said, because the fifth ship was going to that area, it counted for the fifth one that I needed for the first part of the mission, and it did double duty by satisfying the requirements of the second mission if it is indeed a typo, and should read "Sink 1 British ship ..", and not 3. Does that make sense? Am I in the zone of understanding or completely off? :hmmm:

I guess Bdu will start sending me messages from now on saying "Be more efficient!" if I don't continue to knock things off in that fashion. hehehe! :D

Stormfly
03-30-12, 05:36 PM
Immediately upon sinking the freighter, Operation Weserubung completed with both of those two mission's progress bars filled...

Hi Trevalley,

...are there any more of this stupid "instandly ending of the mission triggers" hidden that will teleport you and your immersion back to the menue, or does this allways happen if you complete a campaign ?

...ithink i can renember that this was one of the known, "not solveable problems". :hmmm:

would it be possible adding a "reach patrol zone mission" (which finaly end the campaign if you reach your harbor base area) which is triggered from the last compleded/failed mission ?

i have to admit, that duo to lack of time and new releases, i wasnt able completing a campaign with one of the newer releses til now.

7Infanterie19
03-30-12, 07:41 PM
Hey Stormy, my mistake for not being clear. Sorry about that. :cry:

I was informed that I completed the mission (although for some reason at the moment, I can't remember how - pop up, radio message, etc. :hmmm:), but it didn't send me back to the menu or to the pen after that. It's late March and I was still at sea and able to continue on afterwards.

Cheers!

quink99
03-30-12, 08:57 PM
Gentlemen,

I'm in the middle of my first campaign, Coastal Waters, and I'd like to make some changes to my MOD soup, among them adding real navigation and upgrading OH II v1.7 to OH II v1.8, and adjusting several things in my TDW Options File. To make thesechanges I understand I must be in the bunker.

I am currently near the English coastline just beginning to hunt on this first patrol. To make the above mentioned changes I understand must first return to the bunker, but must I return the normal way by cruising back to the bunker and then jumping through the various hoops or can I just start a new campaign in the bunker and then do the above mentioned items after having disabled all the MODS and deleted the various saved files for the first campaign?

Thanks for your help.

THE_MASK
03-31-12, 12:47 AM
Keil terrain update v2 OH2 SH5
http://www.gamefront.com/files/21487238/Keil+terrain+update+v2+OH2+SH5.rar

Trevally.
03-31-12, 03:54 AM
Hi Trevalley,

...are there any more of this stupid "instandly ending of the mission triggers" hidden that will teleport you and your immersion back to the menue, or does this allways happen if you complete a campaign ?

...ithink i can renember that this was one of the known, "not solveable problems". :hmmm:

Yes Stromfly - that issue is still there and does happen when you fill your campaign bar for a total victory.
So it will only happen at the very end of each campaign.
If you do not fill the capaign bar (with crosses) the campaign will end by date and only finish when you dock.


would it be possible adding a "reach patrol zone mission" (which finaly end the campaign if you reach your harbor base area) which is triggered from the last compleded/failed mission ?

i have to admit, that duo to lack of time and new releases, i wasnt able completing a campaign with one of the newer releses til now.


I have looked at many ways to stop this - but none found so far.
As it only happens with campaign points (crosses) and not missions - adding a return to dock will not work.
The only way to get a campaign point is to
a - sink a ship
b - escort a unit to its destination

Trevally.
03-31-12, 03:59 AM
Hmmm .. in your picture, it shows the second part only having to sink one ship: "Sink any British ship entering Norway waters" - Amount (1 ships), while in the description we get when we click on the iron cross, it says we must sink three. By the way, I just noticed it currently says "Sink 3 British ship ..." Now, if it's 3, then ship must be pluralized, but if we actually only need one, then the "3" may be a typo, which would explain what's happening (I think :D) and why I managed to finish that second part of the mission sinking only one ship.

So having said that, I sank 4 ships in the circle (area 1) and one outside the circle (area 2), for a total of five. As per what you said, because the fifth ship was going to that area, it counted for the fifth one that I needed for the first part of the mission, and it did double duty by satisfying the requirements of the second mission if it is indeed a typo, and should read "Sink 1 British ship ..", and not 3. Does that make sense? Am I in the zone of understanding or completely off? :hmmm:

I guess Bdu will start sending me messages from now on saying "Be more efficient!" if I don't continue to knock things off in that fashion. hehehe! :D

Please post screen shot for this.

Campaign.CampObj.MacroObj 2.PersObj 2.Description=Sink any British ship entering Norway's teritorial waters:hmmm:

Trevally.
03-31-12, 04:06 AM
Gentlemen,

I'm in the middle of my first campaign, Coastal Waters, and I'd like to make some changes to my MOD soup, among them adding real navigation and upgrading OH II v1.7 to OH II v1.8, and adjusting several things in my TDW Options File. To make thesechanges I understand I must be in the bunker.

I am currently near the English coastline just beginning to hunt on this first patrol. To make the above mentioned changes I understand must first return to the bunker, but must I return the normal way by cruising back to the bunker and then jumping through the various hoops or can I just start a new campaign in the bunker and then do the above mentioned items after having disabled all the MODS and deleted the various saved files for the first campaign?

Thanks for your help.

Adding real nav can be done at any time and does not have to be in the bunker - change wil happen staright away:up:

Changing the options file should also be ok:up:

Updating to v1.8 should be done in the bunker - with most upgrade of OH it is ok to stay with your campaign and it will update when progressing to next campaign. With v1.8 there are some cfg changes and this may cause issues , I do not know as I have not tested.

For changing other mods - it depends what they are.

Trevally.
03-31-12, 04:12 AM
Keil terrain update v2 OH2 SH5
http://www.gamefront.com/files/21487238/Keil+terrain+update+v2+OH2+SH5.rar

Thanks Sober:yeah:

quink99
03-31-12, 09:31 AM
Adding real nav can be done at any time and does not have to be in the bunker - change wil happen staright away:up:

Changing the options file should also be ok:up:

Updating to v1.8 should be done in the bunker - with most upgrade of OH it is ok to stay with your campaign and it will update when progressing to next campaign. With v1.8 there are some cfg changes and this may cause issues , I do not know as I have not tested.

For changing other mods - it depends what they are.

Thanks, Trevally!

Good, concise answer. Just what I needed.

7Infanterie19
03-31-12, 10:06 AM
Please post screen shot for this.:hmmm:

Here ya go ...

http://img171.imageshack.us/img171/4893/operationweserubung.jpg

Trevally.
03-31-12, 10:41 AM
Here ya go ...

http://img11.imageshack.us/img11/5760/sh5img20120331163533.png

What version are you using:06:
Please post your mod list:up:

Karaya2
03-31-12, 07:15 PM
looks so great, thx for the hard work!

Trevally.
04-01-12, 02:40 AM
looks so great, thx for the hard work!

Thanks Karaya and welcome to subsim:salute:

Trevally.
04-01-12, 07:57 AM
Monsun Gruppe "43" update

added the following ports to campaign

Porbandar - India/UK
Bombay - India/UK
Mormugao - Portugal
Mahe - Free French
Cochin - UK
Colombo - UK
Tricomalee - UK
Karikal - Free French
Pondicherry - Free French
Madras - India/UK
Yanam - Free French
Visakhapatnam - India/UK
Calcutta - India/UK

Yangon - Japanese
Port Blair - Japanese
Mergui - Japanese
Penang - Japanese
Singapur - Japanese
Batavia - Japanese
Surabaya - Japanese
Manila - Japanese
Hongkong - Japanese
Kobe - Japanese

Darwin - Australia
Fremantle - Australia
Brisbane - Australia
Sydney - Australia
Melbourne - Australia

http://img194.imageshack.us/img194/5530/monsunbases.jpg


So far added 3d ports for Yangon, Port Blair, Mergui and Penang:|\\
I will do this for all the ports.

Sartoris
04-01-12, 08:18 AM
Awesome news, great update!

pedrobas
04-01-12, 08:40 AM
You deserve a prize to the "hard work" Trevally.:woot:

7Infanterie19
04-01-12, 10:29 AM
What version are you using:06:

The latest one - 1.8 Full.

Looking at our pic comparison, we can see that there's definitely a burp somewhere on my side. :hmmm:

Please post your mod list:up:

lol .. are you sure? My soup can feed a family of ten. :D

You can safely ignore anything with "custom" in it, which are usually just my tweaks for over-riding stuff using my preferences. Also, I don't always use the exact original mod names, but that shouldn't confuse things (much).

Here ya go:

01 Audio_No Chronometer Ticking
10 Graphics_No Logo Intro Menu Animation
11 Graphics_Drifter's Damage Control Screen
12 Graphics_Improved Torpedo Graphics
13 Graphics_SubFlags
14 Graphics_Smaller Warship Flags
15 Graphics_Window Lights Redone
16 Graphics_EQuaTool Map Tools Icons
17 Graphics_Church's NavMap - Illyustrator's Version
18 Graphics_SteelViking's Interior Mod
19 Graphics_Sobers Multi Color Interior Mod
20 Graphics_SteelVikings Sky Banding Mod
21 Graphics_Shadow Improvement Mod
21b Graphics_Custom Shadow file tweaks
22 Graphics_Sub Exhaust
23 Graphics_Enhanced Funnel Smoke
24 Graphics_Ail Older Smoke
25 Graphics_Ail Real Size Moon
26 Graphics_Ail Bubbles
27 Gameplay_My Custom Config
28 Graphics_My Custom Emblem Replacement
29 Graphics_Dooms Decks for VIIABC41
30 Audio_German Language Pack
31 Gameplay_No magic skills MCCD compatible
32 Gameplay_MightyFine Crew Mod Stock w Beards
33 Gameplay_More Crew Commands by Dialog
40 Gameplay_HP Further Distance 5000
41 Gameplay_Lite Campaign <<< OHII overwrites this - I kept forgetting to remove it, which I will do on next return to base.
42 Gameplay_Sobers Realistic hydrophone operator
43 Gameplay_Critical Hits for Torpedos
44 Gameplay_Realistic Ammo Amount
45 Graphics_Stoianm Dynamic Environment Basemod
46 Graphics_Sobers best ever fog
47 Graphics_Stoianm EnvWeather v1
48 Graphics_Small trees
49 Graphics_Sobers Base Wave Mechanics v15 <<< to be removed if I end up going with sober's best ever waves (#94f).
51 Speech Recognition MiTon v202
52 TDW_IRAI
52 TDW_IRAI - Custom Adjustment
53 TDW_IRAI_upgrade_to_v_0_0_31
54 TDW_FX Update
55 TDW_DC Water Disturbances
56 TDW_NewUI and TDC 6_9_0
57 TDW_Addons_No hydrophone on surface
64 Submarine Depths Custom Override
65 Gameplay_Stoianm Pitch&Roll Normal
67 Graphics_Custom Das Boot Crew
68 Graphics_Church's Compass Dials - O3
69 Graphics_Custom Compass Relocation
71 Gameplay_Trevally Harbour & Kiel Canal Pilot
72 Gameplay_Trevally Automated Scripts v0.6
73 Gameplay_Trevally TDC Helper Scripts
80 Open Horizens II v1.8
81 Open Horizens II v1.8 Higher Tonnage
83 Open Horizens II v1.8 TDW_Mines_Subnets_Detectable
84 Open Horizens II - Minefield map for TDWs Ui
91 Audio_Stormys DBSM
92 Audio_Stormys DBSM additions
93 Audio_Radio Message Sent Without Sound
94a Graphics_Accurate German Flags
94b Graphics_Clock skin by Naights
94c Graphics_AilClouds
94d Graphics_KZS Hull wetness for U-Boats
94e Graphics_Lifeboats
94f Graphics_Sobers best ever waves v2 (being tested)
94g Graphics_Nozaurio's skins
97 TDW_NewUI Custom Options File Adjustments
98z Change days in bunker
95 Graphics_Dynamic Environment v 2.1 - Skycolor Hotfix #1 (being tested)
96 Submarine Depths Custom Override 2 (being tested)

Cheers! :salute:

Trevally.
04-01-12, 11:51 AM
Looks like your save games are from older versions of OH and until you get to next stage - any update version will not take effect:yep:

Trevally.
04-01-12, 11:54 AM
Ah wait - you are using the higher tonnage mod.
That is why it is sink 3 ships:up:

7Infanterie19
04-01-12, 12:49 PM
Ah wait - you are using the higher tonnage mod.
That is why it is sink 3 ships:up:

Aha! You are right! :up: I just disabled it and tested your theory out, and now it matches your screenshot. So, do you think that the higher tonnage mod has that typo in it? :hmmm:

Looks like your save games are from older versions of OH and until you get to next stage - any update version will not take effect:yep:

And based on this, I see what you mean. That's why it showed the requirements for higher tonnage, but still succeeded based on the stock requirements from the previous version, which didn't use a tonnage mod.

Thanks my friend! There is peace in Modville again. :D

Swat
04-02-12, 07:50 AM
Trevally: I'm kindly asking you for help, opinion or suggestion, because now I really don't know where to dig. I've reinstalled the game, patched it to version 1.2, applied 4 Gb patch to sh5.exe. Started new campaign. I believe I started it properly, Baltic operations as the first mission etc. Everything was working properly untill I decided to complete "Breaking the fortress" mission. I approached Scapa and when I was sneaking in close to the mainland I had ctd. Anyway I loaded the game again and continued my infiltration. Everything went fine untill I reached my intended firing position. When I was getting closer to get better view I had ctd again. And now I can't get past this point, every time I load the game it always crashes to desktop at EXACTLY same spot. I know this game is totally unpredictable, but I'm just asking for ANY idea what to focus on, because I have no clue. I'm trying to keep my mod soup as simple as possible using pedrobas MMM as the main pack+few graphics enhancements. OHII is a must for me, I don't want to play the game without your mod, but I don't want to skip "Breaking the fortress" either, because I think this mission is unique, atmospheric and very intense. I'll be happy for any little suggestion. Thank you and keep up the good work. Here's my mod soup.

MMM p0 - Grossdeutscher Rundfunk
MMM v0.5 Base Mod All In One
No magic skills v1.5 MMM v0.5 compatible
Shadow Improvement ModLR
sobers rusty deck pack SH5
No Umark
Dark_Interior_V1
sobers multi color mod V2
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
sobers best ever waves V2 SH5

Dejsoum
04-02-12, 08:12 AM
It looks great, I have to try it.

Trevally.
04-02-12, 01:24 PM
Trevally: I'm kindly asking you for help, opinion or suggestion, because now I really don't know where to dig. I've reinstalled the game, patched it to version 1.2, applied 4 Gb patch to sh5.exe. Started new campaign. I believe I started it properly, Baltic operations as the first mission etc. Everything was working properly untill I decided to complete "Breaking the fortress" mission. I approached Scapa and when I was sneaking in close to the mainland I had ctd. Anyway I loaded the game again and continued my infiltration. Everything went fine untill I reached my intended firing position. When I was getting closer to get better view I had ctd again. And now I can't get past this point, every time I load the game it always crashes to desktop at EXACTLY same spot. I know this game is totally unpredictable, but I'm just asking for ANY idea what to focus on, because I have no clue. I'm trying to keep my mod soup as simple as possible using pedrobas MMM as the main pack+few graphics enhancements. OHII is a must for me, I don't want to play the game without your mod, but I don't want to skip "Breaking the fortress" either, because I think this mission is unique, atmospheric and very intense. I'll be happy for any little suggestion. Thank you and keep up the good work. Here's my mod soup.

MMM p0 - Grossdeutscher Rundfunk
MMM v0.5 Base Mod All In One
No magic skills v1.5 MMM v0.5 compatible
Shadow Improvement ModLR
sobers rusty deck pack SH5
No Umark
Dark_Interior_V1
sobers multi color mod V2
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
sobers best ever waves V2 SH5

:hmmm:
I would suggest going back to your last bunker save (before you enter your boat)

It looks great, I have to try it.

Thanks and welcome to subsim:salute:

Swat
04-02-12, 03:51 PM
Update: I'm no modder at all, but I'm afraid I found the cause of ctd's in my case. So far on my installation it seems that IRAI is causing the trouble. I'm using pedrobas MMM. I've disabled everything and put OHII in only. No ctd, sunk the capital ship, escaped Scapa. Put MMM back in, crash. Then I tried MMM 0.5 in parts (was using AIO before). Installed first part of MMM v.0.5, no crash. Quit the game and installed second part (where IRAI is included) of MMM 0.5, loaded the savegame, started attacking the capital ship and crashed. Disabled the second part of MMM and no problem at all. So finally I tried to leave only OHII installed and I put TDW's IRAI mod+update in. And it crashed. When I disabled IRAI I could complete the mission again.

Now what to do? Because IRAI is another must have mod. Without IRAI I could do whatever I wanted around Scapa, three destroyers shining at my periscope and doing absolutely nothing. No attack runs, no depthcharging-nothing. They just stand still. It is ridiculous what state this game was released in. That's why such mods like OH and IRAI are making the game worth playing, but now I don't know how to deal with this. I guess I'm gonna skip Scapa mission finally...

Trevally.
04-02-12, 03:59 PM
When you get back to the bunker, after scapa - save and put IRAI back on:hmmm:

pedrobas
04-02-12, 04:04 PM
Update: I'm no modder at all, but I'm afraid I found the cause of ctd's in my case. So far on my installation it seems that IRAI is causing the trouble. I'm using pedrobas MMM. I've disabled everything and put OHII in only. No ctd, sunk the capital ship, escaped Scapa. Put MMM back in, crash. Then I tried MMM 0.5 in parts (was using AIO before). Installed first part of MMM v.0.5, no crash. Quit the game and installed second part (where IRAI is included) of MMM 0.5, loaded the savegame, started attacking the capital ship and crashed. Disabled the second part of MMM and no problem at all. So finally I tried to leave only OHII installed and I put TDW's IRAI mod+update in. And it crashed. When I disabled IRAI I could complete the mission again.

Now what to do? Because IRAI is another must have mod. Without IRAI I could do whatever I wanted around Scapa, three destroyers shining at my periscope and doing absolutely nothing. No attack runs, no depthcharging-nothing. They just stand still. It is ridiculous what state this game was released in. That's why such mods like OH and IRAI are making the game worth playing, but now I don't know how to deal with this. I guess I'm gonna skip Scapa mission finally...
Past 2 days iīve got same problem. At the end i discovered that the users\documents\SH5 was corrupted. Itīs not the first time it happens to me. The only solution for me was reinstalled the game and completely delete the users\documents\SH5. Started new campaing and now itīs working ok in scapa.:doh:

Trevally.
04-02-12, 04:09 PM
Im not 100% sure - but if you change your IRAI setting when in your boat yuo can get ctd. Best to adjust when in bunker.

If MMM has anything other than default settings for irai - removing and then adding irai as a single mod could have this effect:hmmm:

Swat
04-02-12, 04:09 PM
Yeah sure. But this is really weird isn't it. Without mods this game is a very weak beta version I would say so no surprise it is behaving in such an unpredictable way. Maybe TDW could help...The savegame I have there seems to be solid, it always loads up the same layout of enemy wessels in the area. Then I make some 500 meters to spot the capital ship. And during these 500 m that's when the game shuts down with IRAI enabled, without IRAI no problem, but then it is like sightseeing around Scapa only with the difference that we're loaded with torps...

Edit: I didn't touch IRAI settings at all. IRAI is good as it is by TDW. And I just had it installed as a part of MMM. But when the game ctd'ed with MMM part 2 enabled then I was thinking what can be causing this. I checked the readme what part 2 consists of and IRAI cought my eye in first place. And it really seems to be the culprit for now.

Trevally.
04-02-12, 04:11 PM
Past 2 days iīve got same problem. At the end i discovered that the users\documents\SH5 was corrupted. Itīs not the first time it happens to me. The only solution for me was reinstalled the game and completely delete the users\documents\SH5. Started new campaing and now itīs working ok in scapa.:doh:

ah - now I remeber a post by Sober.
He fixed some odd ctds by clearing some memory from the launcher:hmmm:

Swat
04-02-12, 04:23 PM
pedrobas: But how can it get corrupted...? I have a clean installation, did everything in the right order I believe. First patrol was brilliant, everything working to my satisfaction. And then Scapa Flow mission and the atmosphere was blown away in split of a second... I always think what the Ubi guys would have to say if they'd be "standing" in front of this community being asked why this and that is not present in the game... What an early release this game was...

Trevally.
04-02-12, 04:34 PM
@Swat - check this thread http://www.subsim.com/radioroom/showthread.php?t=186989

pedrobas
04-02-12, 04:37 PM
pedrobas: But how can it get corrupted...? I have a clean installation, did everything in the right order I believe. First patrol was brilliant, everything working to my satisfaction. And then Scapa Flow mission and the atmosphere was blown away in split of a second... I always think what the Ubi guys would have to say if they'd be "standing" in front of this community being asked why this and that is not present in the game... What an early release this game was...I think than sometimes during a ctd i corrupts everything, maybe memory related is very posssible. What can we say... this is a piece of crap software.:yep:

Trevally.
04-03-12, 12:05 PM
Updated post one with info for ctds



CTDs
Getting CTDs and have a 32bit os vista/win7. You are most likely running out of ram.
See here http://www.subsim.com/radioroom/showpost.php?p=1751607&postcount=316

Only change you mods when you are in the bunker or you know what you are doing.
Dock in bunker - save game - exit game and make changes - load the game and your saved game.
Now when you go on patrol - the correct file info is loaded for the whole patrol.
Note: If mod change is campaign, crew or boat spec related - you may need to restart your career.

CTDs during Scapa Raid
This is a stock bug and can also happen with the stock campaign when you attack capital ships close to a harbour or when they are classed as "Docked".
It normally happens when you fire your torps and they hit or are about to hit.
A work around is to switch to map view as soon as you have fired your torps and atay in map view until ship sinks.

Swat
04-03-12, 01:31 PM
My game crashes even before firing at exactly the same spot. I have 64-bit Win 7, Core i5 760 oc'ed to 4.07 GHz, GTX 560 Ti and 8 Gb of RAM. Anyway thanks for suggestions Trevally, I'm heading out for testing. Patch from devs would be appreciated but that's a far cry isn't it?:damn:

Sartoris
04-03-12, 01:40 PM
My game crashes even before firing at exactly the same spot. I have 64-bit Win 7, Core i5 760 oc'ed to 4.07 GHz, GTX 560 Ti and 8 Gb of RAM. Anyway thanks for suggestions Trevally, I'm heading out for testing. Patch from devs would be appreciated but that's a far cry isn't it?:damn:

Where does this happen, in Scapa Flow?

bleizi
04-03-12, 04:47 PM
Thx for this work.

Swat
04-03-12, 05:26 PM
Where does this happen, in Scapa Flow?
Now I was playing for about three hours. I started the new carrer, accepted the Baltic mission and I was playing in rather leisure pace having max TC set to 1024 in main.cfg. Sank four ships in Baltic sea, it took me quite some time to find the last one so I've done one refit at Kiel. I've found the last ship finally, sunk it and headed for Kiel straight to the canal. Made it through, past Heligoland. And then I started approaching Scapa from southeast. Made my first save after some three hours of gameplay, untill then the game was rock solid, massive traffic around Kiel, explosions of sunken ships - no problems whatsoever. As I was approaching Scapa I got two destroyers in my sight some 15 km away from me, calm sea, perfect visibility (I know, crazy, but this was a test, right?). I left my nav map and when I was about to take my binoculars the game crashed.

Before I was playing my 'decent campaign' (that's my decent campaign number 5 or 6 already:damn:) and I had one ctd when offshore. Loaded the savegame, made it in and then ctd's with nearly spot on accuracy when approaching the capital ship. No aiming, no firing, could be standing on the bridge or be in nav map, no way I'll get past this point. And that's the same case now when approaching from southeast. Had the same ctd yesterday and the one today at nearly same spot again. There's something terribly wrong with this part of the map and when it is known it is the bug of vanilla game it is irritating even more.

Really bothers me a lot, because without Scapa this game is nearly pointless to me. I hate that gameplay style "well I can not go through here, because the game keeps crashing there..."

pedrobas
04-03-12, 05:33 PM
Now I was playing for about three hours. I started the new carrer, accepted the Baltic mission and I was playing in rather leisure pace having max TC set to 1024 in main.cfg. Sank four ships in Baltic sea, it took me quite some time to find the last one so I've done one refit at Kiel. I've found the last ship finally, sunk it and headed for Kiel straight to the canal. Made it through, past Heligoland. And then I started approaching Scapa from southeast. Made my first save after some three hours of gameplay, untill then the game was rock solid, massive traffic around Kiel, explosions of sunken ships - no problems whatsoever. As I was approaching Scapa I got two destroyers in my sight some 15 km away from me, calm sea, perfect visibility (I know, crazy, but this was a test, right?). I left my nav map and when I was about to take my binoculars the game crashed.

Before I was playing my 'decent campaign' (that's my decent campaign number 5 or 6 already:damn:) and I had one ctd when offshore. Loaded the savegame, made it in and then ctd's with nearly spot on accuracy when approaching the capital ship. No aiming, no firing, could be standing on the bridge or be in nav map, no way I'll get past this point. And that's the same case now when approaching from southeast. Had the same ctd yesterday and the one today at nearly same spot again. There's something terribly wrong with this part of the map and when it is known it is the bug of vanilla game it is irritating even more.

Really bothers me a lot, because without Scapa this game is nearly pointless to me. I hate that gameplay style "well I can not go through here, because the game keeps crashing there..."
Did you deleted users\documents\SH5 "completely" to let SH5 create a new one, before starting new campaign? It did it to me.:yep:

Swat
04-03-12, 05:40 PM
I had a completely new installation four days ago, with everything deleted and cleaned. And I ended up ctd'ing inside Scapa as previously mentioned.

pedrobas
04-03-12, 05:57 PM
I had a completely new installation four days ago, with everything deleted and cleaned. And I ended up ctd'ing inside Scapa as previously mentioned.Well if you want you can try what i say, donīt reinstall the game, just delete the SH5 in your documents folder, at the end what do you have to lose :o

dpajic
04-04-12, 12:19 AM
I also had a problem in a Scapa ( and while at time compression as well) when running under open horizon II 1.8. I deleted SH5 Folder (from DOCUMENTs )to let SH5 make a new Folder after that. I also looked to delete a files from Ubisoft Game Launcher ( Under folder CACHE) but there was no file to be deleted or modified. Nothing really changed after. Under update 1.7, I didnt experience a problem in Scapa at all. But I do get a sudden CTD when at Time Compression at 1024 for about 15 minutes of gameplay. I think that under 1.8, CTD was worsen for some reasons. :cry:

Here is My mod List:

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

Dynamic Environment SH5 Basemod (light) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
IRAI_upgrade_to_v_0_0_31
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
U-boat Historical Specifications 1.7 for TDW Mods
OPEN HORIZONS II_base v1.8
OPEN HORIZONS II_enviro v1.8
OHIIv1.8 Base+environ patch1
OHII Higher Tonnage Objectives for v1.8
OH II Campaign Radio Messages v4
OH II Minefield map
AI_sub_crew_1_0_2_TheDarkWraith
AilBubbles 1.0 Micro
AirTorpedoes
Change days in bunker
Cerberus62 Corrected Depth Charge Projector 1.0
dials_briklebritt
DBM_Alarm_BackGrnd_Video_Widescreen
Enhanced FunelSmoke1.2_by HanSolo78
Old Style Explosions V1.1
R.E.M_by_Xrundel_TheBeast_1.2
Radio_Messages_1_2_0_German_Voices
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.8)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5

Smodu
04-05-12, 04:20 AM
Nice mod!:)

Swat
04-05-12, 05:49 AM
No need to make a new thread because of this. But is there any way how to fix this? The sea is calm, boat is going straight with minimum movement and when I put the binoculars down I end up like this.
http://img-upload.ic.cz/images/5ndohlpdhxp23cql1dfq.jpg (http://img-upload.ic.cz/images/5ndohlpdhxp23cql1dfq.jpg)