View Full Version : [REL] Open Horizons II
Trevally.
11-21-11, 04:40 PM
http://www.subsim.com/radioroom/picture.php?albumid=385&pictureid=4516
Continued from this thread http://www.subsim.com/radioroom/showthread.php?t=182964
and this one http://www.subsim.com/radioroom/showthread.php?t=185409
*** This mod is not to be used in whole or part within another mod or changed without permission from Trevally (PM me - if no answer is received, do not assume this means yes)
Parts of this mod have been made by other members of subsim and their permission will be required to use their work (see list)***
************************************************** ******
This mod is free for download and use by any member of Subsim or owner of SH5
Please post a comment if you enjoyed it.
Thanks - Trevally
************************************************** ******
DOWNLOAD HERE
Open Horizons II v2.5 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3337)
PATCH for Open Horizons II Full v2.5 - Patch 1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4438) to fix patrol messages by Sober
This mod is developed by me (Zedi) and Trevally with the kind help and contribution of many friends around subsim: TheDarkWraith, Reaper07, SteelViking, Uekel, Rongel, Stormfly, AOTDMadMax, stoianm, Obelix, TheDivingDuck, Gap and TheBeast. There are many contributor to this mod, if I left out anyone is not intentional and I apologize in advance for this. Also many thanks to Ruby2000 and Ustahl for testing the mod while under developement, they helped a lot in tracking down problems and have them fixed.
Changed mod name because some of the german players found a bit weird the naming "Das Campaign". This mod is a improvement over my first attempt to create and extended campaign, Open Horizons (http://www.subsim.com/radioroom//showthread.php?t=178257).
The mod is in public beta test. Instead of releasing patches that sould solve problems reported by the players, we decided to release a public beta test version first. After gathering bug reports and fix them all, we will release a final version. Hopefully this will happen soon.
More good news:D
I have been awarded a badge for best mod/modder of 2013:shucks:
I want to donate this award to OHII as it is the thing that deserves it - not me.
So thanks to everyone who has work on and given time, mods and advice:sunny:
Zedi TheDarkWraith Reaper07 SteelViking, Uekel Rongel Stormfly AOTDMadMax stoianm
obelix TheDivingDuck Gap TheBeast Sober Thfeu58 Cybermat privateer Obilex Illyustrator
Targor SilentSteel Cerberus Ruby2000 ustahl Echolot Serge65
sorry if I missed you ======================================Features==== =========================================
FEATURES:
Mines, nets, icebergs, dolphins, buoys, whales. *
Improved port defense in enemy harbor, Scapa Flow will get special attention.
New (imported) ships. ** + Cerberus ship mods
Reworked (and new) missions
- All missions requiring to hunt escorts and capital ships are modified or removed.
A lot of important convoys will be added into the campaigns at their exact historical date.
SH5 campaign extended up to 1945.
New campaign covering the 43-44 timeframe.
Reworked port traffic with buoys.
Improved convoy traffic with ships from all nations, neutral ships.
Better wolfpacks
More varied secondary missions
New terrain around Kiel and the canal ***
Campaign radio messages (requires TDWs Ui (http://www.subsim.com/radioroom/showthread.php?t=166093) or his Radio mod (http://www.subsim.com/radioroom/showthread.php?t=185645))
New planes ****
New Campaign "Monsun Gruppe"
Japanese Ships, Villages, Planes, Church and Fishing Village#
Over 30 new ports and 2 new U-boat bases
Whales (There she blows)#
Barrage Balloons
New boat type IX (stats only) for use with Monsun Gruppe##
* Imported by TDW. Buoys made by TheDivingDuck for SH3 ** List of contributors here (http://www.subsim.com/radioroom//showthread.php?t=182667) and here (http://www.subsim.com/radioroom//showthread.php?t=183904)
*** Credit to Sober and Thfeu58 for permission to use their terrain work.
**** Thanks to TheBeast and AOTD_MadMax who Modified/Imported to SH5 from SH4.
* All new Japanes Ships (16 new), planes (3), Villages etc by Uekel
# Whales by Ref/Bigboywooly and updated and imported with new look and sounds by Gap
## New boat (IX) by FromHell
Adding the new campaign Monsun Gruppe has been fun. It would not have been possible without all the help I got from the many great members here at subsim.
I would again like to credit AOTD_MadMax for his Catalina plane and Hansolo for his smoke used in the new ships.
A very special thanks to Uekel who gave so much to this update, both in time and advice. The many new units has made this update and without them I would have not made it
Also a big thanks to Gap who, as Uekel must have spent many hours helping me. He has kept me historicaly on course when I was wanting to steer way off:D
WISHLIST - unfinished features
Redoing the crew story line, character development.
====================================== UPDATE LOG ===========================================
Update Log.
New Updates 07/08/11
Added new terrain for Kiel harbour by Sober
Added more and better flags by Rongel
New Updates 13/08/11
Released a new add-on mod "OH II Terrain Add-on"
By Sober Thfeu58 and Trevally
New Updates 17/8/11
Merged tearrain addon by sober (http://www.subsim.com/radioroom/showthread.php?t=186632) anf thfeu58 (http://www.subsim.com/radioroom/showthread.php?t=168545&highlight=harbour+terrain+flag) into full and base
fixed MN campaign
fixed Coastal Waters campign (missing map id)
added buoy fix by sober to full and base (buoys will not show through objects)
added ship dds fix by sober to full and base
update OH II v1.2
Added rongel fix for flag.dat
Fixed errors in defside.cfg
Added flag.dat fix by TDW
Fixed coastal waters - points and brief
Changed Mines and sub nets so they can not be heard by hydro
Fixed errors in roster
add campaign image to main menu
Update OH II base v1.2.1
Fixed roster where it caused errors in ME2
Update 05/09/11 v1.3
re-worked scapa for better fps
fixed subnets in scapa flow (thanks again TDW) Edit: When game first load the subnets will start with a few meter sticking out of the water. This will last only a few moment and the will sink to the correct level where only the floats will be seen on the surface.
Rongels frozen flag fix
fixed silent (hydro) coastal ships - (type from 104 to 108)
made fishing boats and tugs silents in hydro and no hydro line on map - (type from 108 to 104)
OH II v1.4
Fixed missing engine sound - Thanks Stormfly for the fix
Fixed museum ctd due to zombie ships - Thanks Rongel
Added Rongels new Coastal Boat within Fishing layer and playerbases
Fixed Western Approaches campaign points.
Fixed coastal Waters to give more time at start of Operation Weserubung
Fixed issue where most side missions were partol x. Now we have intercept, spy, recon, commando and supply.
Added Rongels Fix to ship kasagisan where graphics and lighting are improved - also its flag is unfrozen.
Added Rongels fix for his coastal boat where damage will now be shown.
Update 15/11/11 v1.5
OHII v1.5
Fixed errors in mission CFG (click click)
Added Uekel fix to frozen flags
Changed scapa mission start date and fixed BB game entry date
Added map marker to HappyTimes SS mission
Fixed errors in base where TDWs validator would show errors for PTElco and Mine_Chain
Added Rongel fix - graphical update that fixes graphical bugs, All ships now use 1024 x 1024 textures, black textured ghost ship, a crash in museum with one Z-ship and few other small tweaks.
Fixed Rommel supplies and OP in campiagn Battle of Med
Added cerberus wonderful ship mod - Thanks Cerberus
Added the OHII campaign radio messages
Fixed Arctic convoy campaign victory conditions
Fixed Op Drumbeat Blitz mission
Fixed The Final Year objectives
Fixed airbase layer in the Med campaigns
Fixed campaign Battle of Med where there was a chance that convoys/traffic would get stuck and backlog - resulting in new ships spawning but none leaving (causes ctd after time (100+ ships))
Added Rongels new ship fixes - mostly dealing with ships draft values, removed the occasional bug where ships are half submerged in harbours. There is also included TDW's shader that gives caustics to both sides of the imported ships.
Fixed Scapa Flow in the Coastal Waters campaign - removed spawn nodes and added direct spawn ships by date. Adjusted spawn area and fixed paths for DDs to match.
Added new option for higher tonnage objectives in each campaign
Update 26/12/11
OHII v1.6
Fixed end dates for campaign AC
Fixed end dates for campaign DW
Added armed merchants to kill count in Coastal Waters for missions where war ships are counted
Fixed airlayer for the black pit and distant waters
Added Uekels improved buoys
Fixed bug where large icebergs were running aground in shallow water
Fixed flotilla dates for Mare Nostrum
Fixed rommels supplies in battle of the med - where there were no attacks on the convoys you must protect.
Re-worded objectives for Operation Weserubung to make them clearer.
Added new ships (base and full) to Germany - clones GR2 type
Added new planes (full and ships) to USA and Germany - .dat type. Big thanks to TheBeast and AOTD_MadMax who Modified/Imported to SH5 from SH4.
Update 11/02/12
OHII v1.7
Fixed traffic layer for happytimes, Arctic Convoys and Black May (base only)
Added Baltic Operation to Coastal Waters
Changed dates for objective in the black pit - TotWP=Sept42 to Dec(mid)42 - BS start moved to Dec42
Increased tonnage for obj TotWP to 110,000t
Added Wolfpacks to TheBlackPit TotWP - 3 sets of missions (see wolfpack attacks in the notes below)
Updated Radio messages for updates to black pit
Adjusted mines and nets and added more DDs to Scapa in CoastalWaters
Fixed ships running into piers in Brest (theblackpit only)
Added Uekel's historical buoys - thanks again Uekel for all your help
Update 26/03/12
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
Update 20/05/12
OHII v1.9
Added new campaign Monsun Gruppe
Credit to:-
AOTD_MadMax New plane Catalina
HanSolo New smoke for imported ships
Uekel:
Whole Japanese Navy and airforce
New Piers
New Fishing Ports
New Villages
New Churches
and a whole lot of help
Gap - For keeping me within historical reality
Update 05/08/12
OHII v2.0
Added Barrage Balloons to harbours
Added Whales by Ref/Bigboywooly and upgraded/imported with new look and sounds by Gap
All campaign objectives remade to remove focus on tonnage - now focus is on patrols
Fixed issue with base for campaign TP
Fixed mod to work with TheBeasts equipment mod
Added new boat type IX (stats only) for use in Monsun Gruppe by FromHell
Made more use of the linked campaign objectives - No more long waits to next objective
Made the Bay of Biscay hell from 43
Added lots more air all over from 43
Added speed fix by Uekel
Added block ships to ScapaFlow (type 1+2)
Added actual convoy info to radio messages
Lots of other small bits and bobs
Update 22/04/2013
OHII V2.1
Added flag fix for russian ships by Rongel
Fixed missions within campaign WA
Fixed common layer - all campaigns
Fixed Willemstad and Oranjestad
Fixed many ports in SA, USA, Canada, UK, Denmark, Sweden and Spain
Fixed all request mission problems (all campaigns)
Fixed the pen where a uboat would scrape your paintwork
Added new port in Spain Cadiz and Las Palmas
Added new ability to resupply your boat from German supply ships docked neutral ports (Ferrol, Vigo, Cadiz & Las Palmas)
Fixed BlackMay cfg error where "TurningPoint43_Defeat" was required to start campaign
Updated the zone.cfg with the new one from TDWs "FX_Update_0_0_21_TheDarkWraith"
Reworked the Baltic objectives to cover the attack on Danzig
Added Type II uboats to campaign
Removed the stock scapa mission
Update 12/05/2013
OHII V2.2
Added updated names.cfg to roster - thanks to Choum for finding and fixing the missing names
Fixed ctd with type II boats
Fixed ctd with sinking Polish ships
Fixed errors around Danzig Bay
Reworked the opening objectives of the war
Added new first base - Memel
Added the new Gryf mine layer (by Gap)
Many thanks to Gap who is always on hand to help and to Volodya and Mike for testing
Fixed lots of ther stuff that I have not listed
OHII v2.3
21/12/2013
Added Serge65 fixes for aeroplane guns - Thanks Serge
Added war start radio messages as campaign messages
Added Rongels fixes for PT boat burning, rendering NMFMPC_Z and some terrain. - thanks Rongel
Added Sobers terrain fixes from v2.2 - Thanks Sober
Fixes bad spelling in Baltic area
Added more risk to the Scapa raid
Added some lithuania ships to Memel adjusted the jumpers
Increased fps when in wilhelmshaven
Removed convoys leaving Kiel when player in port (TG, MN, WA & TP)
Greatly reduced traffic leaving Kiel when player in port(TG, MN, WA & TP)
Added Rongels fix for Taihosan
Fixed the full speed issue with single ships
Fixed the South African flag is upside down when viewed in-game. thanks to Katze for the information
Fixed typo in Distant_Waters\MissionBriefingText.tsr
Fixed mission markers for Soviet Waters in Arctic Convoys
Removed the old and added the new balloons - thanks Gap, privateer and Targor
Added more whales
Reduced fps hit from mines
Added Cybermats Expanded Navies - thanks Mat
Stopped using parts - v2.3 and onward will be full only
10/01/2014
update v2.3.1
this part update is to fix some ctd issues
it also contains some updates that were planned for v2.4
full list of changes will be listed in v2.4 when it is finished
25/01/2014 (Burns night)
OHII v2.4
Added Gaps fix for sound files and some unit IDs that were causing ctd with some mods
Added Serges fix for air units and their guns where IDs were causing ctds with some mods
Updated RUS airbase to:-
The Yak-1 entered service on late 1940 - early 41
MiG-3: entered service on April 1941
La-7: entered service on mid-September 1944
DB-3: in service since 1936
KOR-1: introduced on 1938, retired 1942
MBR-2: in service since 1935
Added new Rus_airbases - Thanks to Volodya for the base info and Serge, Gap and Vlad for plane start dates
All patrol missions back to sink missions so that the mapmarker will work again
23/03/2014
v2.5
added ID fixes by Serge
fixed issue with aeroplanes causing ctd when seen
added Gap's better dolphins
removed GrafZeppelin and used Bogue as clone
Added fix by sober to fix sobers chimney smoke
Added SkyBarons Leigh Lights
Added Illystrators fantastic MarineQuadratKarte mod - please see extra readme.txt in the docs
"Hi, Captains!
MarineQuadratKarte - mod for navigation map.
The release consists of MarineQuadratKarte and additional mods.
Who uses mod IO-StrategicMap, installation of additional mods - Not required. I recommend installing mod ShapeTextures_NO.
Who not uses mod IO-StrategicMap, installation of additional mods - Required.
Mod MarineQuadratKarte install through JSGME in any order. Or a direct replacement Folders "Maps". First save Stock Folder "Maps".
Install OHII and any additional mods supplied in this pack AFTER StrategicMap.
Best Regards!
Illyustrator."
Reworked (with Serge - thanks Serge) all sink missions to patrol missions using the MQK system
====================================== Mod Parts========================================
DOWNLOAD HERE
Open Horizons II v2.5
(http://www.subsim.com/radioroom/downloads.php?do=file&id=3337)
PATCH for Open Horizons II Full v2.5 - Patch 1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4438) to fix patrol messages by Sober
Please see the bottom of this post for versions of OHII translated into your language
Bitte lesen Sie die unten auf dieser Beitrag für Versionen von OHII in Ihre Sprache übersetzt
Kérjük, olvassa el az alján ezen a poszton változatának OHII fordítva az Ön nyelvére
S'il vous plaît voir le bas de ce post pour les versions de OHII traduits dans votre langue
Пожалуйста, обратитесь к нижней части этого поста для версий OHII переведены на ваш язык
Open Horizons Light v3 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3425)
Light v3
This version is just the new campaign objectives and war end 1945
It has no extra ships, mines, fishing boats etc. This version can be used for those who have a low spec PC and cant play the base version.
====================================== Addon Mods =======================================
Addon Mods - install after OHII mod parts and allow overwrite
"TDW_Mines_Subnets_Detectable_in_hydro" - your sound man will hear the mines and nets.
DOWNLOAD (http://www.subsim.com/radioroom/downloads.php?do=file&id=4066)
IX for campaign MG - by fromhell
Add this to your mod list when in the bunker at the start of Camapign Monsun Gruppe
Remove in bunker at the end of campaign/start of next
DOWNLOAD (http://www.subsim.com/radioroom/downloads.php?do=file&id=4065)
All sound mods sh.sdl file by Volodya61
JSGME ready DOWNLOAD (http://www.subsim.com/radioroom/downloads.php?do=file&id=3667)
Addon Mods (download here)- install after OHII mod parts and allow overwrite
Minefield Map - for Any UI (http://www.subsim.com/radioroom/downloads.php?do=file&id=3476) by Silent Steel
Harbour Addition_Environment Enhancement Mod
I would urge all players to also install this mod by HanSolo78 after OHII. Its a great mod and adds much more to your harbours
DOWNLOAD (http://www.subsim.com/radioroom/downloads.php?do=file&id=4302) (this versions was updated to work with OHII v2.4)
====================================== Important Notes=======================================
Important notes.
Installing
The mod is compatible with TDW UI, FX and IRAI. Install OHII last.
JSGME ready.
Starting New Career
Just click "New Campaign" - enter your name and select the first campaign "Coastal Waters". Skip the tutorial.
UPDATE: The tutorial is now working (from v1.7) so you can install your mods and OHII to play the tutorial. If you use TDWs UI, you need to enable the strategic marker on the TIA. You can do this with the options button at the base of the TAI (small target shap button).
If you do have problems with the tutorial - use the info below to start your career.
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
Play Any Campaign
This is done by using the SilentOtto command - see here (http://www.subsim.com/radioroom/showthread.php?t=186227&highlight=silentotto)
Campaign Progress
Within each campiagn (i.e. coastal Waters) there are main objectives to achieve. These will be things like "Patrol the East UK coastal shipping area". As you achieve kills, tonnage is recorded on the progress bar and it will fill so you can keep track of your progress. When the bar is full, you have achieved the objective and will be awarded crosses to fill your campaign bar.
Most of these objectives a time/date related and if you fail to fill the progress bar within that time - you will fail the objective.
Failing the objective will not stop your campaign. You may have some blocked objectives or even blocked campaigns as a result, but your career will continue.
If you finish an objective within the time frame given, a new one will be triggered. If you fail within the time a new one will be triggered. Sometimes there is no trigger and then you may not get a new one untill a later date. When this happens, you should go out and patrol anywhere you like, hunting any ship you like. this is a good time to test your skills by trying some harbour raids etc.
When the time comes for a new objective, you will be sent a radio message informing you that new objectives are ready. You do not need to return to port and select it. You can just go and start the new objective from where you are. You do not need to select an objective from the main briefing map (except Triumph of the Wolfpack and the Training Drills for WA and TP).
When you do select an objective from the main briefing map, you will also be given a secondary mission. This will be thing like "Drop of supplies at area X" see here for an example (http://www.subsim.com/radioroom/showthread.php?t=188171) When you achieve these secondary missions, you will be rewarded with extra renown points that you can use to upgrade your u-boat. If you do not do these secondary missions - there is no penalty.
See here for campaign and mission objectives and how they work Clicky Click (http://www.subsim.com/radioroom/showpost.php?p=1861388&postcount=927)
Campaign Objective - Triumph of the Wolfpack (TotWP)
With version 1.7 and higher, I have added a new type of campaign objective. Now when you play Triumph of the Wolfpack, you will get to take part in actual wolfpacks. This is done using the secondary missions that you get when you request mission in the briefing map as normal. Now for most objectives, this does not matter if you pick these missions or not. With TotWP, they are required.
So to play this campaign objective, click the request button and you will get an orange marker on your map. You then go on patrol as normal - but his time you must sail to these markers. If you meet a convoy while you are heading there and decide to attack it, you should think about re-arming before going to these marker.
If you do dicide to re-arm - goto a near by base and select "refit". If you went back to the bunker do not select end patrol. If you do then you will need to go back to the briefing map and select a new mission. I have only made three of these missions so far and each time you return to port, it uses one up even if you did not go there.
So - when you arrive at the markers a message will be sent to you. These messages can be sent to you by the stock game and so can be read in the captian log button. You can also get them sent by TDWs radio mod. These can be read the normal way and will have a red background (sometimes you may not get one, but will get the other - looking into why this happens). Both these message types will drop your TC to preset number and play a sound. Pay close attention to these messages as you will be told to go to map areas etc. The next stage, when this happens is triggered by you doing the task as in the message. So if you do not check the messages you get - you will not be able to continue the wolfpack attack and be recorded in history as the u-boat that did not show. At some point a message will be sent ordering you and the other boat in the wolfpack to attack. This is always the last order you will be given and you should act on your own data from then on.
Sink em all
Campaign Monsun Gruppe
This campaign was added in version 1.9 and adds the Indian Ocean. Many new harbours, nations and shipping had to be added. Anyone looking to edit this campaign - the files are not common with other campaigns, so must not be shared.
As the campaign is based on the Monsun Boats (http://en.wikipedia.org/wiki/Monsun_Gruppe), I have tried to follow this as much as I could but there are some limitations with the game as it is now.
IX Type boats.
Due to the large distances to get to the Indian Ocean - the IX type boat was used due to its greater range and load out. This type of boat is not in the game yet and if it ever does make it, I will add it then. But for now we are stuck with the type VIIC41.
Refuelling.
Refueling and spares was one of the biggest challenges that the boat faced (other than air attacks) and OHII tries to add this. Resupply tankers are used in most objectives in the campaign, but a game limitation restricks you to one refuel only (I had always wanted to use two) per patrol (leaving and returning to dock).
EDIT: Resupply is now fixed by TDW - Use his patcher (http://www.subsim.com/radioroom/showthread.php?t=181433) to fix this bug
Historical refittings from German tankers moored in Spanish ports:
http://www.subsim.com/radioroom/show...postcount=2078 (http://www.subsim.com/radioroom/showpost.php?p=1944568&postcount=2078)
http://www.subsim.com/radioroom/show...postcount=2088 (http://www.subsim.com/radioroom/showpost.php?p=1945193&postcount=2088)
Historical refittings from German tankers in the Atlantic and Indian Ocean:
http://www.subsim.com/radioroom/show...postcount=2158 (http://www.subsim.com/radioroom/showpost.php?p=1950598&postcount=2158)
http://www.subsim.com/radioroom/show...postcount=2159 (http://www.subsim.com/radioroom/showpost.php?p=1950607&postcount=2159)
If you are caught out with low fuel and can not get a resupply - I have a work around:-
Save game and note the time that you saved and then exit to desktop.
Open your docs and goto here - C:\Users\Owner\Documents\SH5\data\cfg\SaveGames
Look for your save game (by date and time that you noted). It may not be the top one as those are auto saves - normally 3rd one down.
Open that folder and look for - GameplaySettings.cfg
open that file with notepad and it will look like this:-
[Current]
LimitedBatteries=true
LimitedCompressedAir=true
LimitedO2=true
LimitedFuel=true <<<<<<< change true to false
RealisticRepairTime=true
ManualTargetingSystem=true
NoMapUpdate=true
RealisticSensors=true
DudTorpedoes=true
RealisticReload=true
NoEventCamera=true
NoExternalView=false
NoStabilizeView=true
MPShowPlayerNames=false
MPShowTorpedoes=false
NoShipHealthBar=true
NoGunProjectilePath=true
Change the line to say "LimitedFuel=false"
save file.
Load your save game and you will have unlimited fuel so you can reach port and either dock or refit.
You can then change your fuel settings back to limited.
There is also a mod that can be used to give your boat the spec of a IX.
See here for the mod by FromHell Boat Type IX (http://www.subsim.com/radioroom/downloads.php?do=file&id=3452)
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.
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.
Long Patrols
When you save your game - lots of information is saved. Your campaign progress is also saved and is set out per patrol. If you use "refit" (refuel and re-arm) rather than "End Patrol", your patrol info get longer and longer. Some have said this may also be a cause of ctds. I never use refit more than once per patrol.
CTDs during Scapa Raid
Update your version of TDWs IRAI
====================================== Links and Suggested Sites====================================
Links
Wolfpacks in OHII (http://www.subsim.com/radioroom/showthread.php?t=188286)
New secondary missions (http://www.subsim.com/radioroom/showthread.php?t=188171)
Scapa Raid (http://www.subsim.com/radioroom/showthread.php?t=187512)
Lets Play SH5 with OHII (by Pictures) (http://rpgcodex.net/phpBB/viewtopic.php?t=65026&postdays=0&postorder=asc&start=0)
OH II on Silent Hunter Mods Forum
See here (http://www.silenthuntermods.com/forum/index.php?board=27.0)
====================================== Some Screen Shots=========================================
http://img829.imageshack.us/img829/2353/sh5img20120520213108.png
http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/SH5Img2011-06-01_002612.jpg
http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/SH5Img2011-06-01_0026122.jpg
http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/SH5Img2011-06-06_024833.jpg
http://img196.imageshack.us/img196/5930/33148249.jpg
http://img193.imageshack.us/img193/6663/96245504.jpg
http://img221.imageshack.us/img221/6721/sh5img20120723231700.jpg
http://img707.imageshack.us/img707/2933/sh5img20120707204624.png
http://img39.imageshack.us/img39/4083/cz8o.jpg
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=6313==================================== == Suggested Mods and Translates =====================================
Mods
Deutscher Sprachpatch "German Language Patch"
Check out Raven Corax work here http://www.subsim.com/radioroom/showthread.php?t=215259
Sounds
Sounds can add so much to a game and noe more that Stormfly's Das Boot Sound Mod. This mod is fully compatible with OHII. Install SDBSM and then OHII
SDBSM (http://www.subsim.com/radioroom/showthread.php?t=164552)
German Version
Ruby2000 DeutschMod (http://forums-de.ubi.com/showthread.php/23459-Magnum-Opus-v0-0-1-Mod?p=543168&viewfull=1#post543168)
http://img268.imageshack.us/img268/2513/kampagnedeutsch.jpg
See here (http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309)
French Version
Forum Mille-Sabords (http://www.mille-sabords.com/forum/index.php?act=idx)
Buz.67 (bigbeuzz) campagne OH II full en français (http://www.mille-sabords.com/forum/index.php?showtopic=46094&pid=333343&st=0***entry333343)
Another French "Translation Open horizon 2.2" by Choum
Link (http://www.subsim.com/radioroom/showthread.php?p=2068122#post2068122)
Russian Version - RUS v 8.0 for OHIIv2.5
by Volodya61 (http://www.subsim.com/radioroom/member.php?u=289741)
DOWNLAOD (http://www.subsim.com/radioroom/downloads.php?do=file&id=4028) or here DOWNLOAD (http://www.4sync.com/archive/8lTcTI10/Rus_v_8-25_for_Open_Horizons-I.html)
Hungarian Version by HUNterkarabiner
SilentHunter Hungarian Fan Club
http://img577.imageshack.us/img577/8624/headerku.jpg (http://silenthunter.hu/downloads.php?cat_id=3&download_id=52)
Uekel MTNS for OHII (http://www.subsim.com/radioroom/showthread.php?t=183101)
http://img810.imageshack.us/img810/5747/sh5img20111121204519.jpg
http://img833.imageshack.us/img833/2341/user269071pic4427130841.jpg
Images (http://www.subsim.com/radioroom/album.php?albumid=473)
Thread (http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166)
*** This mod is not to be used in whole or part within another mod or changed without permission from Trevally (PM me - if no answer is received, do not assume this means yes)
Parts of this mod have been made by other members of subsim and their permission will be required to use their work (see top of post for list)***
Trevally.
11-21-11, 04:40 PM
Campaign dates 31/08/39 - 09/05/45
Flotillas and dates
White campaign path lines are always available.
Red campaign path lines will close if you do not achieve total victory in previous campaigns
http://img545.imageshack.us/img545/3079/sh5img20120522174213.png
Objective dates dd/mm/yy
Coastal Waters 31/08/39 - 01/06/40
Flotilla 2nd
Bases - Memel (31-08-1939 to 01-09-1939) Kiel (02-09-1939 to 31-09-1939) Wilhelmshaven (01-10-1939 to 31-06-1940)
Stock boat issue - VIIA
Baltic Operations
31/08/39 - 05/09/39
Eastern British Coastal Waters
04/09/39 - 01/12/39
Breaking The Fortress
10/09/39 - 15/10/39
North Western Approaches
21/09/39 - 01/04/40
South Western Approaches
01/01/40 - 01/06/40
Operation Wesserubung
20/03/40 - 11/04/40
Happy Times 15/06/40 - 01/03/41
Flotilla 2nd
Bases - Wilhelmshaven (01-10-1939 to 31-06-1940) Lorient (01-07-1940 to 31-08-1944)
Stock boat issue - VIIB
Atlantic Air Gap
15/06/40 - 31/01/41
Western Approaches
01/10/40 - 01/02/41
Strategic Supplies
01/11/40 - 01/03/41
Mare Nostrum 15/03/41 - 01/12/41
Flotilla 23rd
Transfer from 2nd flotilla Kiel 15-03-1941 with new boat.
Bases - La Spezia (15-03-1941 to 31-05-1941) Salamis/Piraeus (01-06-1941 to 01-12-1941)
Stock boat issue - VIIC
Breakthrough Gibraltar
01/03/41 - 01/09/41
Deliveries for Malta
01/03/41 - 01/09/41
Siege of Tobruk
01/04/41 - 01/12/41
Middle East Supplies
01/06/41 - 01/12/41
10th Flotilla
01/09/41 - 30/11/41
East Mediterranean Convoys
01/09/41 - 01/12/41
Western Approaches 20/03/41 - 01/12/41
Flotilla 6th
Transfer from 2nd flotilla Kiel 20-03-1941 with new boat.
Bases - St Nazaire (05-04-1941 to 31-08-1944)
Stock boat issue - VIIC
British Supplies
20/03/41 - 01/12/41
Gibraltar Supply Route
20/03/41 - 01/12/41
Winston's Special
20/03/41 - 01/12/41
CENTRAL ATLANTIC SUPPLIES (was South Atlantic Supplies)
01/04/41 - 30/11/41
South Atlantic Convoys
01/04/41 - 01/12/41
Battle of the Mediterranean 15/12/41 - 01/09/42
Flotilla 29th
Bases - La Spezia (15-12-1941 to 01-05-1942) Toulon (01-05-1942 to 31-12-1942)
Stock boat issue - VIIC
Siege of Malta
15/12/41 - 01/08/42
Fortress Gibraltar
15/12/41 - 01/09/42
Rommel's Supplies
15/12/41 - 01/09/42
Raid on Malta
01/01/42 - 01/06/42
Eastern Fleet
01/01/42 - 01/09/42
Operation Pedestal
07/06/42 - 20/08/42
Operation Drumbeat 12/12/41 - 01/09/42
Flotilla 2nd
Bases - Lorient (12-12-1941 to 31-08-1944)
Stock boat issue - VIIC
U-Boat Blitz
12/12/41 - 01/02/42
Second Happy Time
12/12/41 - 01/08/42
Tanker Alley
01/03/42 - 01/09/42
Arctic Convoys 19/12/41 - 19/09/42
Flotilla 11th
Bases - Bergen (19-12-1941 to 19-09-1942)
Stock boat issue - VIIC
PQ/QP Convoys
19/12/41 - 16/06/42
Soviet Waters
19/12/41 - 01/07/42
Arctic Blockade
01/01/42 - 19/09/42
Arctic Convoys
01/02/42 - 01/09/42
JW/RA Convoys
01/05/42 - 19/09/42
Distant Waters 15/09/42 - 15/02/43
Flotilla 3rd
Transfer from 29th flotilla Toulon 15-09-1942
Bases - La Pallice (16-09-1941 to 31-08-1944)
Stock boat issue - VIIC
South America Supplies
15/09/42 - 31/12/42
Caribbean Oil
15/09/42 - 31/12/42
CapeTown Supplies
01/10/42 - 15/02/43
War in Distant Waters
01/11/42 - 15/02/43
The Black Pit 20/09/42 - 15/02/43
Flotilla 9th
Bases - Brest (20-09-1942 to 20-02-1943)
Stock boat issue - VIIC
The Triumph of the Wolfpack
20/09/42 - 17/12/42
The Gap Closers
01/10/42 - 15/02/43
The Torch
20/10/42 - 15/02/43
Brittish Supplies
01/12/42 - 15/02/43
Turning Point 01/03/43 - 15/06/44
Flotilla 9th
Transfer from Kiel 15-03-1943 with new boat.
Bases - La Pallice (16-09-1943 to 30-05-1944) Wilhelmshaven (31-05-1944 to 30-09-1944)
Stock boat issue - VIIC41
TW Spring 43
01/03/43 - 31/05/43
TW Summer 43
01/06/43 - 31/08/43
TW Autumn 43
01/09/43 - 30/11/43
TW Winter 43
01/12/43 - 39/02/44
TW Spring 44
01/03/44 - 15/06/44
Invasion Iminent
01/05/44 - 07/06/44
Monsun Gruppe 01/03/43 - 15/06/44
Flotilla 7th
Transfer from La Pallice 02-03-1943
Bases - Penang (03-03-1943 to 01-08-1943) Singapur (02-08-1943 to 01-05-1944)
Transfer to La Pallice 02-05-1944
Stock boat issue - VIIC41
Passage into The Rising Sun *
01/03/43 - 23/07/43
The Monsun Boats **
20/04/43 - 01/11/43
(requires * pass/fail to activate)
The Riches of India ***
01/07/43 - 20/04/44
(requires ** pass/fail to activate)
Australia Isolation ***
01/10/43 - 20/04/44
(requires ** pass/fail to activate)
Evacuation
01/03/44 - 15/06/44
(requires *** pass/fail to activate)
The Final Years 01/07/44 - 09/05/45
Flotilla 9th
Bases - Wilhelmshaven (01-07-1944 to 30-09-1944) Bergen (01-10-1944 to 09-05-1945)
Transfer to Loch Ryan (Scotland - Operation Deadlight) 09-05-1945
Stock boat issue - VIIC41
Tonnage War 44
01/07/44 - 31/12/44
The North Sea
01/09/44 - 09/05/45
Tonnage War 45
01/01/45 - 09/05/45
Urgent Message
05/05/45 - 09/05/45
distillery
11-23-11, 05:44 AM
great job
Trevally.
11-23-11, 05:54 AM
great job
Thanks distillery:DL and welcome to subsim:salute:
lesec74
11-23-11, 07:13 AM
helle, icebergs mod is included in OH II full?If not can I use icebergs 2.4? install before OH or after?
:salute:
thanks for answer
First I want to say wat a great mod this is!
One question, can someone provide a list of ships that are added to OHII? Or even just how many ave been added?
Thanks
Trevally.
11-23-11, 08:37 AM
First I want to say wat a great mod this is!
One question, can someone provide a list of ships that are added to OHII? Or even just how many ave been added?
Thanks
Thanks sk065:salute:
These are the ships added by the guys from post1
NAMC --------------- GeAuxCruiser
NAMC_Komet -------- Auxiliary Cruiser
NAMC_Penguin -------Auxiliary Cruiser
NATF --------------- TugBoat
NCVE_GrafZeppelin -- Carrier
NF_Boat ------------ Fishing Boat
NF_Boat_1 ---------- Coastal Boat
NHOSP -------------- Hospital Ship
NKL_Ehrenfels ------- Freighter
NKL_North_Sands ---- Freighter
NKMCS_Akita -------- Medium Composite Freighter
NKS_Ems ----------- Freighter
NKSCS_Taihosan ---- Small Modern Composite Merchant Ship
NKSSS_Kasagisan --- Small Old Split Freighter
NOL_Dale ---------- Oiler
NOS_Haruna -------- Tanker
NPL_Hap ----------- Big modern Passangership
NPS_Tyohei -------- Small Passenger Type
NPT --------------- Torpedo Patrol Boat
NTR_Oronsay ------- Medium Troopship
Zombie Ships (docked ships only)
Tug_z
NOS_Haruna_Z
NMFMPC_Z
NAMC_Z
So a big thanks to all the modders who built and converted these ships for OHII use.:up:
If you want even more ships in your game - check out Uekels great mods here http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
0rpheus
11-23-11, 01:00 PM
Just to return to an issue in the earlier thread, I just came out of port for a new campaign (Black Pit) to test out the new 1.5. Six Allied aircraft came overhead to hit the base & surrounding ships - bang, CTD.
I'm starting to wonder whether it's something to do with aircraft attacks on the zombie ships, or the imported ones, as this is several times now I've seen planes go overhead and CTD just seconds later?
Just for your info Trevally, maybe it'll help. Think I read that Rongel found unusual effects with torpedoes on the imported ships, maybe something similar is happening with planes?
:salute:
Trevally.
11-23-11, 01:10 PM
Just to return to an issue in the earlier thread, I just came out of port for a new campaign (Black Pit) to test out the new 1.5. Six Allied aircraft came overhead to hit the base & surrounding ships - bang, CTD.
This is what happened to me when I was in the med. to fix I removed SLI:hmmm:
I will have a look at TheBlackPit and see what is happening
Trevally.
11-23-11, 01:30 PM
@0rpheus - good bug report:up:
yes I have just had the same results as you - 6 planes attack brest = ctd:hmmm:
Ok - I am going to have to change the air layer for this.
Has anyone else had this happen anywhere else:06:
Thanks for the list of ships Trevally!
How does the number of ships compare now with the like of SH3 + GWX? Are we still a long way off?
Does SHV have british or american AI subs?
Trevally.
11-23-11, 05:00 PM
Ok that was a tough nut to crack
Fixed ctds caused by air raids on you base in TheBlackPit and DistantWaters.
Remove Patch1 and install Patch2 when in bunker.
@0rpheus or anyone else who was playing these campaigns.
Sorry but you need to load a save game before starting those campaigns after installing patch2. When you then progress to TheBlackPit - your ctds will be fixed.
Download Patch2 here (http://www.gamefront.com/files/21018469/OH+IIv1.5+patch2.7z)
Trevally.
11-23-11, 05:06 PM
Thanks for the list of ships Trevally!
:up: your welcome
How does the number of ships compare now with the like of SH3 + GWX? Are we still a long way off?
Not a fair question.
GWX is a magamod
OHII is a campaign mod
If you want to know about extra ships in SH5, then check the mod by Uekel:yep:
Does SHV have british or american AI subs?
Only UK and Germany have AI subs in SH5 so far
0rpheus
11-23-11, 05:22 PM
Ok that was a tough nut to crack
Fixed ctds caused by air raids on you base in TheBlackPit and DistantWaters.
Remove Patch1 and install Patch2 when in bunker.
@0rpheus or anyone else who was playing these campaigns.
Sorry but you need to load a save game before starting those campaigns after installing patch2. When you then progress to TheBlackPit - your ctds will be fixed.
Download Patch2 here (http://www.gamefront.com/files/21018469/OH+IIv1.5+patch2.7z)
Nice, glad to be of help :up: What was it in the end, if you don't mind me asking?
I've seen quite a few occasions where aircraft have immediately preceded CTDs, throughout nearly, if not all the campaigns, but it's very hard to tell in any single case. That area of France, especially late war has always had loads, most often approaching Brest etc. But it makes me wonder (depending on what the problem was) whether this is the cause of many of those seemingly random CTDs - an aircraft attack or something else generated by the game layer that occur outside the sub's visual range, but is enough to CTD it (think about how many planes are spawned in response to player sinkings etc).
Some of it no doubt is still memory useage, but I'd bet a fair wager that over 50% of the CTDs are teeny tiny things like this that slip through, and it's just a matter of time before they all get spotted and fixed. :)
Restarting with new patch:salute:
Trevally.
11-23-11, 05:32 PM
Nice, glad to be of help :up: What was it in the end, if you don't mind me asking? As far as happening anywhere else, tbh it could be all kinds of places, especially late-war when planes become more common. I've seen quite a few occasions where aircraft have immediately preceded CTDs, throughout nearly, if not all the campaigns, but it's very hard to tell in any single case. That area of France, especially late war has always had loads, most often approaching Brest etc.
Restarting with new patch:salute:
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:
0rpheus
11-23-11, 05:51 PM
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:
Maybe this is the key? Something in FX Update, or the way damage is being applied? I wonder... I'm sure memory is a factor, but I'm still convinced there's more to it.. :D
Trevally.
11-23-11, 06:15 PM
Maybe this is the key? Something in FX Update, or the way damage is being applied? I wonder... I'm sure memory is a factor, but I'm still convinced there's more to it.. :D
Harbour have always been a problem. they load and fill up lots of your mem.
Remeber that the harbour is the first place to notice a lack of mem with the piers missing. (32bit issue)
Another cause of ctds was a player too many visiting harbour in the same session.
Kiel in the early versions of OHII was a nightmare due to too many ships, buoys and terrain.
The fix was to strip it down and add zombie ships.
Now when the Brits sen 6 to 8 planes, all firing, DDs and cargo ships returning fire - then an explosion. Its just too much im sure.
0rpheus
11-23-11, 08:21 PM
Well either way, with the new patch I had a successful patrol & return to Brest just now, CTD-free (and dual-cards). With the new ship fixes, Full seems much more stable. Top work! :yeah:
:salute:
Silent Steel
11-24-11, 01:49 AM
Report:
To Scapa and back to base :D
I never entered Scapa harbour. Still I find that suicidal.
No CTDs, FPS a steady ~60 (12 Mb RAM)
I'm running my rig with no virtual memory (page file), running RAM only speeds up performance significantly. :yep:
All in all it was a very pleasant trip except for some terrible encounters with some destroyers, 2 of them sunk.
A really close shave.
:up:
epsicorse
11-24-11, 04:13 AM
thank you for excellent job
Trevally.
11-24-11, 04:14 AM
Well either way, with the new patch I had a successful patrol & return to Brest just now, CTD-free (and dual-cards). With the new ship fixes, Full seems much more stable. Top work! :yeah:
:salute:
Thanks Orheus - I think I may try my SLI again:arrgh!: :up:
Report:
To Scapa and back to base :D
I never entered Scapa harbour. Still I find that suicidal.
No CTDs, FPS a steady ~60 (12 Mb RAM)
I'm running my rig with no virtual memory (page file), running RAM only speeds up performance significantly. :yep:
All in all it was a very pleasant trip except for some terrible encounters with some destroyers, 2 of them sunk.
A really close shave.
:up:
Thanks SilentSteel:yeah:
Trevally.
11-24-11, 04:20 AM
thank you for excellent job
Thanks Epsicorse and welcome to subsim:salute:
If anyone is finding air raids are happening when your leave harbour - can you please let me know what campaign you are on and what harbour - thanks:salute:
U-Falke
11-24-11, 03:12 PM
.just checked your mod, congratulations, air cover os perfect.
I almost went to botton near edinburg.
Khelven
11-24-11, 06:21 PM
everytime i try and run OHII Patch 2 my game wont even load past main menu. If i disable it, i can run like normal.
My soup:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Accurate German Flags
NDB,NDH OM#1 - No Dialog Indicator
No Logo Intro Menu_Animation v. 01.00 by AvM
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04
MCCD_1.04_MFCM_1.2.1_compatible
nVidia missing lights
Shadow Improvement Mod
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith_test_5
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.5
OHII Patch 2 >>>>> Goes here
mtns - more traffic, nations and ships 1_7i
mtns - OHII&HarbourAdditon_Fix_1_5a
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
OHII - Cerberus ship patch
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
sobers see thru wake fix
Window_Lights_Redone_V1
R.E.M_by_Xrundel_TheBeast_1.2
stoianm pitch&roll for SH5 V1 (normal)
stoianm EnvWeather V1 SH5
sobers green crew training V3 SH5
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
Trevally TDC Help v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
Better Torpedo Graphics
Critical hits 1.1 Torpedos
Church's Compass Dials Mod v2.2 - Option Two
Patrol Routine Scripts v. 01.02 by AvM
no torp bubbles - fx mod compatable- wamphyri
IO_MapCourseLine_normal pencil_mod
Carotio_IntercontinentalRadioPack
Krauters Automated Scripts (v5_0_0 compatible)
Enhanced Ship Recon Manual V2.10
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
SteelViking's Interior Mod V1.2.1_NVidia_Fix
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional scary creaks
Advanced Shift Keys 2.3 DBSM
NewUIs_TDC_6_8_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n
Real_Sink_1.0
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_AFFOE_151
Small_trees_SH5_V1
Reboot's Water Drips 1.1
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
SteelViking's Bunker Fixes V1.0
Change days in bunker
MRP 16x9 ratio
OPCF_SH5
IO_StrategicMap_4_5_for_TDWv680
IO_ShapeTextures_NO_mod
MARINEQUADRATKARTE_map
gap - HD 1 deg Scope Bearing v 1.0
PS. Just a question about campaign.. Is there a designated Hull Number (ex. U-21) for the campaign thats in sync, or related to radio messages recieved for orders specifically?
Trevally.
11-25-11, 04:48 AM
everytime i try and run OHII Patch 2 my game wont even load past main menu. If i disable it, i can run like normal.
Hi Khelven,
It is very hard to guess what is going wrong with your game when you have so many mods in conflict with each other. You should pick the main mods that you like and go for a smaller mod list, this way you will know what each mod does.
Anyway back to the issue - Patch2 is working for most people so I am sure it is not it.
You can try - remove all mods - install OHIIv1.5 and Patch2 - start a new career. This will test if there are any issues with OHII.
While you do this you should also un-soup your MODS folder. To do this copy each mod to somewhere safe (do not just copy the whole MODS folder) and delete the MODS folder. Then run JSGME and a new one will be made. Put back your mods then one at a time. This is something you should do every now and again if you are changing a lot of mods.
PS. Just a question about campaign.. Is there a designated Hull Number (ex. U-21) for the campaign thats in sync, or related to radio messages recieved for orders specifically?
Yes - that come with TDWs Ui and can be changed with the options editor. The control for the messages is also within the UI where it check your number and adds that to the messages (red ones)
:salute:
EDIT: Just noticed that Uekels MTNS mod is up to v1.5b for OHII
This is very important that you keep up to date with his mod updates as both OHII and MTNS have to work together.
In patch2 for OHII - I changed a playerbase.mis - this is what would have caused your game to ctd.
See here for fix http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
Silent Steel
11-25-11, 05:23 AM
EDIT: Just noticed that Uekels MTNS mod is up to v1.5b for OHII
This is very important that you keep up to date with his mod updates as both OHII and MTNS have to work together.
Hi Trevally,
Isn't mtns - more traffic, nations and ships 1_7i the latest one?
At least is that what I find when searching for 'Uekel,mtns' on the forum
Or, should I, when running OHII, add some fix?
V1.5b maybe?
But, where to find it? Doing this search I don't get anything else but the 1_7i... :hmmm:
Regards
Magic1111
11-25-11, 05:27 AM
Hi Trevally,
Isn't mtns - more traffic, nations and ships 1_7i the latest one?
At least is that what I find when searching for 'Uekel,mtns' on the forum :hmmm:
Or, should I, when running OHII, add some fix?
V1.5b maybe?
Regards
Hi Mate!
Here is the Thread from MTNS on SubSim german Forum: http://174.123.69.202/~subsimc/radioroom/showthread.php?t=183101
Best regards,
Magic
Silent Steel
11-25-11, 05:30 AM
Hi Mate!
Here is the Thread from MTNS on SubSim german Forum: http://174.123.69.202/~subsimc/radioroom/showthread.php?t=183101 (http://174.123.69.202/%7Esubsimc/radioroom/showthread.php?t=183101)
Best regards,
Magic
Toll :up:
Danke
Magic1111
11-25-11, 05:31 AM
Toll :up:
Danke
Immer gerne! :salute:
Trevally.
11-25-11, 05:38 AM
@ Khelven - peplace mtns - OHII&HarbourAdditon_Fix_1_5a
with mtns - OHII&HarbourAdditon_Fix_1_5b
:up:
sirbum69
11-25-11, 10:47 AM
I would love to see if i can use the mtns mod but i do not speak German. Could someone tell me which file i need or put a link up directly to the file i need. I went to the site posted just above but can not tell what or where it is.
I am running ohII full version 1.5
Captain Joe
11-25-11, 11:54 AM
Hi, Thank you Trevally and CO for this great mod. Game play is excelent and I play using full and still runs ok for me.
Only problem i have so far is I ran into some Dolphins on first mission on 1.5 and all was fine till I tried to listen to them via Hydraphone then CTD and tried numerous times and with different mods on and off and still same. Not saying its your or any particular mod. Just asking if any others have had this problem.
I would not mind playing around this problem as it is only with Dolphins and if I listen to them myself but its not easy having ships reported coming towards you at high speed and quite a few and not sure what they are.
If it is possible to test or try help sort it out please.
Thanks!!!
Trevally.
11-25-11, 12:23 PM
I would love to see if i can use the mtns mod but i do not speak German. Could someone tell me which file i need or put a link up directly to the file i need. I went to the site posted just above but can not tell what or where it is.
I am running ohII full version 1.5
Hi Sirbun
look to the bottom part of this post - it is in English http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
:up:
Hi, Thank you Trevally and CO for this great mod. Game play is excelent and I play using full and still runs ok for me.
Only problem i have so far is I ran into some Dolphins on first mission on 1.5 and all was fine till I tried to listen to them via Hydraphone then CTD and tried numerous times and with different mods on and off and still same. Not saying its your or any particular mod. Just asking if any others have had this problem.
I would not mind playing around this problem as it is only with Dolphins and if I listen to them myself but its not easy having ships reported coming towards you at high speed and quite a few and not sure what they are.
If it is possible to test or try help sort it out please.
Thanks!!!
Hi Captain Joe:salute:
I will set up a test and check this out - thanks for the report:up:
Trevally.
11-25-11, 12:47 PM
Hi Cap Joe
Please download this file and install with JSGME
It is a test historical mission that will let you check your hydro sounds for dolphins and ice.
Ensure no sound mods are over writting OHII
http://www.gamefront.com/files/21024223/Dolphin+and+ice+hydro+test.7z
I can hear them without issue:hmmm:
Please let me know how you get on:up:
sirbum69
11-25-11, 12:50 PM
Ty travelly. So the file that you told me to go look at there is one that is called
OHII&harboradditions. Does this file contain everything. OHII, MTNS, as well as the harbor thing?
Trevally.
11-25-11, 01:04 PM
mtns - OHII&HarbourAdditon_Fix_1_5b
===========================
http://www.mediafire.com/?b1tu9d2uqedjoyu
It combines mtns http://www.subsim.com/radioroom/show...60&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=1652560&postcount=1),
with "open horizons II full v1. 5" http://www.subsim.com/radioroom/show...45&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=1650345&postcount=1)
and because it fits so pretty, it integrated many parts of HanSolo´s
"Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons" http://www.subsim.com/radioroom/show...43&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=1332943&postcount=1)
(all not included in this fix) in the campaign.
Restriction: Unfortunately, it seems don´t work with "Magnum Opus"
Please enable in following order (please just use these versions):
-Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons
-Open horizons II full v1.5; where appropriate Patch and OHII Higher Tonnage Objectives for v1.5
-more traffic, nations and ships
-this fix
(- mtns - OHII & HarbourAdditon_Fix - restore minefields(optional - activate at last))
I have removed the minefields of the original "Open Horizons II" with this version. If you would like to restore these please activate "mtns - OHII & HarbourAdditon_Fix - restore minefields (optional - activate at last)" as the last.
For english shipnames: replace the file "Silent Hunter 5\data\roster\names.cfg" with the enclosed "names.cfg"
The changes of these mods are only active when you start a new campaign. Now due the large amount of data to be processed, this behaves just at the start of a new campaign quite stubborn, but helps (for me at least) the following trick:
- start a new campaign with only these four mods (thus all campaign data is loaded)
- go ca 30 m from the U-boot bunker
- save game
- restore familiar mod-configuration
- this 4 (or 5) mods on top
- start game again and call just saved game
(For those who do not know it: when saving and loading the mod-configuration helps in the JSGME central bar: Tasks...-> save mod profile and load mod profile)
I would also still explicitly point out that both "Harbour_Addition_Environment_Enhancement MOD v0. 5 - Open_Horizons", as well as "OPEN HORIZONS II" are standalone mods and the property of those authors. They are slightly altered by me for technical reasons to enable the interaction. Also allows the ability of this combination to run, not any conclusions about the stability of these mods in detail!
Greetings and a lot of fun and success with it
uekel
All links are within the quotes above
Install in this order
Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons
OPEN HORIZONS II_full v1.5
OHII v1.5 patch2
mtns - more traffic, nations and ships 1_7i
mtns - OHII&HarbourAdditon_Fix_1_5b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
:up:
Captain Joe
11-25-11, 01:44 PM
Thanks Trevally, Will test now and report.
Captain Joe
11-25-11, 01:59 PM
Hi Trevally, Tested your mission and working fine. Im not sure what else to think of. maybe OH 2 got corrupted somehow or something, will try a few other things and report. Thanks a million.
jonstamos
11-25-11, 10:27 PM
Hi, I just wanted to say that this mod is the reason I stopped playing Silent Hunter III and started playing Silent Hunter V. Many thanks.
THE_MASK
11-26-11, 04:13 AM
I noticed in the sub hydrophone fix and TDW new UI there isnt a NSS_Uboat2a_AI .
It is in OH2 though .
Does this uboat need the sub hydrophone fix for the ctds .
It might already have it , i dont know .
mr.artur_96
11-26-11, 04:27 AM
Hey there captains !
Theres a one problem in my mod soup. When I start a new carrier and there is loading screen suddenly game CTD. Everything was just fine before I have installed mtns mods. :-? My mod list :
Magnum_Opus_v0_0_1
Capthelms SH5 Audio Mod
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
FX_Upadate_0_0_18_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_8_0_ByTheDarkWrath + path 1
NewUIs_TDC_6_8_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
R.E.M_by_Xrundel_TheBeast_1.2 ( TDW UIs & FX compatible )
NewUIs_TDC_6_8_0_Real_Navigation
OPEN HORIZONS II_full v 1.5
OHII v1.5 Patch1
OHII v1.5 Full Patch2
mtns - more traffic, nations and ships 1_7k
mtns - OHII&HarbourAdditon_Fix_1_5b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Equipment_Upgrades_Fix_1_2_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
Trevally Harbour & Kiel Canal Pilot v 2.8
sobers see thru wake fix
IO_StrategicMap_4_5_for_TDWv680
sobers green crew training SH5
sobers best ever fog V4 SH5
Please give me solution guys !!
Trevally.
11-26-11, 05:04 AM
Hi, I just wanted to say that this mod is the reason I stopped playing Silent Hunter III and started playing Silent Hunter V. Many thanks.
Thanks Jonstamos - I hope you enjoy it:salute:
Hey there captains !
Theres a one problem in my mod soup. When I start a new carrier and there is loading screen suddenly game CTD. Everything was just fine before I have installed mtns mods. :-? My mod list :
Magnum_Opus_v0_0_1
Please give me solution guys !!
Hi Mr Artur:salute:
You can't run Magnum Opus and MTNS together - you need to remove one of them:up:
Trevally.
11-26-11, 05:51 AM
I noticed in the sub hydrophone fix and TDW new UI there isnt a NSS_Uboat2a_AI .
It is in OH2 though .
Does this uboat need the sub hydrophone fix for the ctds .
It might already have it , i dont know .
Hi Sober,
in OHII the hydro fix is included:yep:
I am not sure about the NSS_Uboat2a_AI DSD file.
I will test for ctds in single mission:up:
Trevally.
11-26-11, 08:35 AM
I noticed in the sub hydrophone fix and TDW new UI there isnt a NSS_Uboat2a_AI .
It is in OH2 though .
Does this uboat need the sub hydrophone fix for the ctds .
It might already have it , i dont know .
Here is the U-Boat type 2a (AI)
http://img855.imageshack.us/img855/3296/type2a1.jpg
http://img854.imageshack.us/img854/6503/type2a2.jpg
http://img411.imageshack.us/img411/6358/type2a3.jpg
Working fine - no ctds with or without hydro:up:
My sonar guy can hear it, but I can't:hmmm:
stoianm
11-26-11, 08:57 AM
i never heard a uboat sound on hydro... maybe is missing?:hmmm:
Here is the U-Boat type 2a (AI)
http://img855.imageshack.us/img855/3296/type2a1.jpg
http://img854.imageshack.us/img854/6503/type2a2.jpg
http://img411.imageshack.us/img411/6358/type2a3.jpg
Working fine - no ctds with or without hydro:up:
My sonar guy can hear it, but I can't:hmmm:
Silent Steel
11-26-11, 10:44 AM
i never heard a uboat sound on hydro... maybe is missing?:hmmm:
Neither have I. :-?
7thSeal
11-26-11, 11:10 AM
Hey Trevally,
I have the minefield map addon mod from the first page and using TDW latest UI. How do I view this map, I only see the shipping map in the UI?
:)
Edit:
Nevermind, I just found that I had to toggle off the colored version of shipping chart and the minefield map shows now. :up:
mr.artur_96
11-26-11, 12:20 PM
Hi Mr Artur:salute:
You can't run Magnum Opus and MTNS together - you need to remove one of them:up:
Thank you so much. I will apply changes asap :yeah:
TheDarkWraith
11-26-11, 12:59 PM
Hey Trevally,
I have the minefield map addon mod from the first page and using TDW latest UI. How do I view this map, I only see the shipping map in the UI?
:)
Edit:
Nevermind, I just found that I had to toggle off the colored version of shipping chart and the minefield map shows now. :up:
I should just add something that looks for the minefield map and if found enables a new chart in my UIs mod. That way when the charts button is pressed and this mapfield is found it will appear. This would also remove the overwriting of the shipping chart :hmmm:
7thSeal
11-26-11, 01:12 PM
I should just add something that looks for the minefield map and if found enables a new chart in my UIs mod. That way when the charts button is pressed and this mapfield is found it will appear. This would also remove the overwriting of the shipping chart :hmmm:
Well you already have the color to non color switch located on the nav map, that's what I used to change the shipping chart to the minefield view. :salute:
mr.artur_96
11-26-11, 01:29 PM
Thank you so much. I will apply changes asap :yeah:
Trevally,
The same problem as before. CTD while loading screen.
Thats my mod list:
Capthelms SH5 Audio Mod
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
FX_Upadate_0_0_19_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWrath
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
R.E.M_by_Xrundel_TheBeast_1.2 ( TDW UIs & FX compatible )
Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons
OPEN HORIZONS II_full v 1.5
OHII v1.5 Patch1
OHII v1.5 Full Patch2
mtns - more traffic, nations and ships 1_7k
mtns - OHII&HarbourAdditon_Fix_1_5b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
NewUIs_TDC_6_9_0_Real_Navigation
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Equipment_Upgrades_Fix_1_2_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
Trevally Harbour & Kiel Canal Pilot v 2.8
sobers see thru wake fix
IO_StrategicMap_4_5_for_TDWv680
sobers green crew training SH5
sobers best ever fog V4 SH5
Trevally.
11-26-11, 02:01 PM
I should just add something that looks for the minefield map and if found enables a new chart in my UIs mod. That way when the charts button is pressed and this mapfield is found it will appear. This would also remove the overwriting of the shipping chart :hmmm:
Sounds great TDW:yeah:
Thats my mod list:
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
sobers see thru wake fix
FX_Upadate_0_0_19_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWrath
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_4_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons
OPEN HORIZONS II_full v 1.5
OHII v1.5 Full Patch2
mtns - more traffic, nations and ships 1_7k
mtns - OHII&HarbourAdditon_Fix_1_5b
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
Trevally Harbour & Kiel Canal Pilot v 2.8
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers green crew training SH5
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_Real_Navigation
Hi, I have adjusted your mod list a bit.
Note some have been removed and some updated to newer versions.
Is there not a new version for this one:06:
IO_StrategicMap_4_5_for_TDWv680
Remove all mods and save them safe. Delete your MODS folder.
Run JSGME and a new MODS folder will be made.
Put the mods back in the new folder
install in the order I have them above.
Edit: If that does not work you may need to remove all and test them one at a time untill you find the problem.
:salute:
THE_MASK
11-26-11, 02:06 PM
or just load the new mods and make a new mods profile using the task button in jsgme . Load mod profile/Save mod profile .
Silent Steel
11-26-11, 02:17 PM
Trevally,
The same problem as before. CTD while loading screen.
A suggestion;
Move the; NewUIs_TDC_6_9_0_Real_Navigation down to this to last in the list
and
you should move all DBSM mods to above OH II - i.e. no sound mods after OH II
Regards
Edit;
@ Trevally
Didn't see your post
mr.artur_96
11-26-11, 04:47 PM
Sounds great TDW:yeah:
Hi, I have adjusted your mod list a bit.
Note some have been removed and some updated to newer versions.
Is there not a new version for this one:06:
IO_StrategicMap_4_5_for_TDWv680
Remove all mods and save them safe. Delete your MODS folder.
Run JSGME and a new MODS folder will be made.
Put the mods back in the new folder
install in the order I have them above.
Edit: If that does not work you may need to remove all and test them one at a time untill you find the problem.
:salute:
Okey , I have done everything like you just said and problem stil appears. I have delayed Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons 'cos in one post I've read its not compatible with OH 2 - result = still not working. After delaying another mod ( mtns - more traffic, nations and ships 1_7k ) game works just fine. I'll see if harbour addition also couses CTD. I will report later.
7thSeal
11-26-11, 05:29 PM
On my first patrol while also the first time I've tried this mod during campaign and no CTD or slowdowns that I've experienced after 2-3 hrs of gameplay. Now the other news is that I detected a large group of ships while under the night skies and began my stalking while surfaced and dropping every now and then to get new bearings. Soon I was right on top of them and could see no ships and thought ok my first bug. But while scanning with the scope I saw the surface of the water break and took a look with external cam and lol I'd been chasing damn dolphins the whole time. :rotfl2:
My first encounter with them and while eager to go find a ship my daughter had to chase them around for a good 30min using the cam. She was pretending like she was one of them swimming with the pack. :O:
0rpheus
11-26-11, 05:52 PM
Didn't know the Type II was in the game... suppose it just needs an interior? Could be a good first project for someone when the GR2 stuff comes of age, as the model is already there!:yeah:
Sartoris
11-26-11, 05:56 PM
If you look at the screenshots thread, there's a pic in the last post that shows another type of U boat I didn't know was in the game.
Empty B
11-26-11, 06:08 PM
Hi
In my last patrol, when I was returning to base, I found a red buoy in:
54º 51' N 7º 19' E (Deutche Bucht)
I'm using real navigation, so it is possible an error in that coordinates.
I don't know if that buoy possition is intended or just an error.
Btw I'm using OHII v1.4.
I hope this information can help.
Regards.
mr.artur_96
11-26-11, 08:11 PM
Okey , I have done everything like you just said and problem stil appears. I have delayed Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons 'cos in one post I've read its not compatible with OH 2 - result = still not working. After delaying another mod ( mtns - more traffic, nations and ships 1_7k ) game works just fine. I'll see if harbour addition also couses CTD. I will report later.
Okey , so the CTD while loading was coused by "mtns - more traffic, nations and ships 1_7k" . So I have started a new campaign but while being in bunker I've noticed that bridge was clear so I run in to the boat to see what is going on and WO was standing there like an idiot without movement and when I tryed to talk with him the game just.......... God damnit !:damn: ... CDT :wah:
Guys please help or I will just get rid of mtns and harbour addition 'cos with thoes mods problems have started.:dead:
Once again my mod list :
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
sobers see thru wake fix
FX_Upadate_0_0_19_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWrath
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_4_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons
OPEN HORIZONS II_full v 1.5
OHII v1.5 Full Patch2
mtns - OHII&HarbourAdditon_Fix_1_5b
mtns - OHII&HarbourAdditon_Fix - restore minefields
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
Trevally Harbour & Kiel Canal Pilot v 2.8
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers green crew training SH5
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_Real_Navigation
THE_MASK
11-26-11, 08:15 PM
If using OH2 there is a special way to start a campaign . Read the first post in the OH2 thread .
mr.artur_96
11-26-11, 08:24 PM
If using OH2 there is a special way to start a campaign . Read the first post in the OH2 thread .
Yes I know sober, I'm always doing thoes "tricks" :)
THE_MASK
11-26-11, 08:28 PM
I dunno , try just these .
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
sobers see thru wake fix
FX_Upadate_0_0_19_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWrath
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_4_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
OPEN HORIZONS II_full v 1.5
OHII v1.5 Full Patch2
Trevally Harbour & Kiel Canal Pilot v 2.8
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers green crew training SH5
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_Real_Navigation
mr.artur_96
11-26-11, 08:42 PM
I dunno , try just these .
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
sobers see thru wake fix
FX_Upadate_0_0_19_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWrath
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_4_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
OPEN HORIZONS II_full v 1.5
OHII v1.5 Full Patch2
Trevally Harbour & Kiel Canal Pilot v 2.8
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers green crew training SH5
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_Real_Navigation
You know what sober... I think its the best solution. It looks like Harbout addition and mtns are great but I cant play with them ( uncompatibility ? hell knows ) No worry :O:
Silent Steel
11-27-11, 02:37 AM
Hi Artur
Referring to your post 61 I suggest you add one (missing) mod to your mtns pack, look below.
And I don't really think you need the Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons as the mtns - OHII&HarbourAdditon_Fix_1_5b takes care of what you need.
Radio Paris French Music Full Version 1.2
Grossdeutscher Rundfunk
nVidia missing lights
DE SH5 Basemod ( realistic version ) v2.1
DE SH5 Waves ( hurricane version ) v2.1
DE SH5 Atlantic Floor v2.1
DE SH5 DarkerNights v2.1
DE SH5 Undersea ( temperate and polar ) v2.1
DE SH5 Shallow Waters v2.1
sobers see thru wake fix
FX_Upadate_0_0_19_ByTheDarkWrath
IRAI_0_0_30_ByTheDarkWrath
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWrath
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 16x9
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_4_byTheBeast
BDSM SH5 v 1.3Basemod
BDSM SH5 v 1.3optional-6db daped Sonarguy
BDSM SH5 v 1.3optional always shouting WO in normal mode
BDSM SH5 v 1.3optional NavMap babeling
BDSM SH5 v 1.3additional crew sounds beta6
BDSM SH5 v 1.3optional remaining orig sounds canverted to 22 Khz
BDSM SH5 v 1.3optional scary creaks
sobers talking conning crew mod
Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons
OPEN HORIZONS II_full v 1.5
OHII v1.5 Full Patch2
mtns - more traffic, nations and ships 1_7k << add this one, I think you must have it; http://www.subsim.com/radioroom/downloads.php?do=file&id=3222
mtns - OHII&HarbourAdditon_Fix_1_5b
mtns - OHII&HarbourAdditon_Fix - restore minefields
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
Trevally Harbour & Kiel Canal Pilot v 2.8
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers green crew training SH5
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_Real_Navigation[/QUOTE]
Regards
Hi mr.artur!
Do you also have tried this?- start a new campaign with only these four mods (thus all campaign data is loaded)
- go ca 30 m from the U-boot bunker
- save game
- restore familiar mod-configuration
- this 4 (or 5) mods on top
- start game again and call just saved gameJust at the start of the campaign, many resources are needed. And it comes with many new objects in the harbor. :yep:
Trevally.
11-27-11, 05:41 AM
On my first patrol while also the first time I've tried this mod during campaign and no CTD or slowdowns that I've experienced after 2-3 hrs of gameplay. Now the other news is that I detected a large group of ships while under the night skies and began my stalking while surfaced and dropping every now and then to get new bearings. Soon I was right on top of them and could see no ships and thought ok my first bug. But while scanning with the scope I saw the surface of the water break and took a look with external cam and lol I'd been chasing damn dolphins the whole time. :rotfl2:
My first encounter with them and while eager to go find a ship my daughter had to chase them around for a good 30min using the cam. She was pretending like she was one of them swimming with the pack. :O:
Fantastic:woot: don't you just love flipper:D
Hi
In my last patrol, when I was returning to base, I found a red buoy in:
54º 51' N 7º 19' E (Deutche Bucht)
I'm using real navigation, so it is possible an error in that coordinates.
I don't know if that buoy possition is intended or just an error.
Btw I'm using OHII v1.4.
I hope this information can help.
Regards.
Hi Empty B:salute:
Thanks for the report, it reminds me of something I need to sort out.
Here is the buoys that you are seeing.
They are there to show you a safe path through the large minefields to either side of you.
Now I remember when placing these - I was thinking it was not correct.
Can anyone tell me the correct way to set these out.
Should it be just green one side and red the other.
They way I have it has 2 lanes (1 for in and 1 for out)
Ant help here would be great:up:
http://img821.imageshack.us/img821/4812/buoys.jpg
Trevally.
11-27-11, 05:54 AM
@ Artur,
Yes Uekel is correct.
When you start a new campaign (or progress to a new one) there is a very large amount of data being read and written.
All campaign info, player info etc.
Also at the very start every port in the game will send its first ship/convoy out. This means there is a large demand on your PC.
After a while the ships/convoys will stagger themselves but at the very start they set off all at once.
(I am looking at time delays for ships/convoys and will add this with a later version)
So following what Uekel is suggesting - removes all the other system heavy stuff from mods that do not need to be installed at campaign start.
So do follow this guide as I am sure it will help your issue:-
Hi mr.artur!
Do you also have tried this?
Quote:
- start a new campaign with only these four mods (thus all campaign data is loaded)
- go ca 30 m from the U-boot bunker
- save game
- restore familiar mod-configuration
- this 4 (or 5) mods on top
- start game again and call just saved game
Just at the start of the campaign, many resources are needed. And it comes with many new objects in the harbor. :yep:
Was similar problem me as Arthur. I got CTD at load game when I try to use integrate the MTNS to the previous mod soup. When I started new campaign worked for me, but if I try to load the old saved file, I got CTD.
I did anything, Uekel's trick not worked for me. After I did these:
- delete all mods.
- load the mod list first 1-2 items, or small block of mod
- start game,
- load last saved (firstly was saved without MTNS and other files),
- save game,
- exit game.
- repeat this steps, with small mods block (with possible critical mods, I loaded only 1 mod)
- at the and, I load all of mods, and able to save it.
I know this is a slow technique, but this was single worked for me.
(My aim was with this method, I try to search, what is the corrupt, or where is the incompatibility. I didn't believe I will be load all mods, only I hoped to found where is the problem.)
With this method I was able continue my campaign (I was only in the port), but I added to the game a new version of OH II + MTNS's 4 mods + SH5Lifeboat + any smaller mods. I have now 70+ mods. (I don't know the new ships arrive at the new patrol, but run without CTD.)
Other thing, but I believe the JSGME isn't totally precise, if I manually add or remove more mods (if 1 mod add/remove not found problem). I already always to use the save to mep, delete mods, write manually the mep file, and load mep file method. I haven't any problem with the load of mods (if the order of mods has correct)
I hope, I not wrote big faults... :)
Silent Steel
11-27-11, 09:17 AM
Should it be just green one side and red the other.
They way I have it has 2 lanes (1 for in and 1 for out)
Ant help here would be great:up:
Hi Trevally,
In a fairway's direction, which must be stated on a chart, buoys are red on port side and green on stb side.
When entering port you're always sailing in the fairway's direction, i.e. red to port side/green to stb side.
Exiting port > green to port/red to stb.
The lanterns are your help at night and sight is poor.
Cheers
Sartoris
11-27-11, 10:44 AM
Trevally, what are some of the things that are left on your to-do list concerning this mod? I'm asking because I have an urge to try your mod but I'm not sure if I should wait a little longer if you're in the middle of adding some features or fixing bugs.:)
Now I see, historical (at least in germany) there was black and red:
http://img820.imageshack.us/img820/5717/bojen.jpg
If you like I can make the black and black-red.
Silent Steel
11-27-11, 11:53 AM
Now I see, historical (at least in germany) there was black and red
I think you're right here but, as we already have red and green buoys, wouldn't it be better to keep it like that.
Even if it shouldn't be historical correct :06:
It would be only the objects to Exchange. No campaign change (no restart).
On the other hand, it would confuse many players. I also don´t knew it before an hour. :hmmm:
Btw. historical was between 1887 and 1982.
Trevally.
11-27-11, 01:13 PM
Trevally, what are some of the things that are left on your to-do list concerning this mod? I'm asking because I have an urge to try your mod but I'm not sure if I should wait a little longer if you're in the middle of adding some features or fixing bugs.:)
No - just looking at the buoys.
Also still waiting for any bug from later campaigns. I have had some very good feedback from the early campaigns as many people have now played those.
You can install now as any near future changes can be done without restart. BTW - restarting is not an issue as campaign updates will happen when you progress to next one.
Trevally.
11-27-11, 01:23 PM
Now I see, historical (at least in germany) there was black and red:
If you like I can make the black and black-red.
It would be only the objects to Exchange. No campaign change (no restart).
On the other hand, it would confuse many players. I also don´t knew it before an hour. :hmmm:
Btw. historical was between 1887 and 1982.
This sounds great Uekel - if you can find the time, these would be a great addition.
The campaign is only using three types of buoys.
Red, green and white/yellow for danger areas, all with lights (2).
I could do a post with images to demo the buoys to avoid confusion:up:
Adriatico
11-27-11, 02:16 PM
Hey Trevally, I was not sure if this is related directly to OH II...
http://www.subsim.com/radioroom/showthread.php?t=190011
Any clue ?
Trevally.
11-27-11, 03:12 PM
Hey Trevally, I was not sure if this is related directly to OH II...
http://www.subsim.com/radioroom/showthread.php?t=190011
Any clue ?
0rpheus answered your question in the same thread better than I could have explained it:DL Thanks Orpheus:up:
Hi Trevally!
I´m not sure, the "case" with the number "1" (below the light) was thought for the bell and numbers. But I think it´s better I remove that, because it look some strange.
http://img803.imageshack.us/img803/3847/sh5img20111128114201.jpg
The light of the black bouy I have left green. Here I think it´s ok. Alternative would be white.
http://img690.imageshack.us/img690/4365/sh5img20111127222439.jpg
What do you think?
Trevally.
11-27-11, 06:03 PM
Hi Trevally!
I´m not sure, the "case" with the number "1" (below the light) was thought for the bell and numbers. But I think it´s better I remove that, because it look some strange.
The light of the black bouy I have left green. Here I think it´s ok. Alternative would be white.
What do you think?
Looks fantastic Uekel
Yes -I think the green light is ok:up:
Looks fantastic Uekel
Hmm, nothing to change?
The "draught" I also have changed a little. Here is the link: http://www.mediafire.com/?limgo4ib7g40aax
For now, I reworked only these two, the third I must see.
Sartoris
11-27-11, 06:37 PM
No - just looking at the buoys.
Also still waiting for any bug from later campaigns. I have had some very good feedback from the early campaigns as many people have now played those.
You can install now as any near future changes can be done without restart. BTW - restarting is not an issue as campaign updates will happen when you progress to next one.
Okay, thanks for your reply! If I find some time I'll try starting a campaign in 1943 and report on my experience (and the mods I used alongside yours). :salute:
Silent Steel
11-28-11, 03:35 AM
Hi Trevally!
I´m not sure, the "case" with the number "1" (below the light) was thought for the bell and numbers. But I think it´s better I remove that, because it look some strange.
What do you think?
Servus Uekel,
http://www.subsim.com/radioroom/picture.php?albumid=579&pictureid=5140
Gruss
Now the secound version of the buoys, I change the picture in this post http://www.subsim.com/radioroom/showpost.php?p=1795163&postcount=80
Hazard buoy is just one of a system of 5, I could even make them, but they also should be placed. Would be lead to a campaign restart and would be also additional different objects which stress man and machine. I think here it´s better to use only the one.
@ Silent Steel!
There you understand it wrong. I never want to use the numbers, because I know they appear in randomized order. It was thought for the bell and numbers, in reality.
EDIT: Have really forget the Link! It´s http://www.mediafire.com/?p4xgk527niocbfy
mr.artur_96
11-28-11, 06:55 AM
Hi mr.artur!
Do you also have tried this?Just at the start of the campaign, many resources are needed. And it comes with many new objects in the harbor. :yep:
Thank you guys for so many replys.
If I will start campaign with only thoes 4 mods and later install the rest of my mods with thoes 4 on top then they will be overriten by some other mods isnt it ? Also as I remember Sound mods shuldnt be after OH2. :hmmm:
The second problem is watch officer. This CTD is not caused by any of thoes 4 mods. Im missing something witch was in magnum opus 0_0_1 and I dont know what it can be. :hmmm:
Thoes "magic 4" is great but I think I'll pass for now. I've read recently that magnum opus 0_0_5 is in progress so I'll wait for this one.
Meybe one day Magnum + OH2 and "magic 4":yeah: will be compatible :DL
Trevally.
11-28-11, 01:21 PM
http://img716.imageshack.us/img716/4554/sh5img20111128181408.png
@Uekel,
The new green (black:D) buoys look very good in game:up:
Would it be possible to add a more weathered/dirty look to the red ones:06:
Would it be possible to add a more weathered/dirty look to the red ones:06:
That´s done! You can download here: http://www.mediafire.com/?36xnulc72s1ab79
The "new black" I have reworked too, maybe you also like it.
Another Version with many rust: http://www.mediafire.com/?wmn0x3r94ms2bjb
Hope it´s not too much (both - rust and versions) :hmmm:
Trevally.
11-28-11, 03:43 PM
That´s done! You can download here: http://www.mediafire.com/?36xnulc72s1ab79
The "new black" I have reworked too, maybe you also like it.
Yes - they are much better:yep:
Thanks uekel:up:
Yes - they are much better:yep:
Ok, but I think, this http://www.subsim.com/radioroom/showpost.php?p=1795618&postcount=89
you also like.
It´s my favorite, but i dont know; too much rust or not....
Ruby2000
11-29-11, 02:40 AM
Hi,
a new "DeutschMod" version 1.0.0 for NewUI 6.9.0 and OH II is available.
http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309
Greetings Ruby
Silent Steel
11-29-11, 03:24 AM
a new "DeutschMod" version 1.0.0 for NewUI 6.9.0 and OH II is available.
Greetings Ruby
Downloaded, activated and now launching SH5. :D
Thanks Ruby
Ruby2000
11-29-11, 04:46 AM
Hi Silent Steel,
viel Spaß ! :up:
Gruß Ruby
Hi Trevally!
I have here is a version of the buoys that I (now really :D) personally like at most. http://www.mediafire.com/?lv4b9xtjabkap9c
This time I have looked they also with activate "Dynamic Environment".
Once again, I have also a small change in the draught. The files of the individual versions are fully interchangeable. Which you finally use, is your decision. :yep:
Silent Steel
11-29-11, 05:05 AM
Hi Silent Steel,
viel Spaß ! :up:
Gruß Ruby
Meine beste Gruesse aus Schweden :salute:
Magic1111
11-29-11, 06:57 AM
Hi,
a new "DeutschMod" version 1.0.0 for NewUI 6.9.0 and OH II is available.
http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/1141044309?r=5131074309#5131074309
Greetings Ruby
Hi Trevally!
I have here is a version of the buoys that I (now really :D) personally like at most. http://www.mediafire.com/?lv4b9xtjabkap9c
This time I have looked they also with activate "Dynamic Environment".
Once again, I have also a small change in the draught. The files of the individual versions are fully interchangeable. Which you finally use, is your decision. :yep:
Many thanks both! :yeah:
Best regards,
Magic:salute:
Trevally.
11-29-11, 01:44 PM
Hi Trevally!
I have here is a version of the buoys that I (now really :D) personally like at most. http://www.mediafire.com/?lv4b9xtjabkap9c
This time I have looked they also with activate "Dynamic Environment".
Once again, I have also a small change in the draught. The files of the individual versions are fully interchangeable. Which you finally use, is your decision. :yep:
Hi Uekel, yes these look very good. I like the new rust stains on the white base:up:
http://img443.imageshack.us/img443/1207/sh5img20111129182343sr.png
I was going to suggest that the size of them could be reduced, but then I thought about how large the sea waves can be so I think the size is good.
Classes of Buoy
Buoys are grouped into various classes (or sizes) with Class One Buoys being the largest. Class One Buoys are typically used to mark major waypoints or hazards in deeper water and are made up of three parts – a top mark, a buoy body and a tail tube to counter-balance the top mark. The diameter of a Class One buoy body is approximately 5 metres and a fully configured buoy weighs in at approximately 10 tonnes (excluding moorings).
Hi Trevally!
That´s really true, they were and are very large. The numbers are meters:
http://img850.imageshack.us/img850/2435/bojen1.jpg (http://img88.imageshack.us/img88/2435/bojen1.jpg)
It´s the SH3 "Skalenwand" from "GWX" DivingDuck, I think the measure is correct.
I had reduced them even to 90 percent (before this picture), but not less than for exactly this reason: how large the sea waves :yep:
Now were the buoys in the 40er years, just like the ships, maybe smaller than it is today, but if they always disappear in the waves, we dont get anything. :shifty:
With other words: I also think, we let the size.
And btw: I also very like the rust stains. :DL
Sartoris
11-30-11, 06:33 AM
Are the campaign radio messages integrated in the last version of the mod?
http://www.subsim.com/radioroom/showthread.php?t=185397&page=4
Sartoris
11-30-11, 07:11 AM
Are the campaign radio messages integrated in the last version of the mod?
http://www.subsim.com/radioroom/showthread.php?t=185397&page=4
Also, is it okay to start at a later date or do we have to start in 1939? I'd like to use the "silentotto" cheat and start in 1943 but I'm not sure if this will cause errors in OHII.
Magic1111
11-30-11, 07:55 AM
Are the campaign radio messages integrated in the last version of the mod?
http://www.subsim.com/radioroom/showthread.php?t=185397&page=4
One word: YES! :up:
Trevally.
11-30-11, 12:35 PM
Also, is it okay to start at a later date or do we have to start in 1939? I'd like to use the "silentotto" cheat and start in 1943 but I'm not sure if this will cause errors in OHII.
Yes "silentotto" will work with OHII - just remember to save/load before you get into your boat:up:
Hmmm what is wrong with my Open Horizons ??:Kaleun_Crying:
http://img830.imageshack.us/img830/7941/sh52011120113404748.jpg (http://imageshack.us/photo/my-images/830/sh52011120113404748.jpg/)
my mods:
New UI
real environment rev3
imrpoved waves+pitch
free cam tweak
Open horizons2 full v 1.5
TDW mines subnets
... ??
SgtPotato
12-01-11, 10:12 AM
My game crashed to desktop when the torpedo was about to hit Royal Oak at the right moment in Scapa Flow. Any idea why?:hmmm:
Trevally.
12-02-11, 12:32 PM
Hmmm what is wrong with my Open Horizons ??:Kaleun_Crying:
my mods:
New UI
real environment rev3
imrpoved waves+pitch
free cam tweak
Open horizons2 full v 1.5
TDW mines subnets
... ??
What is your pc specs?
Have you updated you drivers etc
If using 32bit - have you enabled the 3gig switch?
My game crashed to desktop when the torpedo was about to hit Royal Oak at the right moment in Scapa Flow. Any idea why?:hmmm:
Are you sure it was the Royal Oak?
What version of OHII are you using?
Are you using ful, base, ships or enviro?
What mods are you using and in what order?
What is your PC specs?
What TC were you at?
Trevally.
12-02-11, 01:28 PM
Please see post 1 for new patch3:salute:
Remove patch2 and install patch3 when in the bunker.
Patch3 adds the improved buoys from Uekel.
Thanks Uekel for your work towards improving this game :Kaleun_Cheers:
Trevally.
12-02-11, 03:24 PM
Please see post 1 for Patch3b
@ the 17 users who downloaded the patch3 - sorry I have made an error with that patch, can you replace it with patch3b:salute:
Silent Steel
12-03-11, 02:37 AM
Please see post 1 for Patch3b
@ the 17 users who downloaded the patch3 - sorry I have made an error with that patch, can you replace it with patch3b:salute:
Fabulous work with these new buoys :o
Thanks to both of you for taking this mod to an even more stunning level.
BTW - the 3b Patch runs fine.
:up:
Kretschmer the IV
12-03-11, 06:39 AM
HI,
i gotta weird issue. When finishing the mission for reinforcements route in NW England (before 1.april 1940) i have to go to bunker and wait until passing 1. April for Narvik missions to appear. When i check the mission and i say, im ready for deploy, it warps me 2 weeks to the future and the Narvik missions are over :06: Instead i have to go to the west entrace of the canal. :doh:
Trevally.
12-03-11, 06:59 AM
HI,
i gotta weird issue. When finishing the mission for reinforcements route in NW England (before 1.april 1940) i have to go to bunker and wait until passing 1. April for Narvik missions to appear. When i check the mission and i say, im ready for deploy, it warps me 2 weeks to the future and the Narvik missions are over :06: Instead i have to go to the west entrace of the canal. :doh:
Yes - when you click "lets go on patrol" - 14days will pass before you get onboard.
Operation Weserübung (http://en.wikipedia.org/wiki/Operation_Weser%C3%BCbung) - is a time restricted objective and you should have been told by radio message well in advance to head to Norway waters and wait for new orders.
Are you using TDWs UI? - Did you get the radio message?
See here from post one about campaign objectives.
Campaign Progress
Within each campiagn (i.e. coastal Waters) there are main objectives to achieve. These will be things like "sink 50,000 tonnes of coastal shipping". As you achieve this tonnage a progress bar will fill so you can keep track of your progress. When the bar is full, you have achieved the objective and will be awarded crosses to fill your campaign bar.
Most of these objectives a time/date related and if you fail to fill the progress bar within that time - you will fail the objective.
Failing the objective will not stop your campaign. You may have some blocked objectives or even blocked campaigns as a result, but your career will continue.
If you finish an objective within the time frame given - you may not get a new one untill a later date. When this happens, you should go out and patrol anywhere you like, hunting any ship you like. this is a good time to test your skills by trying some harbour raids etc.
When the time comes for a new objective, you will be sent a radio message informing you that new objectives are ready. You do not need to return to port and select it. You can just go and start the new objective from where you are. You DO NOT EVER need to select an objective from the main briefing map.
When you do select an objective from the main briefing map, you will also be given a secondary mission. This will be thing like "Drop of supplies at area X" see here for an example (http://www.subsim.com/radioroom/showthread.php?t=188171) When you achieve these secondary missions, you will be rewarded with extra renown points that you can use to upgrade your u-boat. If you do not do these secondary missions - there is no penalty.
7thSeal
12-03-11, 07:53 AM
@ the 17 users who downloaded the patch3 - sorry I have made an error with that patch, can you replace it with patch3b:salute:
I was one of the 17, I'll inform my crew that we're headed back to the bunker for an update. That should lift their spirits a bit.
Thanks Trevally for the update. :up:
Kretschmer the IV
12-03-11, 09:20 AM
Yes - when you click "lets go on patrol" - 14days will pass before you get onboard.
Operation Weserübung (http://en.wikipedia.org/wiki/Operation_Weser%C3%BCbung) - is a time restricted objective and you should have been told by radio message well in advance to head to Norway waters and wait for new orders.
Are you using TDWs UI? - Did you get the radio message?
See here from post one about campaign objectives.
Campaign Progress
Within each campiagn (i.e. coastal Waters) there are main objectives to achieve. These will be things like "sink 50,000 tonnes of coastal shipping". As you achieve this tonnage a progress bar will fill so you can keep track of your progress. When the bar is full, you have achieved the objective and will be awarded crosses to fill your campaign bar.
Most of these objectives a time/date related and if you fail to fill the progress bar within that time - you will fail the objective.
Failing the objective will not stop your campaign. You may have some blocked objectives or even blocked campaigns as a result, but your career will continue.
If you finish an objective within the time frame given - you may not get a new one untill a later date. When this happens, you should go out and patrol anywhere you like, hunting any ship you like. this is a good time to test your skills by trying some harbour raids etc.
When the time comes for a new objective, you will be sent a radio message informing you that new objectives are ready. You do not need to return to port and select it. You can just go and start the new objective from where you are. You DO NOT EVER need to select an objective from the main briefing map.
When you do select an objective from the main briefing map, you will also be given a secondary mission. This will be thing like "Drop of supplies at area X" see here for an example (http://www.subsim.com/radioroom/showthread.php?t=188171) When you achieve these secondary missions, you will be rewarded with extra renown points that you can use to upgrade your u-boat. If you do not do these secondary missions - there is no penalty.
Thanks! Yes i use it. I thought those radio messages are just static for some kind of atmosphere :D
HI,
i gotta weird issue. When finishing the mission for reinforcements route in NW England (before 1.april 1940) i have to go to bunker and wait until passing 1. April for Narvik missions to appear. When i check the mission and i say, im ready for deploy, it warps me 2 weeks to the future and the Narvik missions are over :06: Instead i have to go to the west entrace of the canal. :doh:
The problem occurs because we choose the missions on the day when we return to the port, and THEN enter the refit time (standard 14 days). It is one of the game bugs. :cry:
Maybe someone can change it? :06:
haegemon
12-04-11, 01:53 AM
The problem occurs because we choose the missions on the day when we return to the port, and THEN enter the refit time (standard 14 days). It is one of the game bugs. :cry:
Maybe someone can change it? :06:
That's not a bug, is the refit time before being able to sail again. Standar issue. :salute:
That's not a bug, is the refit time before being able to sail again. Standar issue. :salute:The refit time itself is not the problem (I´ve set it in my game to24 days).
The problem is the order:
1. choose a mission - only there, for exactly this date are available
2. refit time
(exception is the first mission of the campaign)
It should be reversed! After refit time, maybe others are available.
Just when such time-critical missions like "Weserübung" an problem.
Trevally.
12-04-11, 05:02 AM
Thanks! Yes i use it. I thought those radio messages are just static for some kind of atmosphere :D
:har:
You need to watch out for the red and blue messages, they are directed at you :up:
Trevally.
12-04-11, 05:05 AM
The refit time itself is not the problem (I´ve set it in my game to24 days).
The problem is the order:
1. choose a mission - only there, for exactly this date are available
2. refit time
(exception is the first mission of the campaign)
It should be reversed! After refit time, maybe others are available.
Just when such time-critical missions like "Weserübung" an problem.
Yes - this is the reason for the problems with short missions. A very annoying, not bug but perhaps oversight.
Hi Trevally!
Yes - this is the reason for the problems with short missions. A very annoying, not bug but perhaps oversight.
Would be nice if you can find anything to fix it. :sunny:
But.... I think it is a problem of the game itself, not of the campaign. :cry:
On the other hand, the traffic is going anyway and the radio commands make it also true to life. :up:
Trevally.
12-04-11, 06:11 AM
Hi Trevally!
Would be nice if you can find anything to fix it. :sunny:
But.... I think it is a problem of the game itself, not of the campaign. :cry:
On the other hand, the traffic is going anyway and the radio commands make it also true to life. :up:
I am sure (would need to check) that when you dock at your base, the game saves.
Perhaps a script could be written that when you appear in the bunker, the save game file is read and then the campaign date could be adjusted at this point (+24days etc). This could also bring up a page where you patrol history (medals) could be viewed.
Then when you click "let go on patrol" the game is set to advance only one day:hmmm:
tonschk
12-04-11, 08:34 AM
Please see post 1 for Patch3b:salute:
:yeah: Thank you :DL Trevally :salute: for the update :rock:
In campaign Mare nosrtum at performance of task Breakthrough Gibraltar together with it to me set off performance of task Deliveries for Malta. It turns out that I have carried out two tasks of campaign simultaneously! Somehow it is not correct. How it is possible to correct it?:06:
Initially I took task Breakthrough Gibraltar. Thus the second task Deliveries for Malta which to me have then included as executed, was even not active!:hmmm:
Trevally.
12-04-11, 11:43 AM
In campaign Mare nosrtum at performance of task Breakthrough Gibraltar together with it to me set off performance of task Deliveries for Malta. It turns out that I have carried out two tasks of campaign simultaneously! Somehow it is not correct. How it is possible to correct it?:06:
Initially I took task Breakthrough Gibraltar. Thus the second task Deliveries for Malta which to me have then included as executed, was even not active!:hmmm:
Hi Vit - thanks for the report:salute:
Objectives do not need to be selected to be completed.
So you have found an objective overlap - I will check it out:up:
TheBeast
12-07-11, 12:19 AM
I hope I am not Off Topic but not really sure where I should post this question.
After encountering a Large Iceberg near Narvik, I realized that an Iceberg of that size should not be there. This Iceberg was hitting the bottom banging away.
The Large Iceberg should only be in Deep Water.
Would it be possible to define 3 Environmental Unit Type's in Names.cfg and DefSide.cfg?:06:
EXAMPLE:
data\Roster\Names.cfg
[ClassNames]
Environmental=Environmental ; Shallow Water (50-150 Meters) Environmental (Small Icebergs and Dolphin Biological)
OSEnvironmental=Environmental ; Open Water (150-350 Meters) Environmental (Small, Medium Icebergs and Biological(Dolphin, Whale))
DSEnvironmental=Environmental ; Deep Water (350+ Meters) Environmental (Any Iceberg or Biological(Dolphin, Whale))
;Merchant Ships
Type110=Environmental
Type111=OSEnvironmental
Type112=DSEnvironmental
;Submarines
Type203=OSEnvironmental ; Humpback Whale - Requires water 150m or deeper or it dies when it dives.
[Sea]
DLF=Dolphin
HBW=Hump Back Whale
[Submarine]
SHBW=Hump Back Whale
[Countries]
Environmental=Environmental
OSEnvironmental=Environmental
DSEnvironmental=Environmental
data\Roster\DefSide.cfg
[SideEntry xx]
Country=Environmental
Side=0
StartDate=19380101
EndDate=19470408
RESULT:
This change would enable correct scripting of Enviromental Layers in Campaign.
Regards!
TheBeast
jsheikh
12-07-11, 12:28 PM
First of all: I salute you, modders, for making SH5 worthy of its engine.
I'm having issues in the operation Weserubung mission in OH II 1.4. I started the mission without choosing it in the briefing because my previous patrol ended on March 1-5 thereabouts. So I started a new patrol on Mar 20, got to Narvik and found and sank a Queen Elizabeth BB (around april 4 i think) as well as 2 CAs and 2 CVs (april 7 & 8). The 'sink 5 enemy ships entering Narvik' part is complete but the other goal of 'sink any british ship entering Narvik's teritoril waters' is stubbornly refusing to fulfill itself. I sank other ships too (another CA and some merchnts) but the task is not done. Any advice?
Mod order (just in case):
Magnum_Opus_v0_0_1
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_WWIIInterface_by_naights
NewUIs_TDC_6_8_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_8_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_8_0_jimimadrids_map_tools
MRP 1.3+OPCF
MRP 16x9 patch
OPEN HORIZONS II_full v1.4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
OHII v1.4 patch1
OH II Campaign Radio Messages v4
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Critical hits 1.1 Torpedos
Critical hits v 1.2
EnhancedFunnelSmokeSH5
Equipment_Upgrades_Fix_1_2_byTheBeast
Trevally.
12-07-11, 01:07 PM
http://img835.imageshack.us/img835/1253/maptn.jpg
The red area is for one objective and the yellow for the other:up:
Poacher886
12-07-11, 01:16 PM
Im finding the game unplayable....When ever i use the deck gun, all seems fine and i get an average of 75fps, once a couple start burning, my ability to "look" around gets locked up and i have to move the mouse in stages to look anywhere, and thus go anywhere or indeed give orders via the selections.
Yet my FPS is still around 75fps when this is happening??? it seems exclusive to using the deck guns?
Trevally.
12-07-11, 01:19 PM
@ TheBeast - thanks for your suggestion:salute:
The icebergs in OHII are spawned the old way with direct placement and not by calling unit types - so to fix this I can either adjust the path for shallow water or remove large ones that enter close to shore:hmmm:
Trevally.
12-07-11, 02:44 PM
My game crashed to desktop when the torpedo was about to hit Royal Oak at the right moment in Scapa Flow. Any idea why?:hmmm:
As a few people are having CTDs in scapa when the target the BBs I am updoading a test mission
DOWNLOAD (http://www.gamefront.com/files/21064224/OHII+Scapatest.7z)
Install with JSGME and run in Historical Missions - ScapaBB Test
This test is the BB layer from OHII - I am unable to repeat the CTDs so if someone can test this for me - that would be great:up:
Silent Steel
12-07-11, 07:20 PM
...Yet my FPS is still around 75fps when this is happening??? it seems exclusive to using the deck guns?
Ciao Poacher,
It sounds like you're suffering from FPS lag, i.e. some part of your rig is trying to speed up FPS but another can't keep pace up.
The system is trying to perform something quickest possible but some parts are choking and makes FPS jump up and then being forced to slow down.
This creates this jumpy, stuttering performance.
The cure to this is to set a limit to max FPS so the system can't rush away and then being brutally stopped over and over again.
If you haven't tried it before I suggest you try this one; d3d antilag (http://www.gamefront.com/files/user/BadgerFinn)
Make sure you read the 'readme.txt' file, you can't apply it with JSGME.
Cheers
jsheikh
12-07-11, 08:18 PM
http://img835.imageshack.us/img835/1253/maptn.jpg
The red area is for one objective and the yellow for the other:up:
Thanks Trevally. That's done it.:up:
Maybe you could rename it or something. Cause right now it sounds like both need o be done in Narvik
Trevally.
12-08-11, 12:41 PM
Thanks Trevally. That's done it.:up:
Maybe you could rename it or something. Cause right now it sounds like both need o be done in Narvik
Yes jsheikh, you are not the first to get stuck with this one.
I will add it to my list:up:
Poacher886
12-08-11, 12:56 PM
Ciao Poacher,
It sounds like you're suffering from FPS lag, i.e. some part of your rig is trying to speed up FPS but another can't keep pace up.
The system is trying to perform something quickest possible but some parts are choking and makes FPS jump up and then being forced to slow down.
This creates this jumpy, stuttering performance.
The cure to this is to set a limit to max FPS so the system can't rush away and then being brutally stopped over and over again.
If you haven't tried it before I suggest you try this one; d3d antilag (http://www.gamefront.com/files/user/BadgerFinn)
Make sure you read the 'readme.txt' file, you can't apply it with JSGME.
Cheers
Thanks for your reply though i don't think this is lag somehow, i'll try to explain better....
Im running a highly overclocked (not the problem) GTX570, which runs this sim at 70+FPS all day smooth a ****. I do get the odd jumping with waves etc via it hitting 100+FPS on occations, but this is completely different!!
I only ever experience this when using the deck gun....it all start off as expected, with ships on fire etc (still at a constant 75FPS), then suddenly the "mouse view" only begins to lock up.....
Basically i have to keep pushing the mouse right for instance a few times for me to look about 4" to the right before it stops and then repeat to get it to move another 4" again and so on for all directions!!!
Thus if i want to move around i have to move my mouse in the direction i want to move (the WASD keys work fine) to look there by moving mouse across my desk, picking it up and moving in the same direction and again and again untill i get it to look in the right direction before moving forward!!!
This happens both inside and outside th sub every time i use the deck gun ???
Any ideas
Silent Steel
12-08-11, 01:13 PM
Thanks for your reply though i don't think this is lag somehow, i'll try to explain better....
Im running a highly overclocked (not the problem) GTX570, which runs this sim at 70+FPS all day smooth a ****. I do get the odd jumping with waves etc via it hitting 100+FPS on occations, but this is completely different!!
I only ever experience this when using the deck gun....it all start off as expected, with ships on fire etc (still at a constant 75FPS), then suddenly the "mouse view" only begins to lock up.....
Basically i have to keep pushing the mouse right for instance a few times for me to look about 4" to the right before it stops and then repeat to get it to move another 4" again and so on for all directions!!!
Thus if i want to move around i have to move my mouse in the direction i want to move (the WASD keys work fine) to look there by moving mouse across my desk, picking it up and moving in the same direction and again and again untill i get it to look in the right direction before moving forward!!!
This happens both inside and outside th sub every time i use the deck gun ???
Any ideas
Sounds like a potent rig you've got there.
Could you please post your mod list.
Go to JSGME; Tasks > Export activated mods list to > Text file. Pick it up from C:\Ubisoft\Silent Hunter 5\MODS
Copy the text into your reply.
Trevally.
12-08-11, 02:07 PM
@ Poacher
Im sure I read on TDWs UI thread where he talked about this issue.
It was something to do with a prog wanting 100% access to your mouse.
this was stopping the mouse.dll working
Check you taskbar for any mouse software running and switch it off:up:
Echolot
12-08-11, 08:34 PM
@ Poacher
Disconnect any other usb input device like joypad, joystick or racing wheel from your computer.
Regards.
Echol:ping:t.
Commander Mysenses
12-09-11, 04:51 AM
As a few people are having CTDs in scapa when the target the BBs I am updoading a test mission... if someone can test this for me - that would be great:up:
No problems with the test mission. I guess my CTDs were due to my lack of memory (i5 with a lowly 4GB and only onboard graphics). I am running OHII 1.5 basemod and additional ships, using lowest graphic settings.
Bit strange that I only got CTD attacking the other BB, the Royal Oak caused no problems, whether I attacked it first or second.
I suppose I could try it all again without the additional ships, but that does make life awfully dull!
On a side note;
is there any benefit in running "mtns - more traffic, nations and ships 1.7" alongside OHII additional ships?
Silent Steel
12-09-11, 12:50 PM
On a side note;
is there any benefit in running "mtns - more traffic, nations and ships 1.7" alongside OHII additional ships?
I suppose you mean the 'OPEN HORIZONS II_New_Ships v1.5', right?
So far I've found it better to run the mtns only.
I found the game becoming a bit unstable when running both of them.
IF you enable both I suggest you enable the 'OPEN HORIZONS II_New_Ships v1.5' first.
And don't forget to add the 'PATCH for Open Horizons II Base + new ships v1.5' patch 3b.
You find it here; http://www.gamefront.com/files/21047834/OHII+v1.5+Patch3b.7z
:up:
quink99
12-09-11, 01:57 PM
Because of a rather low powered computer, does any know if one can run
'OPEN HORIZONS II_New_Ships v1.5' without running on of the Open Horizon II base programs?
Commander Mysenses
12-09-11, 02:00 PM
I suppose you mean the 'OPEN HORIZONS II_New_Ships v1.5', right?
Ah, yeah, my bad. I'm running with Base, New_ships and Patch3 ATM.
I might try pulling out New_Ships and shoving MTNs Ships in instead.
Silent Steel
12-09-11, 02:20 PM
I might try pulling out New_Ships and shoving MTNs Ships in instead.
Aahh yesss, go for it mate. :cool:
TheDarkWraith
12-09-11, 05:25 PM
Im finding the game unplayable....When ever i use the deck gun, all seems fine and i get an average of 75fps, once a couple start burning, my ability to "look" around gets locked up and i have to move the mouse in stages to look anywhere, and thus go anywhere or indeed give orders via the selections.
Yet my FPS is still around 75fps when this is happening??? it seems exclusive to using the deck guns?
Thanks for your reply though i don't think this is lag somehow, i'll try to explain better....
Im running a highly overclocked (not the problem) GTX570, which runs this sim at 70+FPS all day smooth a ****. I do get the odd jumping with waves etc via it hitting 100+FPS on occations, but this is completely different!!
I only ever experience this when using the deck gun....it all start off as expected, with ships on fire etc (still at a constant 75FPS), then suddenly the "mouse view" only begins to lock up.....
Basically i have to keep pushing the mouse right for instance a few times for me to look about 4" to the right before it stops and then repeat to get it to move another 4" again and so on for all directions!!!
Thus if i want to move around i have to move my mouse in the direction i want to move (the WASD keys work fine) to look there by moving mouse across my desk, picking it up and moving in the same direction and again and again untill i get it to look in the right direction before moving forward!!!
This happens both inside and outside th sub every time i use the deck gun ???
Any ideas
@ Poacher
Im sure I read on TDWs UI thread where he talked about this issue.
It was something to do with a prog wanting 100% access to your mouse.
this was stopping the mouse.dll working
Check you taskbar for any mouse software running and switch it off:up:
this ability to not look around using mouse when using deck gun and some ships are burning is more than likely being caused by my UIs mod. It's not the UIs mod per se that is the problem but rather it's continually polling for destroyed units because there is something wrong in your mod setup. It sounds like a unit name is not being found and thus my UIs mod knows that a unit was destroyed but it can't match up the unit to anything it knows and thus keeps polling for destroyed units. You need to run the DbgView app before starting your game and when this happens again send me the output from the DbgView app. Then I can determine which unit(s) are causing the problems.
Silent Steel
12-09-11, 07:02 PM
... It's not the UIs mod per se that is the problem but rather it's continually polling for destroyed units because there is something wrong in your mod setup..
:yep:
Hi guys,
Apologies if this has already been resolved somewhere but I did a search (both forum and thread) and couldn't find an answer...
Basically, I'm getting a CTD when using the Hydrophone station - normally when rotating the mouse wheel and getting close to the reported contact. It will just crash to desktop with no error message.
I'm using the full version (1.5). I wonder if using the lite version may work as my cpu's not the greatest to be honest.
Thanks anway.
THE_MASK
12-09-11, 09:42 PM
Hi guys,
Apologies if this has already been resolved somewhere but I did a search (both forum and thread) and couldn't find an answer...
Basically, I'm getting a CTD when using the Hydrophone station - normally when rotating the mouse wheel and getting close to the reported contact. It will just crash to desktop with no error message.
I'm using the full version (1.5). I wonder if using the lite version may work as my cpu's not the greatest to be honest.
Thanks anway.Do you have tDW new UIs installed . This has the AI sub hydrophone ctd fix .
Hey Sober,
Thanks for the fast response.
I am using TDW's new UI version 6_9_0. As far as I am aware that is the most up to date version? I'll check anyway. Failing that I suppose I could install a hydro fix seperately - although compatability may become an issue if 6_9_0 is supposed to have it.
Cheers again and best regards.
EDIT:
Just installed the hydro-fix mod in addition to the new UI and this does seem to have resolved the problem in the hour or so I've just played. Thanks for your help.
Poacher886
12-10-11, 12:26 PM
Thanks guy's, when i get a chance, i'll post my mod list and look into your suggestions...im a bit busy right now, but it seems the problem is recognised as suggested
Thanks
Akula4745
12-10-11, 08:12 PM
A question: I don't recall waiting to take another mission in Happy Days... I have successfully completed the Eastern British Coastal Waters mission - but the Southwestern Approaches, and now the Northwestern Approaches are available - but not selectable. The game date is Oct. 16, 1939. Any ideas?
Mod list below - if there is a known (unknown to me) conflict. Thanks in advance, gents...
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
nVidia missing lights
Real Environment - Revision_3
stoianm EnvWeather V1 SH5
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14
Radio_Messages_1_2_0_UI_Boat_v4_14
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
OH II Campaign Radio Messages v4
IO_StrategicMap_4_3_for_Ui-Boat V4.14
No Damn Bubbles, No Damn Halo Mod
MineField Map for IO_StrategicMap_for_CSPMagui
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
Enhanced FunelSmoke1.2_by HanSolo78
Environment Sounds
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
Small_trees_SH5_V1
U-Boat Watch Crew Routine SFX
Church's Compass Dials Mod v2.2 - Option Three
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM
German U-Boat Internal Routine SFX
Trevally.
12-11-11, 06:15 AM
A question: I don't recall waiting to take another mission in Happy Days... I have successfully completed the Eastern British Coastal Waters mission - but the Southwestern Approaches, and now the Northwestern Approaches are available - but not selectable. The game date is Oct. 16, 1939. Any ideas?
Hi Akula:salute:
Can you post a screen shot - so I can see what is going on here:up:
The approaches objectives SW only starts 10/04/40 and NW 1/11/39
So you will get NW soon but they should not be displayed on you map
Akula4745
12-11-11, 07:26 AM
Hi Akula:salute:
Can you post a screen shot - so I can see what is going on here:up:
The approaches objectives SW only starts 10/04/40 and NW 1/11/39
So you will get NW soon but they should not be displayed on you map
Thanks Trevally!!
Did you mean 10/04/39 and 1/11/40? This screen is from my current patrol (started with no mission) after I completed the Eastern Coastal Waters. If it would help I can add a screenshot from the bunker which also shows the missions - just not selectable...
PS - Also note the info for the NW Approaches mission - coding language instead of description.
http://www.jimdeadman.com/images/missions.jpg
Poacher886
12-11-11, 08:04 AM
ok, here's my mod stew:
Accurate German Flags
Grossdeutscher Rundfunk
German U-Boat Crew Language Pack
Speech fixes and additions (german version)
U-Boat Ballast Tanks SFX
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1 PATCH
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
nVidia missing lights
MRP 8x5 ratio
Sub_Exhaust_1_0_5_byTheDarkWraith
Shadow Improvement Mod
AilSmoke 1.7
Enhanced FunelSmoke1.2_by HanSolo78
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
FX_Update_0_0_19_ByTheDarkWraith
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraitPatch 6
OPEN HORIZONS II_full v1.3
sobers smaller water drops V4
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 additional crew sounds beta6
OH II and Light Campaign Radio Messages v3
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
IRAI_0_0_30_No_hydrophone_on_surface
Old Style Explosions V1.1
Stormys DBSM SH5 v1.3 optional scary creaks
Im not sure if MO is actually needed with all the sub mods added? i cant find a list of whats included in MO to see if its still required....almost everything added seems to over-right it.
I've been bashing Total war and Rise of flight sim recently, thus i might be behind on some of the latest versions of the mods. The current state seems to work perfect except the deck gun "mouse lock" problem.
Thanks again
Trevally.
12-11-11, 08:52 AM
Thanks Trevally!!
Did you mean 10/04/39 and 1/11/40? This screen is from my current patrol (started with no mission) after I completed the Eastern Coastal Waters. If it would help I can add a screenshot from the bunker which also shows the missions - just not selectable...
PS - Also note the info for the NW Approaches mission - coding language instead of description.
Hi Akula,
Yes - that is most odd. I have seen this once before with the map mod you are using and I can't remember the cause or fix:hmmm:
Does it still happen if you remove IO map? Are you using the most up to date version from Obelix:06:
Trevally.
12-11-11, 08:57 AM
@Poacher
Before you start your game run the DbgView app from the apps folder in SH5
Load your save game from where the deck gun gives you issues and repeat your steps to make the issue happen.
After it does - close Sh5 and copy and paste the dbgview info for TDW to look at. Also please note the name of the ship you are targeting.
Its important that we find what ship this is as it and perhaps others could be causing more issues:up:
Akula4745
12-11-11, 12:49 PM
Hi Akula,
Yes - that is most odd. I have seen this once before with the map mod you are using and I can't remember the cause or fix:hmmm:
Does it still happen if you remove IO map? Are you using the most up to date version from Obelix:06:
I will remove the IO map mod and give it a try. Will post my findings. Thanks for the insight, sir!
UPDATE: Trevally - Which mod did you mean to remove? I have two map mods:
IO_StrategicMap_4_3_for_Ui-Boat V4.14 - and - MineField Map for IO_StrategicMap_for_CSPMagui
I will test both...
lesec74
12-12-11, 08:30 AM
hello,
my question is :icebergs mod is included in OH 1.5?If not , in what order installing beetween:
OH 1.5
Icebergs 2.4
sh5 lifeboats 2.1
many thanks for answer:salute:
Trevally.
12-12-11, 12:54 PM
hello,
my question is :icebergs mod is included in OH 1.5?If not , in what order installing beetween:
OH 1.5
Icebergs 2.4
sh5 lifeboats 2.1
many thanks for answer:salute:
There are iceburg within OHII so you do not need this mods.
your mod list should look like this
OH 1.5 + patch3b
sh5 lifeboats 2.1
:up:
lesec74
12-12-11, 03:07 PM
There are iceburg within OHII so you do not need this mods.
your mod list should look like this
OH 1.5 + patch3b
sh5 lifeboats 2.1
:up:
AND HARBOUR ADDITION, after all?
thanks trevally:salute:
Trevally.
12-12-11, 03:19 PM
AND HARBOUR ADDITION, after all?
thanks trevally:salute:
:hmmm: not sure about this one
I do know that uekel has made it work with his mod and OHII. See here for info (lower part of post is in english) MTNS (http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166) :up:
And here for pics (http://www.subsim.com/radioroom/album.php?albumid=473)
Hi Trevally!
In the campaign "Mare Nostrum", would it not be appropriate to assign La Spezia eg. from 18th March to the base, instead of 1st April? :06:
We leave on the 15th March Lorient, arrive so much earlier in the Mediterranean. And if you have a damaged boat or no torpedoes more after passing Gibraltar, is there too long without a base, or have to return again. :shifty:
Trevally.
12-13-11, 12:42 PM
Hi Trevally!
In the campaign "Mare Nostrum", would it not be appropriate to assign La Spezia eg. from 18th March to the base, instead of 1st April? :06:
We leave on the 15th March Lorient, arrive so much earlier in the Mediterranean. And if you have a damaged boat or no torpedoes more after passing Gibraltar, is there too long without a base, or have to return again. :shifty:
:up:
Ah yes - good find uekel:yep:
I had it like this for testing with "silentotto" where you could dock straight away to avoid the ctd, 14 days would pass and you would still have to pass the gibraltar straights.
I will fix this in the next version.
Note: anyone using "silentotto" to jump to campaigns, use save/load when you start rather than patrol/dock
...
I will fix this in the next version.
...Thats fine! :sunny:
Thanks! :salute:
Kretschmer the IV
12-14-11, 11:32 AM
When i start in the bunker, i do not see 2 uboats like in the screenshot on the first page. How can i enable it?
Trevally.
12-14-11, 12:46 PM
When i start in the bunker, i do not see 2 uboats like in the screenshot on the first page. How can i enable it?
Hi Kretschmer the IV:salute:
When you progress far enough in the campaign and manage to pass the Gibraltar strait to your new base - you will see it there:up:
Akula4745
12-15-11, 12:49 AM
Hi Akula,
Yes - that is most odd. I have seen this once before with the map mod you are using and I can't remember the cause or fix:hmmm:
Does it still happen if you remove IO map? Are you using the most up to date version from Obelix:06:
Trevally,
Just for future reference - when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved. I am now on Northern Patrol... but this Uboat is still like a pogo stick whenever I change depths.
My current mod stack is:
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
nVidia missing lights
Real Environment - Revision_3
stoianm EnvWeather V1 SH5
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14
Radio_Messages_1_2_0_UI_Boat_v4_14
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
OH II Campaign Radio Messages v4
IO_StrategicMap_4_3_for_Ui-Boat V4.14
No Damn Bubbles, No Damn Halo Mod
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
Enhanced FunelSmoke1.2_by HanSolo78
Environment Sounds
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
Small_trees_SH5_V1
U-Boat Watch Crew Routine SFX
Church's Compass Dials Mod v2.2 - Option Three
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM
German U-Boat Internal Routine SFX
Any suggestions from those wiser than me?
Hi Akula! ... but this Uboat is still like a pogo stick whenever I change depths... :DL
If you mean it can not keep the set depth, it is an annoying behavior. Try this out: http://www.subsim.com/radioroom/showpost.php?p=1587192&postcount=1
It´s just like a new boot. :up:
Akula4745
12-15-11, 02:26 AM
Hi Akula! :DL
If you mean it can not keep the set depth, it is an annoying behavior. Try this out: http://www.subsim.com/radioroom/showpost.php?p=1587192&postcount=1
It´s just like a new boot. :up:
Both those links are dead, uekel. But I already had that mod in my archive. I installed and it does seem to help! Thanks for the knowledge sir!
Silent Steel
12-15-11, 02:38 AM
Trevally,
Just for future reference - when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved. I am now on Northern Patrol... but this Uboat is still like a pogo stick whenever I change depths.
My current mod stack is:
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
nVidia missing lights
Real Environment - Revision_3
stoianm EnvWeather V1 SH5
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14
Radio_Messages_1_2_0_UI_Boat_v4_14
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
OH II Campaign Radio Messages v4
IO_StrategicMap_4_3_for_Ui-Boat V4.14
No Damn Bubbles, No Damn Halo Mod
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
Enhanced FunelSmoke1.2_by HanSolo78
Environment Sounds
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
Small_trees_SH5_V1
U-Boat Watch Crew Routine SFX
Church's Compass Dials Mod v2.2 - Option Three
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM
German U-Boat Internal Routine SFX
Any suggestions from those wiser than me?
Ahoy Akula,
Just curious -
You say '... when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved.'
Were you running the 'CSPMagui' at the time you experienced this?
Just asking because I see in your list that you're now running the UI-boat mod.
I don't know if I'm wiser than you but I have some suggestions for the load order, one alternative mod plus a few questions for Trevally.
Trevally please see my questions below marked with *
Grossdeutscher Rundfunk
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
* When you're running the 'OPEN HORIZONS II_full v1.5' mod the 'OPEN HORIZONS II_New_Ships v1.5' is included. I think you shouldn't run the Cerberus62 mods as well. Might these ones cause conflicts? Trevally, can you confirm this?
nVidia missing lights
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14
Real Environment - Revision_3 - I suggest you replace this one with the Dynamic Environment SH5 (http://www.subsim.com/radioroom/showthread.php?t=182377&highlight=Dynamic+environment)
Radio_Messages_1_2_0_UI_Boat_v4_14
Environment Sounds
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
U-Boat Watch Crew Routine SFX
German U-Boat Internal Routine SFX
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
stoianm EnvWeather V1 SH5
* OH II Campaign Radio Messages v4 - Do you know if this one conflicts with the 'Radio_Messages_1_2_0_UI_Boat_v4_14' above?
IO_StrategicMap_4_3_for_Ui-Boat V4.14
No Damn Bubbles, No Damn Halo Mod
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
* Enhanced FunelSmoke1.2_by HanSolo78 - This feature is included in 'Open Horizons'
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
SubFlags__0_0_8_byTheDarkWraith (https://rapidshare.com/files/2667743018/SubFlags__0_0_8_byTheDarkWraith.7z) <<< add this one
Small_trees_SH5_V1
Church's Compass Dials Mod v2.2 - Option Three
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM
Please note - as you can see I've rearranged all sound mods because I've seen somewhere here in this thread that it's recommended not to enable any sound mods after the 'Open Horizons II'
* Except for the 'OH II Campaign Radio Messages v4' ?
Trevally can you please confirm my questions?
Regards
TheBeast
12-15-11, 07:26 AM
@ Silent Steel
Please do not post link to SubFlags 0 0 9 by TheDarkWraith.
TheDarkWraith has not approved the changes I made to his Flag MOD yet.
I PM'd him a couple weeks ago about those changes but I think he is very busy with his GR2 Exporter MOD that he has been developing.
Also, I have a more up to date version of the Flag MOD that adds the Missing Splash FX for the Type-VIIC Conning Tower 2.
I think that the Type-VIIB Conning Tower 2 and 3 are also missing these FX as well. I will be checking on this soon.
Silent Steel
12-15-11, 08:00 AM
@ Silent Steel
Please do not post link to SubFlags 0 0 9 by TheDarkWraith.
Also, I have a more up to date version of the Flag MOD that adds the Missing Splash FX for the Type-VIIC Conning Tower 2.
I think that the Type-VIIB Conning Tower 2 and 3 are also missing these FX as well. I will be checking on this soon.
__________________________________________________ ____________________
Aye Sir,
Sorry about that, thanks :up:
Replaced it with 0.0.8
What you tell about a more up to date version of the Flag mod sounds interesting.
Do you mean you're working on it or is it released?
TheBeast
12-15-11, 09:00 AM
__________________________________________________ ____________________
Aye Sir,
Sorry about that, thanks :up:
Replaced it with 0.0.8
What you tell about a more up to date version of the Flag mod sounds interesting.
Do you mean you're working on it or is it released?
I am currently working on these files (when time permits) to add missing splash efects on some of the Conning Towers.
I originally started working on these files because I was trying to get cfg#snk node for Snorkel mount and these files appeared to be best (easiest) files to add these nodes but I found out that the game engine loads these files after it attempt to load the snorkel so it didnt work for that purpose.
During the that process I decided to update the Flag 3D Models and Mesh Animations by Privateer/Ducimus for much better looking Sub flag animations. This is done.
Regards!
TheBeast
Silent Steel
12-15-11, 10:03 AM
I am currently working on these files (when time permits) to add missing splash efects on some of the Conning Towers.
I originally started working on these files because I was trying to get cfg#snk node for Snorkel mount and these files appeared to be best (easiest) files to add these nodes but I found out that the game engine loads these files after it attempt to load the snorkel so it didnt work for that purpose.
During the that process I decided to update the Flag 3D Models and Mesh Animations by Privateer/Ducimus for much better looking Sub flag animations. This is done.
Regards!
TheBeast
Can't wait, please let me know when you release this one.
BTW - last night I loaded the CSPMagui by dr Jones and was surprised - the snorkel works. :o
Cheers
Akula4745
12-15-11, 10:34 AM
Ahoy Akula,
Just curious - You say '... when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved.' Were you running the 'CSPMagui' at the time you experienced this? Just asking because I see in your list that you're now running the UI-boat mod.
At one time I was using the CSPMagui mod - I think I left the minefield map mod in by accident. Removing it allowed me to select a mission in the bunker, where previously no mission was selectable - they were there... you just could not select it.
I don't know if I'm wiser than you but I have some suggestions for the load order, one alternative mod plus a few questions for Trevally.
Trevally please see my questions below marked with *
* When you're running the 'OPEN HORIZONS II_full v1.5' mod the 'OPEN HORIZONS II_New_Ships v1.5' is included. I think you shouldn't run the Cerberus62 mods as well. Might these ones cause conflicts? Trevally, can you confirm this?
* OH II Campaign Radio Messages v4 - Do you know if this one conflicts with the 'Radio_Messages_1_2_0_UI_Boat_v4_14'?
I would love to know these answers myself. Am I causing conflicts with these mods?
* Enhanced FunelSmoke1.2_by HanSolo78 - This feature is included in 'Open Horizons'
Real Environment - Revision_3 - I suggest you replace this one with the Dynamic Environment SH5 (http://www.subsim.com/radioroom/showthread.php?t=182377&highlight=Dynamic+environment)
SubFlags__0_0_8_byTheDarkWraith (https://rapidshare.com/files/2667743018/SubFlags__0_0_8_byTheDarkWraith.7z) <<< add this one
I am curious what the sub flags mod will do for me... other than add a flag? Will this mod affect the bouncing depth issue?
Please note - as you can see I've rearranged all sound mods because I've seen somewhere here in this thread that it's recommended not to enable any sound mods after the 'Open Horizons II'
* Except for the 'OH II Campaign Radio Messages v4' ?
Trevally can you please confirm my questions?
Thanks so much for the insight and knowledge, Silent Steel! I owe ya sir!
Also a big shout out to The Beast! I removed the \data\Submarine\NSS_Uboat* SIM files from the Real Environment Revision 3 as The Beast had suggested... and my buoyancy has returned! From initial testing (late last night) the bouncing depth issue "appears" to be resolved. Many thanks, Beast!!
As always I continue to be impressed with the helpfulness and willing attitude in this forum. I can honestly NOT remember a game forum which had this strong a helpful atmosphere and crew! My thanks and kudos to all!
TheBeast
12-15-11, 10:38 AM
Can't wait, please let me know when you release this one.
BTW - last night I loaded the CSPMagui by dr Jones and was surprised - the snorkel works. :o
Cheers
Yes, but the Snorkel I released in Equipment Upgrade fixes v1.4 is very lame.
I have updated that Model adding Dmg/Col model to Snorkel with Plumbing Pipe and Brace attached to Conning Tower.
I will be releasing Equipment Upgrade fixes v1.4 Patch 1 soon.
Hope Trevally. doesn't mind us hijacking his thread.:o
Please place any further comment about this to the Equipment Upgrade fixes thread.
Thanks!
TheBeast
Trevally.
12-15-11, 02:50 PM
I don't know if I'm wiser than you but I have some suggestions for the load order, one alternative mod plus a few questions for Trevally.
Trevally please see my questions below marked with *
Grossdeutscher Rundfunk
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
* When you're running the 'OPEN HORIZONS II_full v1.5' mod the 'OPEN HORIZONS II_New_Ships v1.5' is included. I think you shouldn't run the Cerberus62 mods as well. Might these ones cause conflicts? Trevally, can you confirm this?
Hi SilentSteel:salute:
Yes -
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
These mods are within OHII so you do not need them.
Cerberus62 Historical Ship Equipment 1.3
This one is not - so you can install if you wish:up:
Radio_Messages_1_2_0_UI_Boat_v4_14
* OH II Campaign Radio Messages v4 - Do you know if this one conflicts with the 'Radio_Messages_1_2_0_UI_Boat_v4_14' above?
This is ok to overwrite.
It will only share some folders and not overwrite anyfiles:up:
* Enhanced FunelSmoke1.2_by HanSolo78 - This feature is included in 'Open Horizons'
No - this is not in OHII
Please note - as you can see I've rearranged all sound mods because I've seen somewhere here in this thread that it's recommended not to enable any sound mods after the 'Open Horizons II'
* Except for the 'OH II Campaign Radio Messages v4' ?
Trevally can you please confirm my questions?
The sound controlling file within OHII is from:-
Stormfly's DBSM (all of them)
- you can check Stormfly's thread to see what other sounds mods may be included.
Rongels - lifeboat mod uses OHII sound file so it will be installed after OHII:up:
Hope Trevally. doesn't mind us hijacking his thread.:o
Hijack away - I don't mind:DL
Commander Mysenses
12-15-11, 04:36 PM
[/COLOR]Yes -
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
These mods are within OHII so you do not need them.
What about, mtns more traffic, nations and ships 1.7i?
Trevally.
12-15-11, 05:53 PM
What about, mtns more traffic, nations and ships 1.7i?
Hi Commander Mysenses:salute:
Yes - MTNS will work with OHII but only if you use the fix by uekel
mtns - OHII&HarbourAdditon_Fix_1_5b (http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166)
:up:
mobucks
12-16-11, 01:42 AM
Played the BB test, no CTD. I crash there in campaign though.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Accurate German Flags
RemoveLogoIntroTheDarkWraith
NDB,NDH OM#1 - No Dialog Indicator
Capthelms Audio Mod
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
U-Boat Ballast Tanks SFX
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
sobers silent hud
FX_Update_0_0_16_2_ByTheDarkWraith
Carotio_IntercontinentalRadioPack
Dark_Interior_V1
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
sobers best ever fog V4 SH5
sobers see thru wake fix
sobers smaller water drops
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Church's Compass Dials Mod v2.2 - Option Three
MadMaxs_SH5_Subdiesel
Manos Scopes-patch for 8x5
MightyFine Less Annoying Footsteps 1.0
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
OHII Scapatest
Silent Steel
12-16-11, 01:52 AM
Hi SilentSteel:salute:
Yes -
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
These mods are within OHII so you do not need them.
Cerberus62 Historical Ship Equipment 1.3
This one is not - so you can install if you wish:up:
This is ok to overwrite.
It will only share some folders and not overwrite anyfiles:up:
No - this is not in OHII
The sound controlling file within OHII is from:-
Stormfly's DBSM (all of them)
- you can check Stormfly's thread to see what other sounds mods may be included.
Rongels - lifeboat mod uses OHII sound file so it will be installed after OHII:up:
Hijack away - I don't mind:DL
Thanks for your help Trevally :yeah:
Silent Steel
12-16-11, 02:21 AM
Played the BB test, no CTD. I crash there in campaign though.
Hi Mobucks
I'm not quite sure if this is the answer to your question but I've read somewhere that these can conflict in such a way that they can cause CTDs.
* Capthelms Audio Mod
* Stormys DBSM SH5 v1.3 Basemod
* Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
:up:
thx for this great mod guys!
Husksubsky
12-17-11, 10:22 PM
Must make new career I guess? or just be in port to install?:yawn:(because I have night shift and havent slept in 22 hours)
Silent Steel
12-18-11, 02:59 AM
Must make new career I guess? or just be in port to install?:yawn:(because I have night shift and havent slept in 22 hours)
Hej Husky,
Installera i hamn.
Men först behöver du sova :up:
Hälsningar ifrån Sverige
Silent Steel
12-18-11, 08:30 AM
Vem behöver sömn?;)
Tydligen inte du :o
mikaelanderlund
12-18-11, 09:10 AM
Tysta stålet, hur går det med installationslistorna för moddar? Hoppas att det snart kommer en ny megamod.
mobucks
12-18-11, 11:05 AM
In the end, I just used sober's modlist and now no CTD at scapa. Only difference is I used OHII full and he uses Base+Ships.
Silent Steel
12-18-11, 11:26 AM
In the end, I just used sober's modlist and now no CTD at scapa. Only difference is I used OHII full and he uses Base+Ships.
I've seen the same here :yep:
Trevally?
Been playing this mod and really like what you've done with the shipping traffic. One question, I have not seen a single escort at all yet and I've been on 4 patrols. Is that because there really weren't many british escorts in 1939? Will they become more prevalent as the game progresses? Thanks
Trevally.
12-18-11, 03:04 PM
Thanks :up: Yes, escorts will increase:yep:
bigbeuzz
12-18-11, 06:09 PM
hello to all!
first of all I want to thank you for the wonderful job you have done, finally SH5 thanks to you all and great:)
here, on the advice of "pascal4541"
I have to tell you that I am allowed to make a translation in french,
for Open Horizon II v1.5 full (no patch). ..
in terms of name and mission directive on the map, for my pleasure;)
So I ask my question and Zedi travelly:
it works well and can allow me to share it with the French comunity for free?
or do you want me to give it to you to introduce it in your mod
Sorry for my bad English, but fortunately there are google translation:)
Here thank you and good hunting! ;)
Husksubsky
12-18-11, 07:14 PM
Hej Husky,
Installera i hamn.
Men först behöver du sova :up:
Hälsningar ifrån Sverige
Thx m8 . God Jul:salute:
Husksubsky
12-18-11, 07:20 PM
In the end, I just used sober's modlist and now no CTD at scapa. Only difference is I used OHII full and he uses Base+Ships.
Everything? I thought those guys tweaked the mods themselves to fit.. I m a bit scared of starting but on the other hand I think it s time to leave MO behind cause of all outdated mods it contains. Did you use long time finding all the mods?
mobucks
12-18-11, 08:38 PM
Everything? I thought those guys tweaked the mods themselves to fit.. I m a bit scared of starting but on the other hand I think it s time to leave MO behind cause of all outdated mods it contains. Did you use long time finding all the mods?
It diddn't take too long. I just copy paste the names of the mods as they are listed in his list, into a google search. 80% of the time, it will be the first result.(the [REL]modname subsim thread) Adding subsim after the mod's name will give me the result i'm after the other 20% of the time.
Trevally.
12-19-11, 12:33 PM
hello to all!
first of all I want to thank you for the wonderful job you have done, finally SH5 thanks to you all and great:)
here, on the advice of "pascal4541"
I have to tell you that I am allowed to make a translation in french,
for Open Horizon II v1.5 full (no patch). ..
in terms of name and mission directive on the map, for my pleasure;)
So I ask my question and Zedi travelly:
it works well and can allow me to share it with the French comunity for free?
or do you want me to give it to you to introduce it in your mod
Sorry for my bad English, but fortunately there are google translation:)
Here thank you and good hunting! ;)
Hi bigbeuzz & pascal4541:salute:
Yes of course you can release a mod for the French community:up:
Send me a link when you have finished and I will add it to post one just like Ruby2000's German version:up:
bigbeuzz
12-19-11, 02:37 PM
thank you very much! :DL
here is the link for the patch fr : http://www.megaupload.com/?d=K1YH5KFG
and thank you again for your work fabuleus :yeah:
Trevally.
12-19-11, 03:03 PM
thank you very much! :DL
here is the link for the patch fr : http://www.megaupload.com/?d=K1YH5KFG
and thank you again for your work fabuleus :yeah:
Thanks bigbeuzz, can you send me a link to your forum too please:up:
pascal4541
12-19-11, 04:16 PM
Yes, thank you bigbeuzz for this long job and thank you for the french community...
and a big thank you Trevally :up: :salute:
Trevally.
12-19-11, 06:28 PM
Not sure if anyone has posted this before - but here is a Lets play using pictures
http://rpgcodex.net/phpBB/viewtopic.php?t=65026&postdays=0&postorder=asc&start=0
:up:
Sartoris
12-19-11, 07:21 PM
Hehe, I think I made a thread about that Let's Play on Subsim, but I can't find it. As you can see I've been taking a break from adding new posts to the LP due to mod issues, but I'll get back into it. Hope you like it.:)
THE_MASK
12-19-11, 08:48 PM
With the random groups ,if is tactical set to false the ship seems to be appearing either side of the waypoint lines in a rndom radous outside the waypoint lines and some on the waypoint lines . Is tactical set to true the ship follows the waypoint lines . http://img202.imageshack.us/img202/7328/shipsinking.jpg (http://imageshack.us/photo/my-images/202/shipsinking.jpg/)
Trevally.
12-20-11, 05:31 PM
Hehe, I think I made a thread about that Let's Play on Subsim, but I can't find it. As you can see I've been taking a break from adding new posts to the LP due to mod issues, but I'll get back into it. Hope you like it.:)
Ah -Is it you that is writting them Sartoris?
They are very good - looking forward to the next one:yeah:
Trevally.
12-20-11, 05:36 PM
Thanks Sober - I had not notice that gray area causing issues before:DL
Akula4745
12-20-11, 09:11 PM
Trevally,
I must still have some kind of glitch. I selected the northern approaches mission - went out and sank 52,000 Tons - and now the mission is still not completed. From what the mission description says - the goal was 50,000 tons - or am I missing something?
My cleaned up mod list below (adjusted mods and order):
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
Cerberus62 Historical Ship Equipment 1.3
nVidia missing lights
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14
Real Environment - Revision_3
Radio_Messages_1_2_0_UI_Boat_v4_14
Environment Sounds
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
U-Boat Watch Crew Routine SFX
German U-Boat Internal Routine SFX
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
stoianm EnvWeather V1 SH5
OH II Campaign Radio Messages v4
IO_StrategicMap_4_3_for_Ui-Boat V4.14
OH II Minefield map
No Damn Bubbles, No Damn Halo Mod
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
Enhanced FunelSmoke1.2_by HanSolo78
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Accurate German Flags
Small_trees_SH5_V1
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM
bigbeuzz
12-20-11, 09:32 PM
hello travelly
with joy here is the link:http://www.mille-sabords.com/forum/index.php?act=idx
See you soon :salute:
looks good, i'll give sh5 a new try
Nemeziss
12-21-11, 01:53 PM
Very good job
thank's :D
Magic1111
12-21-11, 03:16 PM
Very good job
thank's :D
:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:
Trevally.
12-21-11, 03:24 PM
Trevally,
I must still have some kind of glitch. I selected the northern approaches mission - went out and sank 52,000 Tons - and now the mission is still not completed. From what the mission description says - the goal was 50,000 tons - or am I missing something?
Hi Akula - I will check this out:up:
Can you check your progress bar for that objective - how full is it?
hello travelly
with joy here is the link:http://www.mille-sabords.com/forum/index.php?act=idx
See you soon :salute:
Thanks bigbeuzz:DL I have added link to post one
Very good job
thank's :D
Thanks nemeziss and welcome to subsim:salute:
Hi Trevally!
I have some notes after returning from 1st patrol (Coastal Waters campaign) just for the information:
1. I've met two ships with frozen flags (near british coast, but of the other nations), also one "blackship" - german transport at the mouth of Kiel Channel
2. In the middle of the Kiel-channel I've met Polish freighter (8th September 1939, that mins the 'enemy' ship), successfully passing threw it from Kiel:DL.
3. Near british coast I recieved the information from Bdu about the convoy steaming in 74 km from me. I put the supermark on the reported cordinates of convoy, saved the game and quit to Win. After loading the game next day in order to deal with that convoy I couldn't find it despite a dozen of attempts for interception done in accordance with Stoianm's tutorial:hmmm: There were no any messages re. that convoy in my box, so it has gone somewhere:shifty:
4. During the night time I sank by mistake the neutral freighter? and it was accounted to my mission tonnage. That means we can sent to bottom neutrals (which are not reacting by changing course when the U-boot sighted) and to recieve needed 70000 tons in a couple of days:hmmm::salute:
Trevally.
12-21-11, 05:15 PM
Hi Trevally!
I have some notes after returning from 1st patrol (Coastal Waters campaign) just for the information:
1. I've met two ships with frozen flags (near british coast, but of the other nations), also one "blackship" - german transport at the mouth of Kiel Channel
Hi Vlad:salute:
The frozen flags have been an ongoing problem.
I do think that both Rongel and Uekel have now, very nearly fixed it.
I have noticed that if I adjust my mod list and uninstall and reinstall OHII - I sometimes get frozen flags. This then fixes itself after returning to port or restaring the game.
Did you notice with the black ship - if it filled in when you moved the camera closer?
2. In the middle of the Kiel-channel I've met Polish freighter (8th September 1939, that mins the 'enemy' ship), successfully passing threw it from Kiel:DL.
Ah yes - when Zedi and I modded the convoy/traffic layers - most of the stock paths were left in place. I think this is one of those.
I will have a look and see how big a job it is to stop that.
Its always good for a bit of gun practise:D
3. Near british coast I recieved the information from Bdu about the convoy steaming in 74 km from me. I put the supermark on the reported cordinates of convoy, saved the game and quit to Win. After loading the game next day in order to deal with that convoy I couldn't find it despite a dozen of attempts for interception done in accordance with Stoianm's tutorial:hmmm: There were no any messages re. that convoy in my box, so it has gone somewhere:shifty:
:hmmm: when you save a game it does save every unit and its possition
4. During the night time I sank by mistake the neutral freighter? and it was accounted to my mission tonnage. That means we can sent to bottom neutrals (which are not reacting by changing course when the U-boot sighted) and to recieve needed 70000 tons in a couple of days:hmmm::salute:
hmm yes - but now you are a pirate:arrgh!:
Akula4745
12-21-11, 06:51 PM
Hi Akula - I will check this out:up:
Can you check your progress bar for that objective - how full is it?
Thank you, sir. The progress bar for the mission shows nothing - no partial fill at all. Very strange indeed... and now I am being directed to return to the exact same spot (west coast of Scotland - due north of Ireland).
The map shows I have been assigned the mission - but the kills do not count.
THE_MASK
12-21-11, 07:10 PM
I was playing the northern approaches and sank 2 ships . They didnt count . I carnt remember what ships as i started my canpaign again . I know its not much help :oops:
Akula4745
12-21-11, 07:41 PM
I was playing the northern approaches and sank 2 ships . They didnt count . I carnt remember what ships as i started my canpaign again . I know its not much help :oops:
Any help is good help, sober!
I just cannot believe none of them counted...
TheBeast
12-21-11, 08:27 PM
Not being credited for tonnage sun,k sounds like it may be a Game Load issue.
Are you running in Windowed or Full Screen Mode?:06:
Here is something I do when starting SH5 and Loading Saved Progress that seems to help for me.
If you are running in a Window, try the following when you are starting the Game.
1. Watch the Task Bar for SilentHunter5. Does this App loose focus and become a background process?:06: (Screen Flashes when this happens)
If so, CLICK the SilentHunter5 App on the Task Bar ASAP to put focus back to that Process.
This may happen up to 3 times before getting to the Main Menu.
2. When loading a saved game at from the Main Menu repeat steps descibed above to ensure the SilentHunter5 Application does not change to Background Opperation.
(When loading a Saved Game the SilentHunter5 App may lose fucus up to 3 times)
3. The first things I check after game is loaded.
- When Ordered, Does Navigator Report Depth Under Keel?
- Does Navigator Report Course Changes?
- Does Chief Engineer Report Depths every 10 meters when Diving.
If any of these fail to function, it is a good indicator of load problems.
CAUSE:
A Process or Apllication running in Background may have lower Priority then Forground Operations resulting in some Game Load processes "timing out" or failing to load.
Add a fragmented drive into that equasion and the chance of timing out is even greater.
If you are running Full Screen and if the Screen Flashes, CLICK on Screen.
Give it a try next time you start the game and see if the game is running better.
Regards!
TheBeast
THE_MASK
12-21-11, 08:36 PM
Thankyou for your help , much appreciated as always . cheers sober out.
Silent Steel
12-22-11, 04:20 AM
Ahoy Akula,
Just a few suggestions for your mods list;
Trevally,
I must still have some kind of glitch. I selected the northern approaches mission - went out and sank 52,000 Tons - and now the mission is still not completed. From what the mission description says - the goal was 50,000 tons - or am I missing something?
My cleaned up mod list below (adjusted mods and order):
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
Cerberus62 Historical Ship Equipment 1.3
nVidia missing lights
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14
Real Environment - Revision_3 <<< Replace this with Dynamic Environment v2.1
Radio_Messages_1_2_0_UI_Boat_v4_14
Environment Sounds <<< Replace this one with SDBSM
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
U-Boat Watch Crew Routine SFX
German U-Boat Internal Routine SFX <<< Disable
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
stoianm EnvWeather V1 SH5
OH II Campaign Radio Messages v4
IO_StrategicMap_4_3_for_Ui-Boat V4.14
OH II Minefield map
No Damn Bubbles, No Damn Halo Mod
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
Enhanced FunelSmoke1.2_by HanSolo78
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Accurate German Flags
Small_trees_SH5_V1
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM
:up:
Akula4745
12-22-11, 06:43 AM
Not being credited for tonnage sunk sounds like it may be a Game Load issue. Are you running in Windowed or Full Screen Mode?
SH5 is running full screen - and I turn off all non-essential apps including AV, background, and network tools before starting SHV. Besides I am being credited for the tonnage - but the assigned mission requirements are not being completed/satisfied. Thanks Beast.
Ahoy Akula,
Just a few suggestions for your mods list;
Real Environment - Revision_3 <<< Replace this with Dynamic Environment v2.1
Radio_Messages_1_2_0_UI_Boat_v4_14
Environment Sounds <<< Replace this one with SDBSM
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
U-Boat Watch Crew Routine SFX
German U-Boat Internal Routine SFX <<< Disable
SS - Your recommended changes appear to be "personal preference" and not related to the mission completion issue. Please tell me if this assumption is wrong... I removed the submarine SIM files from RE v3 when we resolved the bouncing issue - and the identified sound files are my personal preference. Thanks sir.
Trevally.
12-22-11, 12:52 PM
Thank you, sir. The progress bar for the mission shows nothing - no partial fill at all. Very strange indeed... and now I am being directed to return to the exact same spot (west coast of Scotland - due north of Ireland).
The map shows I have been assigned the mission - but the kills do not count.
Hi Akula
http://img215.imageshack.us/img215/3647/75654914.jpg
The red marked areas show the kill area and the ship types that count.
Hope this helps:up:
Nice sig btw :)
Silent Steel
12-22-11, 01:35 PM
SS - Your recommended changes appear to be "personal preference"
Please tell me if this assumption is wrong...
Your assumption is completely correct. :up:
Akula4745
12-22-11, 09:48 PM
Hi Akula
http://img215.imageshack.us/img215/3647/75654914.jpg
The red marked areas show the kill area and the ship types that count.
Hope this helps:up:
Your map from the mission editor was a HUGE help, Trevally. The mystery is solved... it would appear I was fishing too far upstream! I have marked where all my kills were located with a yellow dot and black border on the SE corner of the circle. This would explain why I did not get "mission-credit" for those kills. I will chew-out the XO and navigator to make sure we are hunting in the right place next patrol! Thanks so much for your assistance, sir!
http://www.jimdeadman.com/images/TGmap_edit.jpg
Nice sig btw :)
Thank you, Trevally. It was a beautiful evening that night... :smug:
Your assumption is completely correct. :up:
Silent Steel - I still greatly appreciate your suggestions, kind sir. Your input and responses are always very much welcome. Thank you for taking a moment to respond... and I will definitely give those other mods a try a wee bit down the road. Thanks again!
Merry Christmas to all!
eric3045
12-23-11, 05:25 PM
Not sure if anybody can help me, but I have been trying to download this mod for a week now. Every time I try I get a message stating I have gone over my daily download limit, yet I have not downloaded anything.
Trevally.
12-23-11, 06:16 PM
Not sure if anybody can help me, but I have been trying to download this mod for a week now. Every time I try I get a message stating I have gone over my daily download limit, yet I have not downloaded anything.
Hi Eric and welcome to subsim:salute:
The more you post - the more yu can download.
See links below to get you going
OH II v1.5 full (http://www.gamefront.com/files/20993560/Open+Horizons+II+v1.5.7z)
OH II v1.5 base and part (http://www.gamefront.com/files/20993581/Open+Horizons+II+base+parts+v1.5.7z)
OH II v1.5 patch3b (http://www.gamefront.com/files/21047834/OHII+v1.5+Patch3b.7z)
:up:
Commander Mysenses
12-23-11, 06:23 PM
.I have been trying to download this mod for a week now. Every time I try I get a message stating I have gone over my daily download limitYou need to write a post befor you can download. After one post you can download two items after three you can download ten. Talk to us... we don't bite!:DL
Faamecanic
12-23-11, 07:49 PM
Ok ...been away from this mod and SH5 for 5 or 6 months.
I forgot how to "auto plot" a course out of keil canal... can someone remind me how to do this?
Also... as I posted 5 or 6 months ago, the exit of Keil Canal still doesnt seem to match the Nav map... ( I posted a screenie of this then). The middle canal shows open in the map, but in game there is an island still there :o Has anyone else confirmed this since then? Trevally acted like it may have been my machine (back then I had only 2 GB memory...but now I have 8 GB and upgraded mobo, Win7 x64 (using the 4GB Mod) CPU and GPU).
Thanks again...and WOW...does OH and Dynamic Environment look NICE now that I have a PC with the horsepower to run it!!! Great Job as always Modders!! :up: :salute:
Akula4745
12-23-11, 10:29 PM
Dang-it gentlemen! I guess where I was fishing was not the answer... multiple kills definitely inside the target zone (24K tons) and no progress on the mission bar. Also I wondered if the script was a clue to anyone.
http://www.jimdeadman.com/images/mission_info.jpg
I have completely uninstalled and replaced the OH II mod just in case anything was corrupt. No change... sorry, I need your help again! Any ideas?
Thanks as always!
Trevally.
12-24-11, 06:17 AM
Ok ...been away from this mod and SH5 for 5 or 6 months.
I forgot how to "auto plot" a course out of keil canal... can someone remind me how to do this?
You can find the Harbour Pilot here http://www.subsim.com/radioroom/showthread.php?t=174525
Also... as I posted 5 or 6 months ago, the exit of Keil Canal still doesnt seem to match the Nav map... ( I posted a screenie of this then). The middle canal shows open in the map, but in game there is an island still there :o Has anyone else confirmed this since then? Trevally acted like it may have been my machine (back then I had only 2 GB memory...but now I have 8 GB and upgraded mobo, Win7 x64 (using the 4GB Mod) CPU and GPU).
Ah yes - I remember posting a picture from my map showing the island:hmmm:
It could be that at the time I had my own version of editor_location loaded.
I will check this out and add to v1.6 if required:up:
Thanks again...and WOW...does OH and Dynamic Environment look NICE now that I have a PC with the horsepower to run it!!! Great Job as always Modders!! :up: :salute:
:sunny:
Trevally.
12-24-11, 06:24 AM
Dang-it gentlemen! I guess where I was fishing was not the answer... multiple kills definitely inside the target zone (24K tons) and no progress on the mission bar. Also I wondered if the script was a clue to anyone.
I have completely uninstalled and replaced the OH II mod just in case anything was corrupt. No change... sorry, I need your help again! Any ideas?
Thanks as always!
Hi Akula - here is a quote from Silent Steel about your mod list and possible cause:-
Ahoy Akula,
Just curious -
You say '... when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved.'
Were you running the 'CSPMagui' at the time you experienced this?
Just asking because I see in your list that you're now running the UI-boat mod.
Can you post your list so we can see how you have your map setup:up:
Akula4745
12-24-11, 07:18 AM
Can you post your list so we can see how you have your map setup:up:
Sorry sir! I should have included the mod list in my previous post!
Generic Mod Enabler - v2.4.0.145
[C:\Ubisoft\Silent Hunter 5\MODS]
Grossdeutscher Rundfunk
Cerberus62 Historical Ship Equipment 1.3
nVidia missing lights
A Fistful of Emblems v1.51
FX_Update_0_0_19_ByTheDarkWraith
Ui-Boat V4.14
Real Environment - Revision_3
Radio_Messages_1_2_0_UI_Boat_v4_14
Environment Sounds
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
sobers no footstep sound mod
U-Boat Watch Crew Routine SFX
German U-Boat Internal Routine SFX
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
stoianm EnvWeather V1 SH5
OH II Campaign Radio Messages v4
IO_StrategicMap_4_3_for_Ui-Boat V4.14
OH II Minefield map
No Damn Bubbles, No Damn Halo Mod
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
Enhanced FunelSmoke1.2_by HanSolo78
sobers NO water drops V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Accurate German Flags
Small_trees_SH5_V1
1000_Meter_Bearing_Plotter_byTheBeasts1.0
No Logo Intro Menu_Animation v. 01.00 by AvM
The 'CSPMagui' mod is gone - the mod list above is what I am currently running.
Thanks for your insights!
Trevally.
12-24-11, 07:44 AM
Try placing this mod last in your list
IO_StrategicMap_4_3_for_Ui-Boat V4.14
Akula4745
12-24-11, 08:04 AM
Trevally,
Since you asked about the map mods - i Just tried it with both of them (IO_StrategicMap_4_3_for_Ui-Boat V4.14 and OH II Minefield map) removed. I still get he same results... sank 10K tons - no change to the mission progress bar.
Is it not strange that only the Northern approaches mission has the extra code underneath the mission info tag?
http://www.jimdeadman.com/images/mission_info.jpg
Trevally.
12-24-11, 09:45 AM
Trevally,
Since you asked about the map mods - i Just tried it with both of them (IO_StrategicMap_4_3_for_Ui-Boat V4.14 and OH II Minefield map) removed. I still get he same results... sank 10K tons - no change to the mission progress bar.
Is it not strange that only the Northern approaches mission has the extra code underneath the mission info tag?
Can you post a pic with the map mods removed?
Akula4745
12-24-11, 10:15 AM
I hope this was what you wanted Trevally! If not just let me know... sorry for the large size - just wanted to make sure what you wanted to see was available. I will delete or resize after you get a look. Only the Northern Approaches has the extra coding in the info. Crazy...
http://www.jimdeadman.com/images/un_map_modded.jpg
Trevally.
12-24-11, 10:48 AM
No thats great Akula thanks.
I just wanted to rule out Obelix's map mod.
I will send you a patch to test soon Akula:up:
TheBeast
12-24-11, 12:25 PM
Trevally,
Since you asked about the map mods - i Just tried it with both of them (IO_StrategicMap_4_3_for_Ui-Boat V4.14 and OH II Minefield map) removed. I still get he same results... sank 10K tons - no change to the mission progress bar.
Is it not strange that only the Northern approaches mission has the extra code underneath the mission info tag?
I do not see any sunk ship icons on your map.
Where did you sink ships?
Akula4745
12-24-11, 01:04 PM
I do not see any sunk ship icons on your map.
Where did you sink ships?
The screenshot is from a save. I guess since I am not using TDW UIs the previous kills are not displayed when I start from a save... or at least that was what I always figured. My previous kills never show when I come back to the patrol for a few more hours...
BYA - I cannot use TDW UIs apparently because of a lack of RAM (3 Gb) - but then I have not yet tried the 3 Gb switch for WinXP yet either.
Faamecanic
12-24-11, 06:15 PM
You can find the Harbour Pilot here http://www.subsim.com/radioroom/showthread.php?t=174525
Ah yes - I remember posting a picture from my map showing the island:hmmm:
It could be that at the time I had my own version of editor_location loaded.
I will check this out and add to v1.6 if required:up:
:sunny:
As always thanks for the response Trev. And thanks for continuing work on OHII... after this long of a time, this mod must truly be a labor of love :rotfl2:
I guess it would help if I told you that "blocked" canal is at the exit of the Keil Canal at Brunshide (?cant remember the name of the town at the end of the cana).
SubHunt
12-25-11, 06:51 AM
Hello all !!
i use OH 2 -1.5 !! My ships in game without textures ?? White ship...
Silent Steel
12-25-11, 07:03 AM
Hello all !!
i use OH 2 -1.5 !! My ships in game without textures ?? White ship...
Hi SubHunt
Try to add one of these. Apply the one that corresponds to your version of the OH II.
PATCH for Open Horizons II Full v1.5 - Patch 3b
PATCH for Open Horizons II Base v1.5 - Patch 3b (http://www.gamefront.com/files/21047834/OHII+v1.5+Patch3b.7z)
PATCH for Open Horizons II Base + enviro v1.5 - Patch 3b
PATCH for Open Horizons II Base + new ships v1.5 - Patch 3b (http://www.gamefront.com/files/21047834/OHII+v1.5+Patch3b.7z)
Download here; OH II post #1 (http://www.subsim.com/radioroom/showthread.php?t=189818)
Merry Christmas
Trevally.
12-26-11, 06:06 AM
Hello all !!
i use OH 2 -1.5 !! My ships in game without textures ?? White ship...
If following Silent Steel's post did not work - it sounds like you are running out of mem. Try OHII base:up:
Trevally.
12-26-11, 12:23 PM
New version v1.6 is ready:|\\
I am unable to upload it however as it is higher then the 40mb limit here at subsim.
I have sent Neal a request to see if I can upload larger files - so it should be available soon:salute:
V1.6 update list
Fixed end dates for campaign AC
Fixed end dates for campaign DW
Added armed merchants to kill count in Coastal Waters for missions where war ships are counted
Fixed airlayer for the black pit and distant waters
Added Uekels improved buoys
Fixed bug where large icebergs were running aground in shallow water
Fixed flotilla dates for Mare Nostrum
Fixed rommels supplies in battle of the med - where there were no attacks on the convoys you must protect.
Re-worded objectives for Operation Weserubung to make them clearer.
Added new ships (base and full) to Germany - clones GR2 type
Added new planes (full and ships) to USA and Germany - .dat type. Big thanks to TheBeast and AOTD_MadMax who Modified/Imported to SH5 from SH4.
Trevally.
12-26-11, 12:28 PM
Here are some of the new units that have been added by TheBeast and AOTD_MadMax - Thanks guys:yeah:
http://img831.imageshack.us/img831/2497/45543837.jpg
http://img805.imageshack.us/img805/3194/51030850.jpg
http://img585.imageshack.us/img585/1489/39995751.jpg
http://img560.imageshack.us/img560/1982/32884556.jpg
These are all .dat planes
Trevally.
12-26-11, 12:29 PM
and the new ships are GR2 clones
http://img515.imageshack.us/img515/9082/54964838.jpg
http://img252.imageshack.us/img252/5350/71702759.jpg
Silent Steel
12-26-11, 01:26 PM
Let's hope the upload issue will be solved soon.
Looks teriffic. :up:
Brilliant work - thanks again Trevally.
Faamecanic
12-26-11, 02:53 PM
Wow.... Great work Trev and all :yeah:
Maki4444
12-26-11, 04:56 PM
Hey everybody.
First of all thanks for a GREAT mod. It really brings out the full potential of the game.
I hava a bit of a simple question. At the begining of the very first campaign I have only two missions available - Breaking the Fortress and British Coastal.
I have compledet Breaking the Fortress and I am on my way to finishing the other one.
My question is....when will the other mission appear??
I know it's a bit of a stupid question but it's just been gnawing at me. I am worried itr might be a bug or something.
Superb job Trev ... as always :yeah:.
Does this upgrade render the 1.5 Full Patch 3b. obselete, or will we still need it?
Faamecanic
12-26-11, 09:49 PM
Hey everybody.
First of all thanks for a GREAT mod. It really brings out the full potential of the game.
I hava a bit of a simple question. At the begining of the very first campaign I have only two missions available - Breaking the Fortress and British Coastal.
I have compledet Breaking the Fortress and I am on my way to finishing the other one.
My question is....when will the other mission appear??
I know it's a bit of a stupid question but it's just been gnawing at me. I am worried itr might be a bug or something.
HI :salute: and welcome to subsim!! There are no stupid questions here.... and most of us are very forgiving and helpful.
The next mission will appear after December I believe. Basically you have a patrol or two to do whatever you want until the next mission becomes available.
Happy Hunting!
THE_MASK
12-27-11, 12:44 AM
You can still use the download section . Just link the download to filefront .
lesec74
12-27-11, 03:14 AM
hello,
Where is the link?and many thanks for your job!!!:woot::salute:
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