View Full Version : mtns-More traffic, nations and ships by uekel, (in English) + OHII
pedrobas
02-01-12, 07:29 AM
Since for me this mod has become a must have, I would like to start this thread to share here our problems and solutions with it so far, (in English, please), because itīs not only me but a lot of people who are having problems with it (see posts in OHII thread) and most of the info for it is in German http://www.subsim.com/radioroom/showthread.php?t=183101 , what is not of great help for me,( even with Google Translation which makes a big mess translating from German to Spanish) i thought it would be convenient to concentrate all the info related to this mod here, in just one thread.
So i would like to resume all the info iīve got till now.
Itīs actually in version 1.8e =>download: http://www.subsim.com/radioroom/downloads.php?do=file&id=3222
Hey guys!
I know it's not my thread, but there is a new mtns version. For this I have mainly, for nearly all textures (also from the 'old' models) the memory requirements optimized. Perhaps it helps, that that this configuration run smoother for you. If you want try, youīll find it as usual here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3222.
There is a link to the also reupped "OHII&HarbourAdditon_Fix" as well.
Regards :salute:
uekel
"mtns - OHII&HarbourAdditon_Fix_1.8a"
http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
The nicest way is to use it in combination with HanSoloīs "Harbour_Addition_Environment_Enhancement Mod v0.5"
Enable in following order (please just use these versions):
-Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
-Open horizons II full v1.8
-Open horizons v1.8 Patch and OHII Higher Tonnage Objectives for v1.8
-more traffic, nations and ships v1.8e
-mtns - OHII&HarbourAdditon_Fix v1.7a
(- mtns - OHII & HarbourAdditon_Fix - restore minefields(optional - activate at last))==>Not using anymore they are standard now in v1.8e ,see here: http://www.subsim.com/radioroom/showpost.php?p=1840060&postcount=156
First of all, this usefull info:
Good new for everyone who was having trouble using OHII, Mnts and Harbour improv mods.
Uekel has been kind enough to make a light version (http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166):yeah:
This light version no longer uses the harbour mod. This is a pity, but as the harbours give the most memory issues - it was the easiest solution.
With the light version - I can now start a new campaign in Kiel with my full mod list installed.
Thanks Uekel:salute:
I have been testing a lot of diferents combinations with the mods and even with version 1.8c and fix 1.6c iīm having problems. Not always but most of the times, so iīm using the "light" version with mods enable in following order:
(note: i use a lot more but these are the relevants for what weīre talking about, enabled them after TWD UIīs mods)
01 - Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
02 - OPEN HORIZONS II_full v1.8
03 - TDW_Mines_Subnets_Detectable_in_hydro (comes in: OH II v1.8)
04 - mtns - more traffic, nations and ships 1_8e
05 - mtns - OHII&HarbourAdditon_Fix_1_8a
06 - mtns - OHII&HarbourAdditon_Fix - restore minefields ==>Not using anymore[/COLOR] they are standard now in v1.8e ,see here: http://www.subsim.com/radioroom/showpost.php?p=1840060&postcount=156
07 - OH II Campaign Radio Messages v4 ==>Not using anymore they are standard now in OHII v1.8
08 - OH II Minefield map for TDWs Ui
09 - mtns - Enhanced FunelSmoke1.2_by HanSolo78 (comes in: mtns - more traffic, nations and ships 1_8c)
10 - mtns - Fix for Reaper7 UI - recognition manual (comes in: mtns - more traffic, nations and ships 1_8c) ==>Not using anymore see here: Iīve seen you donīt need the "mtns - Fix for Reaper7 UI - recognition manual" because here the pictures resized automatically. Please deactivate it.
11 - SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
PROBLEMS AND SOLUTIONS
1- First thing you notice is that the game loading time is quite longer. In my machine it takes about 7 minutes to load a "New campaign". Not big issue, (just take a coffee in between).
2-As i also use "NewUIs_TDC_6_9_0_TheDarkWraith" enable before those i still got a CTD when starting a new campaign. I solved it removing the \data\Library\cameras.cam from the mnts mod and now it works.
Thatīs true!Itīs ok, because "cameras.cam" was not important for mtns. I only increased the outside viewīs "MaxZoom" from 10 to 400. It had bothered me that for example ships from very near proximity, still appear relatively small.
3-If i use "Sub_Exhaust_1_0_5_byTheDarkWraith" got a CTD when starting a new campaign. NO SOLUTION found here, so not using it.
4-As i also use "NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n" i have to use "mtns - Fix for Reaper7 UI - recognition manual". The problem here is that the SOAN doesnīt recognice a lot of ships and got an error from TDW python scripts saying "bla, bla...error". Not big issue here since just hitting Enter key it continues without CTD. This is the point where iīm stuck now because i would like the SOAN to work properly with "Identifying" ships. Any help from Reaper7 or any other "guru" from mods would be great !!
Hoping a lot of feedback from the people who are using this Mod to try to solve the problems together and to save a lot of time to the "new users" of this great adon for SH5.
Thanks to Uekel for mnts, to Zedi and Trevally for OHII, TDW for all the !!Great!! mods, and of course TO ALL THE REST OF MODERS. Without people like you all, this game would be in the rubbish.
Sorry for the long post. :oops:
Kind regards
Pedro :salute:
mikaelanderlund
02-01-12, 08:35 AM
Agree, those mods are a must :woot:. I will check and test cameras.cam:06:
:salute:
fromhell
02-01-12, 08:42 AM
this thread is a good idea, well done, maybe it should be stickied.:yeah:
pedrobas
02-01-12, 08:46 AM
Thanks, i didnīt know if people would like it, but thought it would be helpful for people to not loose as much time as myself trying to make this work. :-?
pedrobas
02-01-12, 09:07 AM
Just after writing the first post i made again two tests:
1-enable again Sub_Exhaust_1_0_5_byTheDarkWraith" got a CTD when starting a new campaing. No matter in what order i enable it it.
2-As said here I have been testing a lot of diferents combinations with the mods and even with version 1.8c and fix 1.6c iīm having problems. Not always but most of the times, so iīm using the "light" version i tried again to use the "full" version (unenable the "mtns - OHII&HarbourAdditon_Fix - disable Harbour Addition - Light Version" and start a new campaign and !!surprise!! is working ok now, so sometimes works, sometimes crashes. Donīt know why, maybe a Memory issue problem? only have 4 GB here. :hmmm:
fromhell
02-01-12, 09:18 AM
i dont use sub exaust mod, but am using mtns full version with oh2, seems ok.
still get the odd ctd, dont know why?
i have 24gbs ddr3 1600hz ram, so not a ram issue.:hmmm:
hex core 3.2ghz i7 processor.
i dont know, have tried lots of different mod loadouts, but odd ctd still happens.
wish some kind person would intergrate properly oh2 and mtns, so rule out that issue.:salute:
pedrobas
02-01-12, 09:23 AM
i dont use sub exaust mod, but am using mtns full version with oh2, seems ok.
still get the odd ctd, dont know why?
i have 24gbs ddr3 1600hz ram, so not a ram issue.:hmmm:
hex core 3.2ghz i7 processor.
i dont know, have tried lots of different mod loadouts, but odd ctd still happens.
wish some kind person would intergrate properly oh2 and mtns, so rule out that issue.:salute:
Have you tried with light version of mnts?? . Because when full "doesnīt want" to work for me, light does. And my system is quite worse than yours.
fromhell
02-01-12, 09:38 AM
i'll give it a go, thanks mate.:salute:
Now think I also, it would have been better to start a thread here. Previously, it was my opinion that issues reported in my thread in the German forum. Maybe also in your native language, because I need to translate it then anyway. My English is not so good.
Unfortunately this would dropped the exchanging of experiences with each other. Just when problems and also solutions coming from so many directions, as I just see. Also it nearly always result that we discuss it in the OHII-thread.
- Thanks Pedro - :salute:
pedrobas
02-01-12, 12:11 PM
Thanks to you :yeah: for this great addon for SH5, it so boring to see always the same grey ships out there :wah:
Letīs see if between all of us can make this to run smooth in a modīs soup.
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Salute-1.gif
...it so boring to see always the same grey ships out there :wah:...
Thatīs true!I solved it removing the \data\Library\cameras.cam from the mnts mod and now it works.Itīs ok, because "cameras.cam" was not important for mtns. I only increased the outside viewīs "MaxZoom" from 10 to 400. It had bothered me that for example ships from very near proximity, still appear relatively small.SOAN doesnīt recognice a lot of ships and got an error from TDW python scripts saying "bla, bla...error"Maybe a reason:
Config for stock-ships:[Unit]
ClassName=AGCC2Appalachian
3DModelFileName=data/Sea/NAGC_C2Appalachian/NAGC_C2Appalachian
UnitType=109
MaxSpeed=12
Length=142.11
Width=20.99
Mast=37.54
Draft=7.30
Displacement=7600
DisplacementVariation=5
RenownAwarded=230
CrewComplement=30
SurvivalRate=80
SurvivalPercentage=60
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=1
;********* THE END **********The red entrys I havenīt fill in for mtns-units. Theyīre needed for the shipīs filter. The "stock :DL"-SOAN (mean without Reaper7īs addon) had it not needed, but the shipīs filter of course not work. I would like very pleased if that finds someone to fill out this lines.
Also other help would be very welcome!
TheDarkWraith
02-01-12, 03:06 PM
IIRC the red entries are not needed (I coded it so they can be used if found). They are nice to have but will not prevent SOAN from displaying the ships. There's another problem somewhere in the files...
Hi TDW!
IIRC the red entries are not needed (I coded it so they can be used if found). They are nice to have but will not prevent SOAN from displaying the ships. There's another problem somewhere in the files...I think it only occur with reaper7īs addon, because without it (SOAN-pure) I never noticed it.
Another reason can be:
Example for an "early" cfg-file:
[Unit]
ClassName=LTgBoat
UnitType=104
MaxSpeed=15
Length=63
Width=12
Mast=21.5
Draft=4.50
Displacement=1100
RenownAwarded=30
RecManualCategory=Other
[2DCompartments]
UnitPos=130,10,253,18
NbOfComp=1
Name1=Keel
Area1=194,6,125,11
Here the red lines are "old stuff". I suggest, I clean up there, fill in a END line and we would see.
Maki4444
02-01-12, 03:42 PM
Hey people, some more input from me. The game is working fine, BUT now I have tried to refit in Brest, no way I can enter Brest it's all because of the time compression, even at 32 the game crashes "SH5 is not fuctioning" I have unloaded so many mods, installed the light version......nothing helps. Tried to enter Lorient, same crash....
Edit - managed to get into Lorient on the bridge with 16x time compression, can't get close to Brest
:yeah:for this new thread :D
Trevally.
02-01-12, 04:11 PM
Hey people, some more input from me. The game is working fine, BUT now I have tried to refit in Brest, no way I can enter Brest it's all because of the time compression, even at 32 the game crashes "SH5 is not fuctioning" I have unloaded so many mods, installed the light version......nothing helps. Tried to enter Lorient, same crash....
:yeah:for this new thread :D
Hi Maki,
This could be just bad timming.
If these harbours have just spawned a large convey (spawn gens are right in beside the port) - then this may overload your PC (a lot of things in a high mem usage area i.e piers and buildings)
Try loading a save game and waiting out side the ahrbour (30km) for a day or two and see if a large convoy exits.
Then try a enter port.
If this is the case - it may be possible to move all the port spawn gens to outside the memory hungry area of the harbours.
This would futher help to reduce mem usage:hmmm:
Maki4444
02-01-12, 04:14 PM
Hi Maki,
This could be just bad timming.
If these harbours have just spawned a large convey (spawn gens are right in beside the port) - then this may overload your PC (a lot of things in a high mem usage area i.e piers and buildings)
Try loading a save game and waiting out side the ahrbour (30km) for a day or two and see if a large convoy exits.
Then try a enter port.
If this is the case - it may be possible to move all the port spawn gens to outside the memory hungry area of the harbours.
This would futher help to reduce mem usage:hmmm:
It could be I'll try one more time. Although I am havin gdoubts because now I entered Lorient tip-toeing and there was no convoy, so i moved back to brest and well maybe 50km or so from the harbour the game freezes.
Although convoy related when I am nearing a sound contact well, when a sound contact spawns it sort of freezes the game for just a second and then well I keep my fingers crossed weather it will crash or just continue.
EDIT - nothing I have tried completly disabeling the antialiasing, I was on the bridge at 16x time compression it still crashed about 20 km from Brest......uhhh I don't know perhaps I just need to stick to Lorient and wait for the next version of the mod
Hi Maki!
And better you donīt change in between (with a savegame) to the light-version. The reason is, that savegames stored all unitīs (itīs a huge file). If you change without carreer start to the light, some units which the game expect, now not defined. Must not lead to CTD, but can. In this case the units from Harbour-Enhancement-Mod.
@pedrobas
As i also use "NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Sk in" i have to use "mtns - Fix for Reaper7 UI - recognition manual". The problem here is that the SOAN doesnīt recognice a lot of ships and got an error from TDW python scripts saying "bla, bla...error". Not big issue here since just hitting Enter key it continues without CTD. This is the point where iīm stuck now because i would like the SOAN to work properly with "Identifying" ships.Can you try this: http://www.mediafire.com/?4aatv72x57a5qb2
activate it at last (I know, evryone who publish a mod say it :D, but itīs only for testing). In this I have cleanup the cfg-files, maybe it helps.
Maki4444
02-01-12, 04:48 PM
Hi Maki!
And better you donīt change in between (with a savegame) to the light-version. The reason is, that savegames stored all unitīs (itīs a huge file). If you change without carreer start to the light, some units which the game expect, now not defined. Must not lead to CTD, but can. In this case the units from Harbour-Enhancement-Mod.
@pedrobas
Can you try this: http://www.mediafire.com/?4aatv72x57a5qb2
activate it at last (I know, evryone who publish a mod say it :D, but itīs only for testing). In this I have cleanup the cfg-files, maybe it helps.
Hey Uekel, thank you for the reply :) So you are saying that I should start the Happy Times campaign from the begining to use light mod?? I don't have the Enhanced harbour mod active though, and secondly could the http://www.mediafire.com/?4aatv72x57a5qb2 also help me??
The thing is these aren't regular CTD's I am experiencing, before when my mod soup was messed up the game would just drop to windows no warring, NOW I am getting the message that the game has well "stopped fuctioning".
Hi Trevally!
If this is the case - it may be possible to move all the port spawn gens to outside the memory hungry area of the harbours.
This would futher help to reduce mem usage:hmmm:Sometimes I also have thought about it. :yep: But on the other side it must be very far from the harbour. :hmmm:
Trevally.
02-01-12, 05:04 PM
Hi Trevally!Sometimes I also have thought about it. :yep: But on the other side it must be very far from the harbour. :hmmm:
Yes - im sure it would cut down on the work a PC has to do in a port.
It would look odd with convoys forming out at sea - also convoys at the end of their path would delete there
Trevally.
02-01-12, 05:10 PM
For each campaigns convoy.mis - only one or two ports would need this.
The players home ports only.:hmmm:
This would then not be a big task.
So you are saying that I should start the Happy Times campaign from the begining to use light mod??
I would say only if you need the light-version. At first I would try what Trevally suggest. Also I donīt know, that you try Lorient with the full or after you change to the light. If you have in both ports (without light-version) the same problems, I donīt know another way.and secondly could the http://www.mediafire.com/?4aatv72x57a5qb2 also help me??
Itīs for the issue with the recognition manual, you donīt need it.I am getting the message that the game has well "stopped fuctioning". Sorry, I donīt know the english system-messages, what is the other?
The players home ports only.:hmmm:
...and that in each campaign individually to distort the traffic not too much? Nice idea! :up:
pedrobas
02-01-12, 05:19 PM
@pedrobas
Can you try this: http://www.mediafire.com/?4aatv72x57a5qb2
activate it at last (I know, evryone who publish a mod say it :D, but itīs only for testing). In this I have cleanup the cfg-files, maybe it helps.
Back at home now. Iīm happy to see that there is a lot of feedback here. Going to test the file now. If it doesnīt work iīll take a snapshoot to see if TDW can translate it to "human" lenguage.
...Iīm happy to see that there is a lot of feedback here...A lot??? When iīm write one post (ok, Iīm not the fastest :D) i see two other.If it doesnīt work iīll take a snapshoot to see if TDW can translate it to "human" lenguage.Ok, and the info which ship is affected, would helpful. Good luck.
pedrobas
02-01-12, 05:41 PM
Took an image in Kiel, just new campaign. The ship you see in SOAN is the previous to the error, it was ok, then next merchant this:
(Not with the new file Uekel, is old one. Just going to test the new now.)
http://img715.imageshack.us/img715/9899/soanerrors.jpg
http://desmond.imageshack.us/Himg715/scaled.php?server=715&filename=soanerrors.jpg&res=medium
Any hints TDW??
Hey Pedro i have maybe a solution.
I look in the cfg of this ships and I see one line have a comment:
[Unit]
ClassName=NGM
UnitType=102
MaxSpeed=17
Length=148
Width=18.5
Mast=29.2
Draft=8.3
Displacement=5903; in GRT oder 13370 t
RenownAwarded=230
RecManualCategory=Freighter
[2DCompartments]
UnitPos=50,4,414,23
NbOfComp=4
Name1=Propulsion
Area1=58,5,30,18
Name2=Keel
Area2=164,2,187,10
Name3=Engines Room
Area3=207,13,52,18
Name4=Fuel Bunkers
Area4=261,13,30,18
[Loadout 1]
Name=Aux_Cruiser
Type=1Can you delete the red part, for test in NGM and NKMV, and try again with the ships I see in the picture.
TheDarkWraith
02-01-12, 05:55 PM
Took an image in Kiel, just new campaign. The ship you see in SOAN is the previous to the error, it was ok, then next merchant this:
(Not with the new file Uekel, is old one. Just going to test the new now.)
http://img715.imageshack.us/img715/9899/soanerrors.jpg
Any hints TDW??
the ships aren't setup correctly. SOAN tried to find it in it's database and it didn't exist (though I should've gracefully handled the exception so that is something I need to correct)
I'll have to look back through the code to see how I made SOAN create it's database for the ships. That will tell me what's not setup correctly in the ships.
@uekel: all those comments (';' are ignored by SOAN. Any extraneous informatoin is also ignored so that is not the problem.
pedrobas
02-01-12, 06:01 PM
the ships aren't setup correctly. SOAN tried to find it in it's database and it didn't exist (though I should've gracefully handled the exception so that is something I need to correct)
I'll have to look back through the code to see how I made SOAN create it's database for the ships. That will tell me what's not setup correctly in the ships.
@uekel: all those comments (';' are ignored by SOAN. Any extraneous informatoin is also ignored so that is not the problem.
Ok TDW thanks a lot, is good to know that it wasnīt me doing something wrong. So you will need the list of all new ships from Uekel mod ??
TheDarkWraith
02-01-12, 06:48 PM
Here are some things to check:
the ship's folder name must match the ship's .cfg file name. i.e: ship's folder name NBB_Littorio. Ship's .cfg file name NBB_Littorio.cfg
the ship's sil image must match the ship's folder name. i.e.: ship's folder name NBB_Littorio. Ship's sil image is NBB_Littorio_sil.dds
Sil image must be DDS type
The classname defined in the cfg file must be found in \data\Roster\country. i.e.: for NBB_Littorio.cfg:
[Unit]
ClassName=BBLittorio
BBLittorio must be found in \data\Roster\country
in the ship's cfg file the RecManualCategory MUST be defined
SOANNames.cfg must contain ALL the countries used. This file also defines all the categories for the RecManualCategory entry in the .cfg files. Here are the current categories:
[SOANCategories]
Freighter=Freighters
LargeWarship=Warships
TroopTransport=Troop Transports
Tanker=Tankers
EscortShip=Escorts
AircraftCarrier=Aircraft Carriers
[SOANCategories_End]
The data\Roster\Names.cfg file should have a name for the ship defined if you want a name to show other than a generic one
Here is a new SOAN DLL that will spit out more debug info. It also gracefully handles the problem posted earlier: http://www27.zippyshare.com/v/17114539/file.html
If a classname is missing or a recmanualcategory was not found you'll see that in the DbgView output. You'll also see a summary of SOAN's database after all the ship's are read in. This is the best place to look to see if the ship is recognized or not.
pedrobas
02-01-12, 06:59 PM
Another strange thing iīve notice is that there are certain ships that you canīt even mark them (lock on target) is like if they donīt exist, for example:
http://img4.imageshack.us/img4/6450/cantmark.jpg
http://desmond.imageshack.us/Himg4/scaled.php?server=4&filename=cantmark.jpg&res=medium
Another one:
http://img825.imageshack.us/img825/3168/anotherones.jpg
http://desmond.imageshack.us/Himg825/scaled.php?server=825&filename=anotherones.jpg&res=medium
BTW iīm having this problem with the trees, iīm using "small trees" mod now but with stock ones is the same. Any advice for my graphic card settings or whatever??
Maki4444
02-01-12, 07:12 PM
Hey everybody. I would just like to shout out a very BIG THANK YOU!!! For all of your support, time, speedy replys. I hqave been experimenting a bit now and well I just can't play the game like this. I am really sorry about it but now on 1024 I get a crash when I meet a convoy it's just frustrating.
SO I am just going to stick to OH II for now.
I really hope that there will one day be more versions of the mtns mod and that one of them will one day do the trick for me :)
pedrobas
02-01-12, 07:44 PM
Here is a new SOAN DLL that will spit out more debug info. It also gracefully handles the problem posted earlier: http://www27.zippyshare.com/v/17114539/file.html
If a classname is missing or a recmanualcategory was not found you'll see that in the DbgView output. You'll also see a summary of SOAN's database after all the ship's are read in. This is the best place to look to see if the ship is recognized or not.
TDW, there must be something wrong in this new DLL, with it i even canīt open de SOAN (the cover of the SOAN i mean), and insted of Wasrship, freighter or whatever i read in the SOAN cover OK
http://img810.imageshack.us/img810/152/soancover.jpg
http://desmond.imageshack.us/Himg810/scaled.php?server=810&filename=soancover.jpg&res=medium
pedrobas
02-01-12, 07:53 PM
Anyway got de SOAN database from debug:
[4212] TDWSoan constructor
[4212] Retrieving all countries and their equivalent names from SOANNames.cfg
[4212] # countries in SOANNames.cfg=61
[4212] Retrieving all categories and their equivalent names from SOANNames.cfg
[4212] # of new categories in SOANNames.cfg=6
[4212] Retrieving all countries and their equivalent names from Names.cfg
[4212] # countries in Names.cfg=30
[4212] Adding countries from Names.cfg not found in SOANNames.cfg to database
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_G1_FL\Buoy_G1_FL.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_O1_FL\Buoy_O1_FL.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_R1_FL\Buoy_R1_FL.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\BuV_Dock2\BuV_Dock2.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\CMD_small_boat\CMD_small_boat.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Dolphin\Dolphin.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Floating_Mine\Floating_Mine.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain .cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Ch ain_16.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg01\Iceberg01.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg02\Iceberg02.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg03\Iceberg03.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg04\Iceberg04.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Iceberg05\Iceberg05.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\NCVE_GrafZeppelin\NCVE_GrafZeppelin.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\NF_Boat_1\NF_Boat_1.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\NLifeBoat_01\NLifeBoat_01.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\NLifeBoat_02\NLifeBoat_02.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\NLSQ_\NLSQ_.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Subnet\Subnet.cfg recmanualcategory not found!
[4212] C:\Ubisoft\Silent Hunter 5\data\Sea\Survivor\Survivor.cfg recmanualcategory not found!
[4212] SOAN categories and contents:
[4212]
[4212] Other:
[4212] ClassName=Floating Dock Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Fishing Boat Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Tug Boat Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Small Netlayer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Coastal Sloop Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Fishing Boat Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Fishing Trawler Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Fishing Boat Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Fishing Trawler Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Fishing Boat Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Small Harbour Tug Boat Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Light Ship Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Tug Boat Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Räumboot Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Vorpostenboot Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Kriegsfischkutter Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Tour Steamer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Schooner Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Coal Tender Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Sailing Sloop Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Tug_Z Islands= SuperStructures= BowShape= Funnels=
[4212] Freighters:
[4212] ClassName=Dixie class Destroyer-Tender Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=old Freighter Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Auxiliary Cruiser Pinguin Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Amphibious Group Command Ship Islands=1 SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=Armed Merchant Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Komet Auxiliary Cruiser Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=Orion Auxiliary Cruiser Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
[4212] ClassName=NAMC_Z Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=modern Cargo Ship Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Ammunition Freighter 7000t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Coastal Schooner (motor) Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Coastal Schooner Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Large Depotship 12600t Islands= SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=Freighter Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Motorvessel Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Freighter 2100t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Freighter 8200t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Passanger-Cargo 2200t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Bulk Freighter Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Freighter 10800t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Large Steamer Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=C2-S-B1 Hull Large Merchant Islands=2 SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=Freighter 7200t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Freighter 8200t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Freighter 4800t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Ehrenfels Type Large Freighter Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
[4212] ClassName=North Sands Type Large Freighter Islands=None SuperStructures=Composite BowShape=Plumb Funnels=
[4212] ClassName=Large Steamer (War Supplies) Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=Freighter 4000t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=C1-B Type Medium Merchant Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=Freighter 4500t Islands= SuperStructures= BowShape= Funn
[4212] els= <===PROBLEM HERE ?
[4212] ClassName=Freighter 5200t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Freighter 5400t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Tramp Steamer 4000t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Hog Island Type A Freighter Islands=123 SuperStructures=Split BowShape=Plumb Funnels=
[4212] ClassName=Freighter 3300t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Freighter 3500t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Freighter 6400t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Express Freighter Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Hog Island Medium Freighter (War supplies) Islands=123 SuperStructures=Split BowShape=Plumb Funnels=
[4212] ClassName=Parcel Freighter Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Passanger-Cargo 3600t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=N3SA1 Small Merchant Islands=123 SuperStructures=Composite BowShape=Plumb Funnels=
[4212] ClassName=Freighter 1900t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Coal Freighter 2900t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Passenger- and Freight Ship Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Coastal Cargo 2000t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Freighter 2400t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Freighter 2300t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Catapult ship Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Paddlewheel Steamer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Ems Type Small Freighter Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=Liberty Cargo Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=Freighter 4900t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Liberty Ship (War Supplies) Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=Freighter 2300t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=modern Passenger- Cargo Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Sperrbrecher Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Middeleton Attack Transport Islands=None SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=Ore Carrier 7800t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Depot Ship 6700t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Large Freighter Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=modern Freighter Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Victory Cargo Islands=1 SuperStructures=Composite BowShape=Raked Funnels=
[4212] ClassName=small Tender Islands= SuperStructures= BowShape= Funnels=
[4212] Warships:
[4212] ClassName=Carl Peters Fleet Tender Islands= SuperStructures= BowShape=Raked Funnels=1Large
[4212] ClassName=Bismarck Battleship Islands= SuperStructures= BowShape=Raked Funnels=1
[4212] ClassName=California Battleship Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Duilio Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
[4212] ClassName=King George V Battleship Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[4212] ClassName=HMS Duke Of York Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[4212] ClassName=Littorio Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
[4212] ClassName=Nelson Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[4212] ClassName=New Mexico Battleship Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=New York Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[4212] ClassName=North Carolina Battleship Islands= SuperStructures= BowShape=Raked Funnels=2
[4212] ClassName=Queen Elizabeth Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[4212] ClassName=Revenge Battleship Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Royal Sovereign Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[4212] ClassName=Schleswig-Holstein Pre-Dreadnought Islands= SuperStructures= BowShape=Plumb Funnels=2
[4212] ClassName=Strasbourg Battleship Islands= SuperStructure
[4212] s= BowShape= Funnels= <===PROBLEM HERE ?
[4212] ClassName=Deutschland Pocket Battleship Islands= SuperStructures= BowShape=Plumb Funnels=1
[4212] ClassName=Hood Battlecruiser Islands= SuperStructures= BowShape=Raked Funnels=2
[4212] ClassName=Renown Battlecruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
[4212] ClassName=Scharnhorst Battleship Islands= SuperStructures= BowShape=Raked Funnels=1
[4212] ClassName=Admiral Hipper Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=1
[4212] ClassName=Kent Class Heavy Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Gorizia Heavy Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Kent Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=3+
[4212] ClassName=HMS Suffolk Islands= SuperStructures= BowShape=Plumb Funnels=3+
[4212] ClassName=London Heavy Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Dorsetshire Class Heavy Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Northampton Heavy Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[4212] ClassName=CAPrinzEugen Islands= SuperStructures= BowShape=Raked Funnels=1
[4212] ClassName=Trento Heavy Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace
[4212] ClassName=Arethusa Class Light Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Di Giussano Light Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2WideSpace
[4212] ClassName=Bellona Light Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Brooklyn Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2
[4212] ClassName=Light Cruiser Dido Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[4212] ClassName=Emden Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2
[4212] ClassName=Fiji Light Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=K Class Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[4212] ClassName=Leander Class Light Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Montecuccoli Light Cruiser Islands= SuperStructures= BowShape=Raked Funnels=2WideSpace
[4212] ClassName=Omaha Light Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Dido Class Light Cruiser Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Light Cruiser Southampton Islands= SuperStructures= BowShape= Funnels=
[4212] Troop Transports:
[4212] ClassName=Patroclus Armed Merchant Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
[4212] ClassName=Rawalpindi Armed Merchant Cruiser Islands= SuperStructures= BowShape=Plumb Funnels=2
[4212] ClassName=HOSP Islands= SuperStructures= BowShape=Raked Funnels=1
[4212] ClassName=Hospital Ship Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Passenger Ship 14000t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Landing Ship Tank Islands= SuperStructures= BowShape=Raked Funnels=0
[4212] ClassName=Marinefährprahm Islands= SuperStructures= BowShape=Plumb Funnels=0
[4212] ClassName=PSTyohei_Z Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Large Passenger Ship Islands= SuperStructures= BowShape=Plumb Funnels=2
[4212] ClassName=Large Italian Liner Islands= SuperStructures= BowShape=Plumb Funnels=2
[4212] ClassName=NPL_Hap Islands= SuperStructures= BowShape=Raked Funnels=1
[4212] ClassName=Passenger Ship 9000t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Passenger Ship 6700t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Huge European Liner Islands= SuperStructures= BowShape=Raked Funnels=2
[4212] ClassName=Passenger Ship 1700t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Passanger-Cargo 5700t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Passanger-Cargo 8000t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Passanger-Cargo 8000t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Small Hopitalship Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=US Attack Transport Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Medium Troopship Islands= SuperStructures= BowShape=Plumb Funnels=2
[4212] ClassName=Troop Transport Islands= SuperStructures= BowShape=Plumb Funnels=
[4212] 2 <===PROBLEM HERE ?
[4212] Tankers:
[4212] ClassName=Dithmarschen Supply Ship Islands= SuperStructures= BowShape=Raked Funnels=1Large
[4212] ClassName=Tanker 8200t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Tanker 11300t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Tanker 1850t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Dale Class Fleet Oiler Islands= SuperStructures= BowShape=Raked Funnels=1Large
[4212] ClassName=Tanker 10000t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Cimmaron Class Tanker Islands= SuperStructures= BowShape=Raked Funnels=1
[4212] ClassName=Tanker 4800t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Tanker 2800t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Ranger Medium Tanker Islands= SuperStructures= BowShape=Plumb Funnels=1
[4212] ClassName=Small Tanker 1500t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=OSHaruna_Z Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=convert. Whale Factory Ship 11500t Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Tanker 3500t Islands= SuperStructures= BowShape= Funnels=
[4212] Escorts:
[4212] ClassName=Flower Corvette Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[4212] ClassName=A Class Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
[4212] ClassName=Bagley Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Benham Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=DDBenson Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Bourrasque Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Chacal Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Clemson Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
[4212] ClassName=Fletcher Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2Identical
[4212] ClassName=Fletcher DestroyerII Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Gearing Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=HuntIII Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=J Class Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=B Class Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2Identical
[4212] ClassName=L-Class Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Mahan Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Porter Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=PorterII Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=R Class Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[4212] ClassName=Sims Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Soldati Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Raked
[4212] ClassName=Somers Destroyer Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[4212] ClassName=Sumner Destroyer Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Town Lend-Lease Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=3+
[4212] ClassName=Tribal Destroyer Islands= SuperStructures= BowShape=Raked Funnels=2ForeWider
[4212] ClassName=Type 1934 Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
[4212] ClassName=Type 1936A Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
[4212] ClassName=DDType36N Islands= SuperStructures= BowShape=Plumb Funnels=2ForeWider
[4212] ClassName=V&W Class Destroyer Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
[4212] ClassName=HMS Walker Islands= SuperStructures= BowShape=Plumb Funnels=2ForeTaller
[4212] ClassName=Buckley Destroyer Escort Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[4212] ClassName=Evarts Destroyer Escort Islands= SuperStructures= BowShape=Raked Funnels=1Straight
[4212] ClassName=Black Swan Sloop Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[4212] ClassName=HMS Stork Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[4212] ClassName=Captain I Class Frigate Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Captain II Class Frigate Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Colony Class
[4212] Frigate Islands= Sup
[4212] erStructures= BowShape= Funnels=
[4212] ClassName=River Class Frigate Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=Tacoma Class Frigate Islands= SuperStructures= BowShape= Funnels=
[4212] ClassName=165-foot "B" Cutter Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[4212] ClassName=Elco Torpedo Boat Islands= SuperStructures= BowShape=Raked Funnels=
[4212] ClassName=Armed Trawler Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[4212] ClassName=SC-497 Sub Chaser Islands= SuperStructures= BowShape=Plumb Funnels=1Straight
[4212] Aircraft Carriers:
[4212] ClassName=Archer Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
[4212] ClassName=Attacker Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
[4212] ClassName=Audacity Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
[4212] ClassName=Avenger Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
[4212] ClassName=Bogue Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
[4212] ClassName=Charger Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
[4212] ClassName=Long Island Escort Carrier Islands= SuperStructures=None BowShape= Funnels=0
[4212] ClassName=Sangamon Escort Carrier Islands= SuperStructures=Small BowShape= Funnels=0
[4212] ClassName=Ark Royal Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
[4212] ClassName=Glorious Fleet Carrier Islands= SuperStructures=Small BowShape= Funnels=1Large
[4212] ClassName=Eagle Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
[4212] ClassName=Furious Fleet Carrier Islands= SuperStructures=Small BowShape= Funnels=1
[4212] ClassName=Graf Zeppelin Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
[4212] ClassName=Hermes Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
[4212] ClassName=Illustrious Fleet Carrier Islands= SuperStructures=Large BowShape= Funnels=1
pedrobas
02-01-12, 08:45 PM
Done a new test with the new DLL, it looks like the SOAN recognice the ships but doesnīt open and show them:
[2820] Page UZO StartGame
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] Coastal Schooner (motor) 34.000
[2820] unitname to open SOAN to=Coastal Schooner (motor)
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] Parcel Freighter 22.5000
[2820] unitname to open SOAN to=Parcel Freighter
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] modern Freighter 29.2000
[2820] unitname to open SOAN to=modern Freighter
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] Graf Zeppelin Fleet Carrier 48.6000
[2820] unitname to open SOAN to=Graf Zeppelin Fleet Carrier
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] Armed Trawler 24.3300
[2820] unitname to open SOAN to=Armed Trawler
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] Large Freighter 35.000
[2820] unitname to open SOAN to=Large Freighter
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] Ammunition Freighter 7000t 35.2000
[2820] unitname to open SOAN to=Ammunition Freighter 7000t
[2820] PageDefaultHud_KeyPressed: args was not handled
[2820] PageDefaultHud_KeyPressed: args was not handled
pedrobas
02-01-12, 09:06 PM
Changed to the original TDWSoan.DLL in 0.6.9 and this is what i get:
[4724] Page UZO StartGame
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] Ammunition Freighter 7000t 35.2000
[4724] unitname to open SOAN to=Ammunition Freighter 7000t
[4724] Setting SOAN to Ammunition Freighter 7000t SOAN opens and there it is
[4724] SOAN_GetUnitInfo
[4724] C:\Ubisoft\Silent Hunter 5\data\Sea\NAMM\NAMM.ait not found. Additional info disabled for unit SOAN doesnīt open and error
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] Dithmarschen Supply Ship 29.1200
[4724] unitname to open SOAN to=Dithmarschen Supply Ship SOAN doesnīt open and error
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] Coastal Schooner (motor) 34.000
[4724] unitname to open SOAN to=Coastal Schooner (motor) SOAN opens and there it is
[4724] Setting SOAN to Coastal Schooner (motor)
[4724] SOAN_GetUnitInfo
[4724] C:\Ubisoft\Silent Hunter 5\data\Sea\NCOSM\NCOSM.ait not found. Additional info disabled for unit SOAN doesnīt open and error
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] SOAN_GetUnitInfo
[4724] C:\Ubisoft\Silent Hunter 5\data\Sea\NCOSM\NCOSM.ait not found. Additional info disabled for unit SOAN doesnīt open and error
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] Parcel Freighter 22.5000
[4724] unitname to open SOAN to=Parcel Freighter SOAN doesnīt open and error
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] TC level changed to 0
What are the .ait files?? (I canīt find any)
2-As i also use "NewUIs_TDC_6_9_0_TheDarkWraith" enable before those i still got a CTD when starting a new campaign. I solved it removing the \data\Library\cameras.cam from the mnts mod and now it works.
Thanks for this tips! Now is working for me! :yeah:
And thanks to Silent Steel for your help in PM and of course to Uekel for this mod! :up:
Where I can get a D/L for this? 05 - mtns - OHII&HarbourAdditon_Fix_1_6c
Thank you, again! :salute:
pedrobas
02-01-12, 09:32 PM
Where I can get a D/L for this? 05 - mtns - OHII&HarbourAdditon_Fix_1_6c
See first post, iīve put it in yellow color now.:03:
TheDarkWraith
02-01-12, 09:53 PM
Changed to the original TDWSoan.DLL in 0.6.9 and this is what i get:
[4724] Page UZO StartGame
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] Ammunition Freighter 7000t 35.2000
[4724] unitname to open SOAN to=Ammunition Freighter 7000t
[4724] Setting SOAN to Ammunition Freighter 7000t SOAN opens and there it is
[4724] SOAN_GetUnitInfo
[4724] C:\Ubisoft\Silent Hunter 5\data\Sea\NAMM\NAMM.ait not found. Additional info disabled for unit SOAN doesnīt open and error
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] Dithmarschen Supply Ship 29.1200
[4724] unitname to open SOAN to=Dithmarschen Supply Ship SOAN doesnīt open and error
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] Coastal Schooner (motor) 34.000
[4724] unitname to open SOAN to=Coastal Schooner (motor) SOAN opens and there it is
[4724] Setting SOAN to Coastal Schooner (motor)
[4724] SOAN_GetUnitInfo
[4724] C:\Ubisoft\Silent Hunter 5\data\Sea\NCOSM\NCOSM.ait not found. Additional info disabled for unit SOAN doesnīt open and error
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] SOAN_GetUnitInfo
[4724] C:\Ubisoft\Silent Hunter 5\data\Sea\NCOSM\NCOSM.ait not found. Additional info disabled for unit SOAN doesnīt open and error
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] Parcel Freighter 22.5000
[4724] unitname to open SOAN to=Parcel Freighter SOAN doesnīt open and error
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] PageDefaultHud_KeyPressed: args was not handled
[4724] TC level changed to 0
What are the .ait files?? (I canīt find any)
What is the error?
Here is another SOAN DLL to try: http://www30.zippyshare.com/v/88968809/file.html
Has even more debug output and will tell me if the unit doesn't pass the filter test or not now (via debug output)
I need to see a full DbgView output if there are errors or problems
.ait files are additional info files. They have to be created. They contain the pictures and all for the additional info for SOAN.
pedrobas
02-01-12, 09:58 PM
What is the error?
Here is another SOAN DLL to try: http://www30.zippyshare.com/v/88968809/file.html
Has even more debug output and will tell me if the unit doesn't pass the filter test or not now (via debug output)
I need to see a full DbgView output if there are errors or problems
.ait files are additional info files. They have to be created. They contain the pictures and all for the additional info for SOAN.
Downloading and testing now, iīll send you full DbgView when finish. Thanks again TDW, youīre the best (and the quickest) :D
Hi Maki!
...I really hope that there will one day be more versions of the mtns mod and that one of them will one day do the trick for me :)For mtns - of course, Iīd call it rather [WIP]. There are still very many possibilities. :yep:
@ pedrobasAnother strange thing iīve notice is that there are certain ships that you canīt even mark them (lock on target) is like if they donīt exist, for example:Thatīs standard, this are the Z-ships, also docked ships. They have, in this combo, the unit type 104, you cannot lock on there. Due there docked, you also see there on the map only on high zoom levels.BTW iīm having this problem with the trees, iīm using "small trees" mod now but with stock ones is the same. Any advice for my graphic card settings or whatever?? :DL In this case you never seen the stock ones, because smaller trees is included in mtns.
@Trevally
What do you think about that we remove the convoys on the french west coast, or extend their cooldown time? In example that from Brest to La Pallice.
And in Kiel we had start 2 convoys in a small intervall. I think about to limit there maybe till 5th September ī39 (before Kiel can arrived in tutorial). Later no one see there, becase they go to Danzig and Libau. AND perhaps then, with this changes, it is possible again, to play the tutorial. :hmmm:
mikaelanderlund
02-02-12, 01:47 AM
With the new mtns 1_8c I can run a heavier boot list. This light list will not cause CTD on startup of the new campaign in Kiel. Outside Kiel I charge to the heavier list:yeah:
Light list (Boot list)
German U-Boat Crew Language Pack
RemoveLogoIntroTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
SteelViking's Bunker Fixes V1.0
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_New_radio_messages_German
Church's Compass Dials Mod v2.2 - Option Two
TDW_No_Contact_Colors_1_1_0
TDW_No_Contact_Tails_1_1_0 (modified)
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.6
mtns - more traffic, nations and ships 1_8c
mtns - OHII&HarbourAdditon_Fix_1_6c
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Window_Lights_Redone_V1
Accurate German Flags
AilClouds 3.0
AilMoon 1.5
Dooms Decks for VIIABC41 1.4
OH II Minefield map for TDWs Ui
Shadow Improvement ModLR
sobers green crew training V3 SH5
SAS special abilities simplified V1 (MCCD och modified by Mikael) SH5
Equipment_Upgrades_Fix_v1_4_byTheBeast incl Patch_1 and Hotfix and FoE (MCCD and SAS comp)
R.E.M_by_Xrundel_TheBeast_1.2
Change days in bunker
SubFlags_0_0_8_byTheDarkWraith (Comp med Equip mod)
Heavy list (outside Kiel)
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
RemoveLogoIntroTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
SteelViking's Bunker Fixes V1.0
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_New_radio_messages_German
Church's Compass Dials Mod v2.2 - Option Two
NewUIs_TDC_6_9_0_Real_Navigation
TDW_No_Contact_Colors_1_1_0
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
Trevally Harbour & Kiel Canal Pilot v2.8
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 DarkerNights V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
sobers 3D deck spray mod V7
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
U-Boat Ballast Tanks SFX
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.6
mtns - more traffic, nations and ships 1_8c
mtns - OHII&HarbourAdditon_Fix_1_6c
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
Window_Lights_Redone_V1
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Dynamic Environment SH5 Sounds V2.1
Accurate German Flags
Old Style Explosions (sound only)
Dooms Decks for VIIABC41 1.4
TDW_No_Contact_Tails_1_1_0 (modified)
OH II Minefield map for TDWs Ui
Shadow Improvement ModLR
sobers green crew training V3 SH5
SAS special abilities simplified V1 (MCCD och modified by Mikael) SH5
Equipment_Upgrades_Fix_v1_4_byTheBeast incl Patch_1 and Hotfix and FoE (MCCD and SAS comp)
R.E.M_by_Xrundel_TheBeast_1.2
Change days in bunker
pedrobas
02-02-12, 08:51 AM
@ pedrobasThatīs standard, this are the Z-ships, also docked ships. They have, in this combo, the unit type 104, you cannot lock on there. Due there docked, you also see there on the map only on high zoom levels.
Good to know, one thing less for me to worrie about. :up:
In this case you never seen the stock ones, because smaller trees is included in mtns.
I know, but i remove it from this mod because i had it already installed before this one, But the problem i have is the "square Shadow" around the tree. Only happen when the trees are far away, when they are close to you i see them ok.
http://img705.imageshack.us/img705/2558/treesa.jpg
http://desmond.imageshack.us/Himg705/scaled.php?server=705&filename=treesa.jpg&res=medium
But the problem i have is the "square Shadow" around the tree. Only happen when the trees are far away, when they are close to you i see them ok. I donīt know much about the trees (itīs a mod from "Echolot") and I never noticed a sqare shadow, but i can imagine that itīs due the sqare texture file, that transparency is set by the alpha channel. Perhaps the colour of this alpha-channel is not fully correct, that the transparency is for example at 98%. It leads that you see a sqare. Here an example:
http://img94.imageshack.us/img94/3191/beispielbume.jpg
black is transparency
EDIT:
Now on your picture I also see. It only happens with the mtns smaller trees? If yes, maybe I have another version included... :hmmm: Was before he publish it.
pedrobas
02-02-12, 09:39 AM
Now on your picture I also see. It only happens with the mtns smaller trees? If yes, maybe I have another version included... :hmmm: Was before he publish it.
No, it also happens with stock game, so i suspect itīs related with my graphics card settings, since i have not seen anyone here talking about that problem.
pedrobas
02-02-12, 09:44 AM
Recived answer from TDW about the SOAN problem.
Here is the link.
Thanks for everything. :yeah:
http://www.gamefront.com/files/21280252/PEDRO-PC.rar
As I suspected, the ships are not setup correctly to work with SOAN. They are missing country entries in my SOANNames.cfg file and probably there are other errrors:
00002165 169.02920532 [1952] Exception while displaying SOAN ships by country
00002166 169.02920532 [1952] Exception is The given key was not present in the dictionary.
00002167 169.02969360 [1952] TDWSoan Initialize
This means a country was not found
00002290 824.89050293 [1952] Exception while setting SOAN to unit Dithmarschen Supply Ship
00002291 824.89050293 [1952] Exception is The given key was not present in the dictionary.
00002309 889.03558350 [1952] Exception while setting SOAN to unit Parcel Freighter
00002310 889.03558350 [1952] Exception is The given key was not present in the dictionary.
00002315 915.50500488 [1952] unitname to open SOAN to=modern Freighter
00002316 915.50512695 [1952] Exception while setting SOAN to unit modern Freighter
00002317 915.50512695 [1952] Exception is The given key was not present in the dictionary.
And there are more like the above. All these mean the ship's aren't setup correctly :yep:
Silent Steel
02-02-12, 10:04 AM
...i suspect itīs related with my graphics card settings, since i have not seen anyone here talking about that problem.
Hi Pedrobas,
Please tell me what GPU you have + driver + RAM
Do you run the 4 Gb Patch?
pedrobas
02-02-12, 10:27 AM
Hi Pedrobas,
Please tell me what GPU you have + driver + RAM
Do you run the 4 Gb Patch?
I have an ATI 4850 X2 (dual GPU) in crossfire, driver is the last 12.1, graphic RAM 2 Gb. (not the last but not bad)
I think is just the AA, or Anisotropic filters settings. Also i have to try without Antilag.
And yes, using the 4Gb patch.
pedrobas
02-02-12, 10:36 AM
Here are some things to check:
the ship's folder name must match the ship's .cfg file name. i.e: ship's folder name NBB_Littorio. Ship's .cfg file name NBB_Littorio.cfg
the ship's sil image must match the ship's folder name. i.e.: ship's folder name NBB_Littorio. Ship's sil image is NBB_Littorio_sil.dds
Sil image must be DDS type
The classname defined in the cfg file must be found in \data\Roster\country. i.e.: for NBB_Littorio.cfg:
[Unit]
ClassName=BBLittorio
BBLittorio must be found in \data\Roster\country
in the ship's cfg file the RecManualCategory MUST be defined
SOANNames.cfg must contain ALL the countries used. This file also defines all the categories for the RecManualCategory entry in the .cfg files. Here are the current categories:
[SOANCategories]
Freighter=Freighters
LargeWarship=Warships
TroopTransport=Troop Transports
Tanker=Tankers
EscortShip=Escorts
AircraftCarrier=Aircraft Carriers
[SOANCategories_End]
The data\Roster\Names.cfg file should have a name for the ship defined if you want a name to show other than a generic one
Here is a new SOAN DLL that will spit out more debug info. It also gracefully handles the problem posted earlier: http://www27.zippyshare.com/v/17114539/file.html
If a classname is missing or a recmanualcategory was not found you'll see that in the DbgView output. You'll also see a summary of SOAN's database after all the ship's are read in. This is the best place to look to see if the ship is recognized or not.
I have started to work on this said by TDW to see if can solve the problem with the SOAN recognicing mnts ships. I think we should center on just 1 ship which is not recognice at the moment and see if we can solve it to see what the problem is.
I have started to work on this said by TDW to see if can solve the problem with the SOAN recognicing mnts ships. I think we should center on just 1 ship which is not recognice at the moment and see if we can solve it to see what the problem is.I donīt why, but the SOAN is working for me. Same this combination:
http://img641.imageshack.us/img641/3965/sh5img20120202181021.jpg
Iīve seen you donīt need the "mtns - Fix for Reaper7 UI - recognition manual" because here the pictures resized automatically. Please deactivate it.
pedrobas
02-02-12, 12:51 PM
Iīve seen you donīt need the "mtns - Fix for Reaper7 UI - recognition manual" because here the pictures resized automatically. Please deactivate it.
Ok iīll get it off. I think is something related with the lenguage. Iīm comparing now the data\roster\names.cfg in OHII and yours and there are a lot of discrepancies. First iīve notice is that you have a folder named Umwelt, that should be Environmental in the english version, in OHII is like this and also in SOANnames.cfg. Still investigating here.:timeout:
Sorrry that I canīt help in this case. "Umwelt" is for the game not the same like Environmental. Umwelt is the "country" where the fishing boats, tugboats, floating docks... are assigned. For this I havnīt an entry in SOAN.cfg but in names.cfg, it should be the same. I also have added a category called "Other" for this small or unusual vessels.
I remember, you say the regular SOAN work properly. Why you donīt use this?
BTW: with "mtns - Fix for Reaper7 UI - recognition manual" activated, I also have tested, no changes
TheDarkWraith
02-02-12, 01:23 PM
I donīt why, but the SOAN is working for me. Same this combination:
Iīve seen you donīt need the "mtns - Fix for Reaper7 UI - recognition manual" because here the pictures resized automatically. Please deactivate it.
that's not SOAN. That's the stock recognition manual in Reaper7's skin :yep: SOAN looks completely different and gives much more information :DL SOAN is not related to stock recognition manual at all, it's a seperate complete entity of it's own.
Here is what SOAN looks like:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=4077
I see you enabled the option to have the ship's name appear in the scope. Never seen anyone use that option before besides me :yeah:
that's not SOAN. That's the stock recognition manual in Reaper7's skin :yep: SOAN looks completely different and gives much more information :DL SOAN is not related to stock recognition manual at all, it's a seperate complete entity of it's own.
Yes, I know. But I thought hat about this we told. As i also use "NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Sk in" i have to use "mtns - Fix for Reaper7 UI - recognition manual". The problem here is that the SOAN doesnīt recognice a lot of ships and got an error from TDW python scripts saying "bla, bla...error". Not big issue here since just hitting Enter key it continues without CTD. This is the point where iīm stuck now because i would like the SOAN to work properly with "Identifying" ships. Any help from Reaper7 or any other "guru" from mods would be great !!Ok, now I see that problem is with SOAN. :oops:
In my tests, it also work but, can be an error in the english names.cfg because I test with the german?
Trevally.
02-02-12, 01:49 PM
@Trevally
What do you think about that we remove the convoys on the french west coast, or extend their cooldown time? In example that from Brest to La Pallice.
And in Kiel we had start 2 convoys in a small intervall. I think about to limit there maybe till 5th September ī39 (before Kiel can arrived in tutorial). Later no one see there, becase they go to Danzig and Libau. AND perhaps then, with this changes, it is possible again, to play the tutorial. :hmmm:
Yes - Uekel, I think this would be easier and better than moving the convoy spawn gen:up:
With the traffic gen and fishing gen - there is more than enough for the player to see (and harbour pilot to slow down for:O:)
This could also be done on a by the campaign convoy.mis
I will leave OHII as it is because it does not seem to effect it:06::hmmm:
Anyway - if you want me to help with this - just shout:up:
re: tutorial ctd
Im sure there are issues with the script for the tutorial in keil now that OHII has changed it so much and not to do with traffic:hmmm:
My SOAN is OK, and ERM displays the same names/times and values/parameters of the ship as in SOAN, but the ship image differs. F.e. lets say, that in game we've met freighter 2400 tons, then SOAN displays "Freighter 2400 t" with the propper image, ERM - the propper name and parameters, but the image is german 'Pinquin-type' vessel. That is uncomfartable (because we had to open 2 'notebooks' and cannot refer to ship site in ERM only if deciding to enter AOB 'by eye' expression), but not critical for the results of calculation if they are done with 'scientifical':D approach:yep:
pedrobas
02-02-12, 02:08 PM
My SOAN is OK, and ERM displays the same names/times and values/parameters of the ship as in SOAN, but the ship image differs. F.e. lets say, that in game we've met freighter 2400 tons, then SOAN displays "Freighter 2400 t" with the propper image, ERM - the propper name and parameters, but the image is german 'Pinquin-type' vessel. That is uncomfartable (because we had to open 2 'notebooks' and cannot refer to ship site in ERM only if deciding to enter AOB 'by eye' expression), but not critical for the results of calculation if they are done with 'scientifical':D approach:yep:
Iīm comparing the data\roster\names.cfg in OHII and in mnts and they have a lot of discrepancies. Iīve merged both and going to test it now to see what happens.
Hi vlad!
My SOAN is OK, and ERM displays the same names/times and values/parameters of the ship as in SOAN, but the ship image differs. F.e. lets say, that in game we've met freighter 2400 tons, then SOAN displays "Freighter 2400 t" with the propper image, ERM - the propper name and parameters, but the image is german 'Pinquin-type' vessel. That is uncomfartable (because we had to open 2 'notebooks' and cannot refer to ship site in ERM only if deciding to enter AOB 'by eye' expression), but not critical for the results of calculation if they are done with 'scientifical':D approach:yep:That I can confirm I have just again tested it with the english version. But there is just no script error.
@ Trevally
Hi Trevally!
I think that I do it with the campaign.mis in the Fix. For the Brest-convoy Iīm not sure. Before I would say 8days cooldown, but now I think itīs better to remove him. :hmmm:
The tutorial, at lest I can try. If it dont work, I can remove the Kiel convoys also complete, because nobody would miss there. :03:
Iīm comparing the data\roster\names.cfg in OHII and in mnts and they have a lot of discrepancies. Iīve merged both and going to test it now to see what happens.
Ok, in ERM the pictures/images of 'mtns' added vessels simply do not exist, there are mostly stock ships.
Re CTD when starting new campaign
This item depends upon what mods and how many of them are enabled. When mixing the modlist and got CTD while starting new campaign I'm going to disable not important mods (usually place them on the bottom of list) or conflicting mods, or mods with double overwriting and figure out which one of them is more critical for successfull loading. After that I'm testing the list and cosider it stable after starting new career several times. F.e., last time 'WoGaDi' mod and 'DBSM music' occured to be critical:hmmm:.
The same method could be used when getting CTD while aproaching to KielHarbour zone. Waiting for several days may not solve the problem. F.e., after I fail with entering Kiel through the channel, I turned round and made a long voyage via Skaggerak to enter the harbour through the sea gate, and got CTD appr. at the same distance (30-50 km) from Kiel as it was in the channel. Meanwhile this voyage took a week to go:shifty:
If lack of RAM (available memory) is not the reason of CTD (and I'm sure it is not) then could it be issued because of low harddisk data exchange rate? I'm not an expert and I suppose it just because while rating the PC with Win tools this parameter was detected as the weakest link of my PC configuration (I have SATA2 3 Gb/s connection). And as I mentioned very hard data exchange occurs just in pause before bunker scene appears (I usually got CTD in this part and bunker is almost about being visible):06::ping:
Hi Uekel!
Don't bother with tutorial at all. We get used to play it with no mods at fullspeed just in purpose to 'warm up' videoadapter:D Its a shame for the caleuns to have those pour Polish ships from tutorial being sunk in the captainslog and to get points for them:smug:
Trevally.
02-02-12, 03:05 PM
Hi Trevally!
I think that I do it with the campaign.mis in the Fix. For the Brest-convoy Iīm not sure. Before I would say 8days cooldown, but now I think itīs better to remove him. :hmmm:
The tutorial, at lest I can try. If it dont work, I can remove the Kiel convoys also complete, because nobody would miss there. :03:
Yes - I think best to remove as this then will also remove any doubt
The same method could be used when getting CTD while aproaching to KielHarbour zone. Waiting for several days may not solve the problem. F.e., after I fail with entering Kiel through the channel, I turned round and made a long voyage via Skaggerak to enter the harbour through the sea gate, and got CTD appr. at the same distance (30-50 km) from Kiel as it was in the channel. Meanwhile this voyage took a week to go:shifty:This maybe is sovlved when I remove the convoy respawning in Kiel. There are two, one every day (cooldown 1,0 days) and the other cooldown 1,2 days, a few more. Thats enough that nearly everytime the game try to make a convoy. I make a test-file for you, if you like.If lack of RAM (available memory) is not the reason of CTD (and I'm sure it is not) then could it be issued because of low harddisk data exchange rate? I'm not an expert and I suppose it just because while rating the PC with Win tools this parameter was detected as the weakest link of my PC configuration (I have SATA2 3 Gb/s connection). And as I mentioned very hard data exchange occurs just in pause before bunker scene appears (I usually got CTD in this part and bunker is almost about being visible):06:Yes, when the game make the harbour objects visible. In this moment itīs need memory. Try only with the four mods and itīs much lesser data exchange.
Trevally.
02-02-12, 03:22 PM
Just testing a fix for the tutorial.:D
Script say for player to head back to Kiel and in the mis shows a kiel map marker zone for this.
I have moved this to outside where I would get ctds so that the tutorial will finish outside of Kiel harbour.
http://img851.imageshack.us/img851/5200/keilz.jpg
Hi Uekel!
Don't bother with tutorial at all. We get used to play it with no mods at fullspeed just in purpose to 'warm up' videoadapter:D Its a shame for the caleuns to have those pour Polish ships from tutorial being sunk in the captainslog and to get points for them:smug:Hmm... :hmmm: I had played it always very happy, everything was still comfortable, and all begins... also the news traffic was exciting...... And as often as the campaign was changed, I knew it very well. :D
Hmm... :hmmm: I had played it always very happy, everything was still comfortable, and all begins... also the news traffic was exciting...... And as often as the campaign was changed, I knew it very well. :D
When I expected problems with WinXP and reinstalled the whole game dozens of times I got really tyred of plaing tutorial. So may be You don't play it enough and can still enjoy it - than it is OK. May be when I forget all the dialogs from tutorial that can be reproduced by me even when woken up at nighttime than I should feel the strong desire to play it again:haha:
Trevally.
02-02-12, 03:49 PM
Re Kiel map zone
Looks like this is just an objective to reach area for points and will not end tutorial
Re Kiel map zone
Looks like this is just an objective to reach area for points and will not end tutorialHmm... i was wrong too, itīs only one convoy on the same time to remove in Kiel. But perhaps is it enough. Vlad, if you like to test it, youīll find it here: http://www.mediafire.com/download.php?jv5xu1plccabafv.
Sorry, campaign must restarted :oops:, but you donīt need tutorial :DL. Ok, I know I also can test it, but for me it runs before.
Hmm... i was wrong too, itīs only one convoy on the same time to remove in Kiel. But perhaps is it enough. Vlad, if you like to test it, youīll find it here: http://www.mediafire.com/download.php?jv5xu1plccabafv.
Sorry, campaign must restarted :oops:, but you donīt need tutorial :DL. Ok, I know I also can test it, but for me it runs before.
Thanks for the link Uekel! Should it be installed after mtns or after fix1.6c?
Thanks for the link Uekel! Should it be installed after mtns or after fix1.6c?Important is only, after OHII to make the last changes. :yep:
For now itīs only for Kiel, later I made the same for Brest, but I think, testing for that is not nessecary.
And, I have to Thank. :salute:
Iīm comparing the data\roster\names.cfg in OHII and in mnts and they have a lot of discrepancies. Iīve merged both and going to test it now to see what happens.:damn: Really true, Iīve forgot the OHII countries.... :oops:
pedrobas
02-02-12, 05:17 PM
:damn: Really true, Iīve forgot the OHII countries.... :oops:
The good thing is that we are progressing as we discover new issues.:03:
THE_MASK
02-02-12, 05:24 PM
Re ending tutorial : this script is a PITA .
C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Tu torial_mission PY File .
anyone know scripting ?
Just tested one more time not fixed version. The results are:
1. Started new camp. with heavy mod-list (76 mods)- NO PROBLEM
2. Went through the Kiel Channel, wait for 1 day, returned to Kiel via channel with TCx128 - NO PROBLEM
3. Finished patrol, quit to main menu, tried to load autosave - CTD when loading
4. Tried to load autosave from Win - NO PROBLEM, 2 nd patrol and propper date were displaed in Capt.Log
5. Went into the harbour, ended patrol in 5 min, tried to start the next one without quitting - got CTD when loading.
6. Load autosave from Windows - NO PROBLEM, start 3-rd patrol, finished in 1 min, saved as /111/, quit to main menu, loaded /111/ again - NO PROBLEM, started patrol - NO PROBLEM
Then was redirected to Wilhelmshafen - that was OK everything
Conclusion: may be CTD were caused by errors of overwriting inbunker autosave file, may be not:salute:.
Made me confused....Load autosave from WindowsI assume, it means you start the game new and load this savegame?
Made me confused....I assume, it means you start the game new and load this savegame?
Restart game (ofcourse), but not the career. After ending patrol I find myself in bunker ready for the next one, that means new autosave file (that overwrighted the previous one) was created already:yep:
EDIT: Forgot to mention one "blackship" was spotted in KielHarbour (docked). She was really black (ext. camera was mooved very close to her)
I think not, in 1st cases when you laod it and it brings ctd you donīt touch or overwrite it. The second try "load from windows" is the same savegame... :hmmm:
I hope, I can follow you :o
EDIT: Forgot to mention one "blackship" was spotted in KielHarbour (docked). She was really black (ext. camera was mooved very close to her) I think I know which. I have two from there, was an experiment. Itīs multiskin and one skin for germany and the other for other countries. The idea was good, but it seems not always work. :nope:
THE_MASK
02-02-12, 08:00 PM
I enabled mtns - more traffic, nations and ships 1_8c mod on top of vanilla . I used the SH5 validator
http://www.subsim.com/radioroom/showthread.php?t=186975&highlight=validator
There are lots of errors .
Do you use it ?
Does there need to be a german version ?
Just trying to help :yeah:
Hi sober!
About the most errors I know: http://www.subsim.com/radioroom/showpost.php?p=1826346&postcount=434
These erros has no affect in the game.
Is see these errors also in Mission editor (at starting). And they annoy massive! :x
Itīs all easy if I can touch the basic mods they I merge together and can delete some files. But I canīt in two cases, because they are to download for the users. I can only overwrite the files. Usually there is no problem, but for the roster\cfg-files. I also know about the removing feature in JSGME but if someone use an old version without it, - nothing goes.
German version (only names.cfg) is for me and some other very important and initially, I had only a German names.cfg. The English was added later. For now I have 6 names.cfg, if I update, one from those in the appropriate language and copy it to the respective folders. Unfortunately I had used the wrong once in English (OHII-countrys miss), never noticed this error, and continued.
A source of errors too, mtns without the OHII-Fix use other unit types.
Yes, of course somtimes I use the sh5-validator. Why not, its a good and easy to handle tool! :up:
And however, Thanks for the hint! :DL :salute:
TheDarkWraith
02-03-12, 02:07 AM
These erros has no affect in the game.
Is see these errors also in Mission editor (at starting). And they annoy massive! :x
If the mission editor is telling you you have errors then they do have an effect on the game. Think about it: why would the mission editor say hey this is an error if it didn't really matter :hmmm: You shouldn't be releasing something with known errors in it. You should at a minimum put a disclaimer with the mod saying has errors in mission editor and you don't know why.
If the mission editor is telling you you have errors then they do have an effect on the game. Think about it: why would the mission editor say hey this is an error if it didn't really matter :hmmm: You shouldn't be releasing something with known errors in it. You should at a minimum put a disclaimer with the mod saying has errors in mission editor and you don't know why.Sorry, but have you read all of this post? Also the linked?
sidmo001
02-03-12, 02:39 AM
Apprently the new ships and their textures don't like to show up in my game, just like with the OH II mod.
Crazy.
Hi sidmo!
Apprently the new ships and their textures don't like to show up in my game, just like with the OH II mod.
Crazy.
- Maybe a wrong mod order. can you post it?
- Have you start a new campaign ?
- At least (also with wrong mod order) they must appear in museum. :yep:
then you have only new ships in game and also your currently campaign, without other changes.
sidmo001
02-03-12, 05:07 AM
Hi sidmo!
- Maybe a wrong mod order. can you post it?
- Have you start a new campaign ?
- At least (also with wrong mod order) they must appear in museum. :yep:
then you have only new ships in game and also your currently campaign, without other changes.
With OH II v1.6, the mod order is quite litterally just:
- OH II v1.6
As for MTNS, the mod order is quite litterally just:
- MTNS
All through JSGME of course.
Anyways, with both OH II and MTNS I get the same error/glitch.
All the modded in ships look like this: (both in-game and in the Museum.)
http://s17.postimage.org/b3buo0y1b/sh5_2012_02_03_03_02_00_56.png
http://s13.postimage.org/czv96r1gn/sh5_2012_02_03_03_02_24_62.png
As you can see the Flags, weapons, and crew shop up, but the rest of the ship's textures don't for some reason.
Iīve seen you have ask the same question in the OHII-Thread. The problem is that I also canīt help you. Thats are OHII ships. I use for mtns-ships another way for the textures, but if you say they look the same? :hmmm: Sorry, but I really donīt know, what you can do.
sidmo001
02-03-12, 06:17 AM
Iīve seen you have ask the same question in the OHII-Thread. The problem is that I also canīt help you. Thats are OHII ships. I use for mtns-ships another way for the textures, but if you say they look the same? :hmmm:
They do look the same, and while I know those pics are of OH II ships, the added ships in MTNS look the exact same, thus I used the pics as a reference.
I have no idea where to begin looking for the problem. It seems that some other people have had the same problem but no one has been able answer the problem, hmmmmmm.
I now not much about the older versions, but I think the game is patched to 1.2?
pedrobas
02-03-12, 09:58 AM
Hi again, you thought i was left :haha: , NO !!, here i am again.
Yesterday i was all day reinstalling things, ordering mods etc.. just in case it was something wrong in my SH5. After many tests i CAN CONFIRM that SOAN isnīt working properly. With "properly" i mean that the automatic recognition is not working for many ships (some of them work).
The thing is that the ships ARE in the SOAN but it doesnīt recognice them when you ask for "identify Target".
So it must be something in the shipīs cfg files or in names.cfg in roster.
With OHII all ships are recogniced automatically in SOAN, then with OHII+mnts, problems start. Iīm getting mad with this. I NEED HELP here to understand how the SOAN recognice automatically a ship. (Iīm looking at you TDW :03:)
Hi Pedro!
Hi again, you thought i was left :haha: , NO !!, here i am again.Welcome back! :salute:
I see your problem isnīt solved with the country names. :shifty:
So it must be something in the shipīs cfg files or in names.cfg in roster.Not neccesarily. Yes, I see some errors here: Zitat von TheDarkWraith
Zitat:
Zitat von pedrobas
Here is the link.
Thanks for everything. :yeah:
http://www.gamefront.com/files/21280252/PEDRO-PC.rar
As I suspected, the ships are not setup correctly to work with SOAN. They are missing country entries in my SOANNames.cfg file and probably there are other errrors:
00002165 169.02920532 [1952] Exception while displaying SOAN ships by country
00002166 169.02920532 [1952] Exception is The given key was not present in the dictionary.
00002167 169.02969360 [1952] TDWSoan Initialize
This means a country was not found
00002290 824.89050293 [1952] Exception while setting SOAN to unit Dithmarschen Supply Ship
00002291 824.89050293 [1952] Exception is The given key was not present in the dictionary.
00002309 889.03558350 [1952] Exception while setting SOAN to unit Parcel Freighter
00002310 889.03558350 [1952] Exception is The given key was not present in the dictionary.
00002315 915.50500488 [1952] unitname to open SOAN to=modern Freighter
00002316 915.50512695 [1952] Exception while setting SOAN to unit modern Freighter
00002317 915.50512695 [1952] Exception is The given key was not present in the dictionary.
And there are more like the above. All these mean the ship's aren't setup correctly :yep:
But I see the same error in this list on Dithmarschen Supply Ship. I remember, itīs a stock-ship. Nobody has touch it.
Also for the other it seems to work, with the same files. Yesterday Iīve used the reconition for myself, but only on some ships. No error. In my eyes, the problem must be another. :hmmm:
pedrobas
02-03-12, 02:22 PM
Hi Pedro!
Welcome back! :salute:
I see your problem isnīt solved with the country names. :shifty:
:
Iīve changed SOANnames.cfg and names.cfg to use a complete list of countries but that didnīt solved the problem, so still investigating. Iīm startin to understand how data\sea\ship\ship.cfg interacts with data\roster\countries\ship.cfg, so iīm making some progress here. Iīm determine to solve this isuue.:yep:
Hi again, you thought i was left :haha: , NO !!, here i am again.
Yesterday i was all day reinstalling things, ordering mods etc.. just in case it was something wrong in my SH5. After many tests i CAN CONFIRM that SOAN isnīt working properly. With "properly" i mean that the automatic recognition is not working for many ships (some of them work).
The thing is that the ships ARE in the SOAN but it doesnīt recognice them when you ask for "identify Target".
So it must be something in the shipīs cfg files or in names.cfg in roster.
With OHII all ships are recogniced automatically in SOAN, then with OHII+mnts, problems start. Iīm getting mad with this. I NEED HELP here to understand how the SOAN recognice automatically a ship. (Iīm looking at you TDW :03:)
Hi Pedro! Sorry I CAN'T confirm this! As for me all ships are identified properly. May be You mean not SOAN but ERM (SOAN is just a book with ships, add info etc., and operated manually only in purpose to sent mast hight to TDC if necessary. All ships from 'mtns' are nicely drawed and described). As for ERM - just dont look at the picture when identifying target, just read the ship type/name and compare it with SOAN's shipname and then with what You see in Your periscope. All ships names and parameters - length, width, mast height are displayed in ERM (in line to fill with data) properly as like in SOAN. But the picture of ship and its name on top of the picture could differs a lot from SOAN and real target that You observe. So don't pay attention at this, its not influence shooting result
So I can conclude everything is OK with SOAN for me.
I must also explain I didn't touch any files to replace 'names' language files and use the same as are in linled version (german I quess). The only issue in this case some latters in shipsname look strange:DL
pedrobas
02-03-12, 02:58 PM
Hi Pedro! Sorry I CAN'T confirm this! As for me all ships are identified properly. May be You mean not SOAN but ERM (SOAN is just a book with ships, add info etc., and operated manually only in purpose to sent mast hight to TDC if necessary. All ships from 'mtns' are nicely drawed and described). As for ERM - just dont look at the picture when identifying target, just read the ship type/name and compare it with SOAN's shipname and then with what You see in Your periscope. All ships names and parameters - length, width, mast height are displayed in ERM (in line to fill with data) properly as like in SOAN. But the picture of ship and its name on top of the picture could differs a lot from SOAN and real target that You observe. So don't pay attention at this, its not influence shooting result
So I can conclude everything is OK with SOAN for me.
I must also explain I didn't touch any files to replace 'names' language files and use the same as are in linled version (german I quess). The only issue in this case some latters in shipsname look strange:DL
No, i mean SOAN, i donīt use ERM. As i said before my SOAN has all the ships, the problem is that it doesnīt open automatically in the page of the ship you are identifying. I donīt do manually. When you use "NewUIs TDC 6.9.0. ERM Reaper7 NightVision Black Skin" after TDW UI 6.9.0 the SOAN itīs automatic. It looks for the page of the ship that you are Identifying. That is what is not working here. I think that what you are saying is different.
Trevally.
02-03-12, 03:08 PM
It looks for the page of the ship that you are Identifying.
I did not know it did that :yeah:
I think not, in 1st cases when you laod it and it brings ctd you donīt touch or overwrite it. The second try "load from windows" is the same savegame... :hmmm:
I hope, I can follow you :o
:rotfl2::haha: Well Uekel, english is foreign language for both of us and its not so easy for me at least to explain my thoughts properly because lack of practice and lexics. Ok, I've made some remarks 'in red' in my previous post (that follows) to be it more clear:
Just tested one more time not fixed version. The results are:
1. Started new camp. with heavy mod-list (76 mods)- NO PROBLEM---> (that means I'm in the bunker for the first time, and 'Player name_autosave' file is created by application)
2. Went through the Kiel Channel, wait for 1 day, returned to Kiel via channel with TCx128 - NO PROBLEM (that means that I reguested mission, found myself on board, made a voyage described in the post with no CTD in my 'favorite' place - 50 km from Kiel)
3. Finished patrol (that means I press 'Dock at Kiel' message, found myself in the bunker---> at this moment 'Player name_autosave' file was automatically overwrited by application), quit to main menu, tried to load autosave ('Player name_autosave' file)- CTD when loading
4. Tried to load autosave ('Player name_autosave' file)from Win (that means - starting SH5-->main menu--> load 'Player name_autosave' file)- NO PROBLEM, 2 nd patrol and propper date were displaed in Capt.Log
5. Went into the harbour (that means requested mission in bunker-->find myself on board), ended patrol in 5 min (that means pressed icon 'Dock at Kiel', found myself in bunker --> at this moment 'Player name_autosave' file was overwritten by appl. for the 2nd time automatically), tried to start the next one without quitting (that means that I didn't quit from bunker to main menu and continued playing, request mission and...) - got CTD when loading (loading process from bunker scene to the coenig tower).
6. Load autosave from Windows (that means - starting SH5-->main menu--> load 'Player name_autosave' file)- NO PROBLEM, start 3-rd patrol (that means requested mission in bunker-->find myself on board), finished in 1 min (that means pressed icon 'Dock at Kiel', found myself in bunker --> at this moment 'Player name_autosave' file was overwritten by appl. for the 3rd time automatically), saved as /111/ (just make manual save in bunker before requesting mission - file '111'), quit to main menu, loaded /111/ (that means - starting SH5-->main menu--> load '111' file)again - NO PROBLEM, started patrol - NO PROBLEM
Conclusion: may be CTD were caused by errors of overwriting inbunker autosave file, may be not
May be this explanations of the report should be more clear:DL:salute:
I did not know it did that :yeah:
Yes, me also:yep: :o F.e., when I met a ship for the first time, lock on it, press 'identify target', then look what is written in ERM (or under officers icon for TDC, doesn't matter), then open SOAN (it usually appears on the page 'Others'), then manually list it untill I find the propper name an image that suits to targets profile in my scope), then press 'Send mast height to TDC'. If I close SOAN, next time it's opening in the same page.
As for SOANs 'automatic function' You described, Pedro - not sure it exists at all by now:06:
pedrobas
02-03-12, 04:04 PM
As for SOANs 'automatic function' You described, Pedro - not sure it exists at all by now:06:
I promise you :D
Enable "NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n" after "NewUIs_TDC_6_9_0_TheDarkWraith" , lock a target and ask the Weapon officer to identify the target and ...voila, the SOAN opens in the page of the ship you are identifing. :sunny:
This works even with OHII enable (without mnts), with OHII+mnts the problems start (although still works for some ships, i supose those what are untouched by mnts)
Trevally.
02-03-12, 04:08 PM
Not sure that I get what this (NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Sk ) has to do with the soan:hmmm:
pedrobas
02-03-12, 04:14 PM
Not sure that I get what this (NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Sk ) has to do with the soan:hmmm:
Well perphaps TDW can clarify the concepts, but is what iīm using and works like explained before.
Trevally.
02-03-12, 04:20 PM
just tried without that one - and yes:yeah: it auto opens at the correct ship.
great job TDW:yeah:
TheDarkWraith
02-03-12, 04:26 PM
just tried without that one - and yes:yeah: it auto opens at the correct ship.
great job TDW:yeah:
There are still many things for you all to find out about the mod :yep: I like to call them easter eggs :D
And yes the behavior of SOAN to automatically open to the unit was something I coded in :up:
just tried without that one - and yes:yeah: it auto opens at the correct ship.
great job TDW:yeah:
Ok, really "It is never too late to learn", isn't it:DL Also thanks to Pedro for pointing this aspect:salute:
Hi vlad!
:rotfl2::haha: Well Uekel, english is foreign language for both of us and its not so easy for me at least to explain my thoughts properly because lack of practice and lexics. Ok, I've made some remarks 'in red' in my previous post (that follows) to be it more clear:
Just tested one more time not fixed version. The results are:
1. Started new camp. with heavy mod-list (76 mods)- NO PROBLEM---> (that means I'm in the bunker for the first time, and 'Player name_autosave' file is created by application)
2. Went through the Kiel Channel, wait for 1 day, returned to Kiel via channel with TCx128 - NO PROBLEM (that means that I reguested mission, found myself on board, made a voyage described in the post with no CTD in my 'favorite' place - 50 km from Kiel)
3. Finished patrol (that means I press 'Dock at Kiel' message, found myself in the bunker---> at this moment 'Player name_autosave' file was automatically overwrited by application), quit to main menu, tried to load autosave ('Player name_autosave' file)- CTD when loading
4. Tried to load autosave ('Player name_autosave' file)from Win (that means - starting SH5-->main menu--> load 'Player name_autosave' file)- NO PROBLEM, 2 nd patrol and propper date were displaed in Capt.Log
5. Went into the harbour (that means requested mission in bunker-->find myself on board), ended patrol in 5 min (that means pressed icon 'Dock at Kiel', found myself in bunker --> at this moment 'Player name_autosave' file was overwritten by appl. for the 2nd time automatically), tried to start the next one without quitting (that means that I didn't quit from bunker to main menu and continued playing, request mission and...) - got CTD when loading (loading process from bunker scene to the coenig tower).
6. Load autosave from Windows (that means - starting SH5-->main menu--> load 'Player name_autosave' file)- NO PROBLEM, start 3-rd patrol (that means requested mission in bunker-->find myself on board), finished in 1 min (that means pressed icon 'Dock at Kiel', found myself in bunker --> at this moment 'Player name_autosave' file was overwritten by appl. for the 3rd time automatically), saved as /111/ (just make manual save in bunker before requesting mission - file '111'), quit to main menu, loaded /111/ (that means - starting SH5-->main menu--> load '111' file)again - NO PROBLEM, started patrol - NO PROBLEM
Conclusion: may be CTD were caused by errors of overwriting inbunker autosave file, may be not
May be this explanations of the report should be more clear:DL:salute::DL Ahhh slowwwly is goood! :D
in my 'favorite' place - 50 km from Kiel:DL
(that means that I didn't quit from bunker to main menu and continued playing, request mission and...) - got CTD when loading (loading process from bunker scene to the coenig tower)Thatīs a strange thing!Conclusion: may be CTD were caused by errors of overwriting inbunker autosave file, may be notI hope now Iīm right: You mean, the process to write the autosave on HD cause CTD. I think not, only see that, if you load an autosave with fresh game (from windows) it runs. But of couse is it stress to render the Bunker, Harbour... and simutaneuosly write a huge file. Is there a way to disable it?
Hi vlad!
:DL Ahhh slowwwly is goood! :D
:DL
Thatīs a strange thing!I hope now Iīm right: You mean, the process to write the autosave on HD cause CTD. I think not, only see that, if you load an autosave with fresh game (from windows) it runs. But of couse is it stress to render the Bunker, Harbour... and simutaneuosly write a huge file. Is there a way to disable it?
To disable.:damn:...what:06::)
If You mean some mods - no problem. In the described situation the strange issues for me are:
1. No CTD when starting new campaign, or when loading autosave file while restarting the game - in this case the amount of data is huge
BUT
2. CTD when not quitting the game and trying to start next patrol - the process of loading is usually 'short' and do not treats CPU too much!
pedrobas
02-03-12, 05:32 PM
To disable.:damn:...what:06::)
If You mean some mods - no problem. In the described situation the strange issues for me are:
1. No CTD when starting new campaign, or when loading autosave file while restarting the game - in this case the amount of data is huge
BUT
2. CTD when not quitting the game and trying to start next patrol - the process of loading is usually 'short' and do not treats CPU too much!
Try this, while in bunker save the game but donīt overwrite the autosave, just use other name like "test" and then load that game instead of the autosave.
Try this, while in bunker save the game but donīt overwrite the autosave, just use other name like "test" and then load that game instead of the autosave.
Yes, '111' was one of this files, it's OK. But if not to save and just to continue - why it CTD's?
pedrobas
02-03-12, 05:39 PM
Yes, '111' was one of this files, it's OK. But if not to save and just to continue - why it CTD's?
Perhaps we have found a bug in SH5 :har: :haha:
To disable.:damn:...what:06::)
Now you get me wrong. :DL
The autosave-funktion. Only when starting new campaign. Not only to "build" bunker and harbour, create traffic and other nice things..., the game must write a huge file, nearly simultaneous.
And this: 1. No CTD when starting new campaign, or when loading autosave file while restarting the game - in this case the amount of data is huge
BUT
2. CTD when not quitting the game and trying to start next patrol - the process of loading is usually 'short' and do not treats CPU too much! I agree!!! :yep: But if once, it had no meaning.
Now you get me wrong. :DL
The autosave-funktion. Only when starting new campaign. Not only to "build" bunker and harbour, create traffic and other nice things..., the game must write a huge file, nearly simultan.
Ah-h, y-e-e-s, roger You now when enabling my head hyper-threading, and how is it possible to do, that there should be 'no autosave' when pressing 'Dock at Port':damn:
Ah-h, y-e-e-s, roger You now when enabling my head hyper-threading, and how is it possible to do, that there should be 'no autosave' when pressing 'Dock at Port':damn:Only necessary at campaign-start but maybe prevent this CTDīs? :hmmm:
Perhaps we have found a bug in SH5 :har: :haha:
Exactly! One of 2 bugs - the second is yours with SOAN:yep: And don't forget to sent a claim to ATI Radeon producers with the screenshot enclosed. I've no equal opportunity because I didn't know exactly who of 3 blrds. of Chineese has glued my GTX260:hmmm:
I promise you :D
Enable "NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Black_Ski n" after "NewUIs_TDC_6_9_0_TheDarkWraith" , lock a target and ask the Weapon officer to identify the target and ...voila, the SOAN opens in the page of the ship you are identifing. :sunny:
This works even with OHII enable (without mnts), with OHII+mnts the problems start (although still works for some ships, i supose those what are untouched by mnts)
Just tried to operate with SOAN - NewUIs + ERM and without ERM - also not working in both cases (the target to identify was Zeppelin):nope:
pedrobas
02-03-12, 08:45 PM
Just tried to operate with SOAN - NewUIs + ERM and without ERM - also not working in both cases (the target to identify was Zeppelin):nope:
Do you have mtns enable? because if yes, it wonīt work (this is what iīve been trying to explain the past two days). Disable mnts and try.
sidmo001
02-04-12, 12:38 AM
I now not much about the older versions, but I think the game is patched to 1.2?
Is 1.2 a pre-req for either of the mods? I have 1.1 atm.
Is 1.2 a pre-req for either of the mods? I have 1.1 atm.I donīt know which version. The functionality of the dat-models, that are the new ships, was not given by beginning of shV. It came only with a later version. :up:
Trevally.
02-04-12, 06:06 AM
Is 1.2 a pre-req for either of the mods? I have 1.1 atm.
Yes - you need to update your game.
First uninstall all mods
Then go here and run the app C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\GU.EXE
Then add your mods back and start a new career:up:
mikaelanderlund
02-04-12, 08:41 AM
Yes, '111' was one of this files, it's OK. But if not to save and just to continue - why it CTD's?
Yes, never overwrite a saved file and load the file twice. It's my way to avoid CTD. Strange but it seems to work.:DL
:salute:
IFRT-WHUFC
02-04-12, 09:40 AM
OK I've had a quick read of the names.cfg roster list!!
Please check! there are 2 entries for Freefrench!? why?
Surely 1 needs to be removed?
Rick
Trevally.
02-04-12, 10:24 AM
OK I've had a quick read of the names.cfg roster list!!
Please check! there are 2 entries for Freefrench!? why?
Surely 1 needs to be removed?
Rick
Who are you talking to:06: mtns or OHII
Hi Rick!
Surely 1 needs to be removed?
Yes, you CAN remove one! :yep:
EDIT: :DL Ooohps, Trevally was faster, but I think, itīs in the mtns+OHII-Fix. :06:
btw: then is in mtns the same
IFRT-WHUFC
02-04-12, 12:13 PM
mtns v1.8c has the same lines. I'm assuming that if the game threw up a random freefrench ship this would/could cause a random crash?
Rick
mtns v1.8c has the same lines. I'm assuming that if the game threw up a random freefrench ship this would/could cause a random crash?
RickNo, itīs donīt crash so quickly. :dead:
Itīs also possible you find some twice entrys for the ships in the names.cfg. Also can be removed. :yep:
pedrobas
02-04-12, 02:06 PM
No, itīs donīt crash so quickly. :dead:
Itīs also possible you find some twice entrys for the ships in the names.cfg. Also can be removed. :yep:
Iīm getting mad with this.:88):o:stare::damn::zzz::timeout:
Hi Pedro!
Iīm getting mad with this.:88):o:stare::damn::zzz::timeout::hmmm:
what do you do???
No, itīs donīt crash so quickly. :dead:
Itīs also possible you find some twice entrys for the ships in the names.cfg. Also can be removed. :yep:
Evening, gentleman:salute:
Mr. Uekel, could You please clearify if the 'twice entrys for the ships in the names.cfg. can be removed or should be removed:06: And if not to remove them - what would happen, is it a critical issue for game stability or not?:hmmm:
Good evening Mr. vlad
They can be removed. If not the game take the first entry. No changes for the stability.
Iīm getting mad with this.:88):o:stare::damn::zzz::timeout:
Don't give up, Pedro, better try this:Kaleun_Cheers:
As for SOAN - yes, it works 'automatically' only without 'mtns'. You're right - we have nothing to do here without TDW help:yep:
Sorry, Uekel, but I'm unable to find the Fix 1.6c in the German language thread. The only link in the first post of the thread is to the file "mtns - more traffic, nations and ships 1_8c.7z" on mediafire, but there is no link to the specific fix 1.6c. Could you please post the link to the fix here or in the German thread?
pedrobas
02-05-12, 04:29 PM
Sorry, Uekel, but I'm unable to find the Fix 1.6c in the German language thread. The only link in the first post of the thread is to the file "mtns - more traffic, nations and ships 1_8c.7z" on mediafire, but there is no link to the specific fix 1.6c. Could you please post the link to the fix here or in the German thread?
Here: http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
:salute:
Here: http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
:salute:
Thanks a lot, mate:salute:
pedrobas
02-05-12, 07:33 PM
Uekel, I see yours ships with the flag frozen, i think iīve read around here that you have a fix for that.
0rpheus
02-05-12, 08:28 PM
Following this with interest as I've been convinced for quite a while that many of the CTD issues with SH5 are due to mod incompatibility/errors and not 'lack of memory' issues as so often believed. I still get CTDs, even after doubling my memory to 8gig, and a lot of alterations to my mod-soup. I'm at the point now where I've mostly gone back to SH4 as I can't be bothered with fifty mods and frequent updates, plus the longer loading times, only for it to CTD as it sometimes does.
Hope you find some solutions chaps, good luck to you! :salute:
Hi Pedro!
Uekel, I see yours ships with the flag frozen, i think iīve read around here that you have a fix for that.Itīs of course included, but sometimes "frozen flags" occurs. :-?
Then help only one - restart the game.
Following this with interest as I've been convinced for quite a while that many of the CTD issues with SH5 are due to mod incompatibility/errors and not 'lack of memory' issues as so often believed. I still get CTDs, even after doubling my memory to 8gig, and a lot of alterations to my mod-soup. I'm at the point now where I've mostly gone back to SH4 as I can't be bothered with fifty mods and frequent updates, plus the longer loading times, only for it to CTD as it sometimes does.
Hope you find some solutions chaps, good luck to you! :salute:Hi Orpheus!
Have you try it with a "light" list, or only change the order?
Its naturally, when you put some hardware-demanding mods together, it comes to issues. With 4gb as well with 32gb. Sorry, but to change this fact is impossible, same in the future.
pedrobas
02-06-12, 07:11 AM
Hi Pedro!
Itīs of course included, but sometimes "frozen flags" occurs. :-?
Then help only one - restart the game.
:salute: Thanks
0rpheus
02-06-12, 10:49 AM
Hi Orpheus!
Have you try it with a "light" list, or only change the order?
Its naturally, when you put some hardware-demanding mods together, it comes to issues. With 4gb as well with 32gb. Sorry, but to change this fact is impossible, same in the future.
Hi Uekel! I've tried reducing the list yes, quite a while ago, with no real improvement (my current list is in my sig, if you want to look). I only get CTDs quite rarely, sometimes while attacking, sometimes just at random returning to port, or out at sea. With the longer load times that come with OHII, I just gave up trying to figure out what was wrong as testing each mod took so long!
However I'm not convinced, and never have been that memory is the only issue. There has to be more to it than that, as there are people with better and worse systems than me that report no crash problems. I also run far more demanding games than SH5 (Cliffs of Dover for example uses loads of system memory and over a gig of GPU memory) without difficulty. If my problems were memory related, I wouldn't be seeing them now as I run 8 gig of 1600mhz RAM compared to 4 gig of 1333mhz before xmas, on a 3.6gig quad-core CPU.
Since my upgrade just after xmas (got a GTX 570 too yay!) there's almost no game out that would cause my system problems - if I can run Metro 2033 (the new Crysis for benchmarking) at full DX11 with everything on ultra and still get 28fps, or Cliffs of Dover at all max (which has far bigger draw distances and detail levels), then I should be able to run SH5, which is 2 years old with no trouble. And I can - my fps is a rock solid 60 in SH5, no stutter, no slowdown, no problems whatsoever. Until it CTDs. :D
Anyway I don't mean to derail your thread, I don't use MTNS (though I would, if I could get my soup fixed!) and don't really have anything useful to contribute! I just wanted to say good work to you & pedro for taking the time to look into CTD issues like this, because I think it's the only way for us all to have a stable game one day! Keep up the good work :) :salute:
Maki4444
02-06-12, 10:54 AM
Hi Uekel! I've tried reducing the list yes, quite a while ago, with no real improvement (my current list is in my sig, if you want to look). I only get CTDs quite rarely, sometimes while attacking, sometimes just at random returning to port, or out at sea. With the longer load times that come with OHII, I just gave up trying to figure out what was wrong as testing each mod took so long!
However I'm not convinced, and never have been that memory is the only issue. There has to be more to it than that, as there are people with better and worse systems than me that report no crash problems. I also run far more demanding games than SH5 (Cliffs of Dover for example uses loads of system memory and over a gig of GPU memory) without difficulty. If my problems were memory related, I wouldn't be seeing them now as I run 8 gig of 1600mhz RAM compared to 4 gig of 1333mhz before xmas, on a 3.6gig quad-core CPU.
Since my upgrade just after xmas (got a GTX 570 too yay!) there's almost no game out that would cause my system problems - if I can run Metro 2033 (the new Crysis for benchmarking) at full DX11 with everything on ultra with everything maxed and still get 28fps, or Cliffs of Dover at all max (which has far bigger draw distances and detail levels), then I should be able to run SH5, which is 2 years old with no trouble. And I can - my fps is a rock solid 60 in SH5, no stutter, no slowdown, no problems whatsoever. Until it CTDs. :D
Anyway I don't mean to derail your thread, I don't use MTNS (though I would, if I could get my soup fixed!) and don't really have anything useful to contribute! I just wanted to say good work to you & pedro for taking the time to look into CTD issues like this, because I think it's the only way for us all to have a stable game one day! Keep up the good work :) :salute:
I hear ya 0rpheus....and second everything you said. :)
Just so everybody out there knows there are others there with the same damn problem.
And ofcourse this is no way an insult meant for Uekel or anyone on the mod dev teams......just a community feedback
Sorry, but why nobody understand it?
If I use a modlist, which in itself already bring the game to the edge of the limit, and would add a further hardware-intensive mod, no matter what it is, that always leads to issues.
And why it runs smooth for me and I think the same for some other? They donīt post here because they have no problems with it.
I donīt like to say it, but try without New UIīs (loading times will be dramatically reduced), without dynamic environment and in this case, of course, without MO. If you canīt miss there, youīll never have place for new units in this number, no matter what kind.
Maki4444
02-06-12, 12:00 PM
Sorry, but why nobody understand it?
If I use a modlist, which in itself already bring the game to the edge of the limit, and would add a further hardware-intensive mod, no matter what it is, that always leads to issues.
And why it runs smooth for me and I think the same for some other? They donīt post here because they have no problems with it.
I donīt like to say it, but try without New UIīs (loading times will be dramatically reduced), without dynamic environment and in this case, of course, without MO. If you canīt miss there, youīll never have place for new units in this number, no matter what kind.
You deffinitely have a point there but there is no point in playing sh5 without the new ui or dynamic environment.
I can also understand you, but what should I do. Halve the mtns-mod?
Probably I would have to do it long time ago. Everyone would be satisfied, and I would not have this problem.
pedrobas
02-06-12, 12:24 PM
Following this with interest as I've been convinced for quite a while that many of the CTD issues with SH5 are due to mod incompatibility/errors and not 'lack of memory' issues as so often believed.
I agree with this since the very begining. Thatīs why i created this thread. After many tests, trials, clean errors etc.. Iīm running this plus at least 30 other mods (Iīm trying to create what i call it MyMegaMod) including New UI, dynamic evironment, etc only with 4Gb and actualy is completely stable. Itīs a matter to "tunning" the mods to be compatible one to each other.
I want to start a thread to share "MyMegaMod" and explain the criteria iīve used. And also to learn, because i after 3 months non stop reading this forum from up down, still got some doubts.
0rpheus
02-06-12, 12:31 PM
Sorry, but why nobody understand it?
If I use a modlist, which in itself already bring the game to the edge of the limit, and would add a further hardware-intensive mod, no matter what it is, that always leads to issues.
And why it runs smooth for me and I think the same for some other? They donīt post here because they have no problems with it.
I donīt like to say it, but try without New UIīs (loading times will be dramatically reduced), without dynamic environment and in this case, of course, without MO. If you canīt miss there, youīll never have place for new units in this number, no matter what kind.
I think the point I was trying to make is that hardware intensive mods are not the ONLY cause of CTD issues. It is categorically not a hardware problem in my case. Almost nothing, with the exception of massive image or audio editing, uses more than 8gig RAM at the moment - and SH5 certainly doesn't. A 3.6 gig CPU is more than powerful enough as well, especially with the extra memory utilisation/caching offered by 8gig of RAM.
With regards to New UIs memory usage, I actually found it was OHII that increased my loading times (as expected, due to all the extras). New UIs & Dynamic Environment do not affect my performance at all. Magnum Opus, on the other hand, is so out of date now that it could well be the cause of my CTDs - but manually making a replacement is nigh impossible due to the rather poor documentation (no offense TDW, really, just honesty) on what MO actually contains. I did try, but I couldn't find standalone versions of half the stuff in MO, and it still CTDd with the ones I did find.
The simple fact is that with so many mods from so many different authors, most of them are incompatible in small ways, or contain minor errors not noticed by the author that result in CTDs, especially in combination with lots of other mods, which also may have their own problems, and updates/patches to mods which may well cause issues of their own.
Until there is a supermod that incorporates most of the popular mods, or at the very least some community agreed on standard of modding quality, problems of compatibility will continue to occur. Sadly this is unlikely to happen, at least for the near future, which is mostly why I've gone back to SH4. And yeah, playing without New UIs/DE/OHII isn't an option, as it'll be so close to the (crap) stock game it won't be worth playing. ;)
I do appreciate all the hard work you & other modders have put in; without you we wouldn't have a game worth playing! I just wish the 'out of memory' blinkers could be taken off so a proper investigation (like Pedro's) into the cause of CTDs could be done. We'd all have a better game for it, I think. Maybe one day. :salute:
I can also understand you, but what should I do. Halve the mtns-mod?
Probably I would have to do it long time ago. Everyone would be satisfied, and I would not have this problem.
Just seen this and halving it isn't the answer - its finding out where the incompatibilities are so we can get it working alongside other mods. I think this will probably be a harder job though! :( ;)
I agree with this since the very begining. Thatīs why i created this thread. After many tests, trials, clean errors etc.. Iīm running this plus at least 30 other mods (Iīm trying to create what i call it MyMegaMod) including New UI, dynamic evironment, etc only with 4Gb and actualy is completely stable. Itīs a matter to "tunning" the mods to be compatible one to each other.
I want to start a thread to share "MyMegaMod" and explain the criteria iīve used. And also to learn, because i after 3 months non stop reading this forum from up down, still got some doubts.
I applaud your effort Pedro, I really do. I really hope your mega mod & testing work out ok, and if you want help testing the megamod don't hesitate to PM me - I'll help if I can! :)
Maki4444
02-06-12, 12:40 PM
I think the point I was trying to make is that hardware intensive mods are not the ONLY cause of CTD issues. It is categorically not a hardware problem in my case. Almost nothing, with the exception of massive image or audio editing, uses more than 8gig RAM at the moment - and SH5 certainly doesn't. A 3.6 gig CPU is more than powerful enough as well, especially with the extra memory utilisation/caching offered by 8gig of RAM.
With regards to New UIs memory usage, I actually found it was OHII that increased my loading times (as expected, due to all the extras). New UIs & Dynamic Environment do not affect my performance at all. Magnum Opus, on the other hand, is so out of date now that it could well be the cause of my CTDs - but manually making a replacement is nigh impossible due to the rather poor documentation (no offense TDW, really, just honesty) on what MO actually contains. I did try, but I couldn't find standalone versions of half the stuff in MO, and it still CTDd with the ones I did find.
The simple fact is that with so many mods from so many different authors, most of them are incompatible in small ways, or contain minor errors not noticed by the author that result in CTDs, especially in combination with lots of other mods, which also may have their own problems, and updates/patches to mods which may well cause issues of their own.
Until there is a supermod that incorporates most of the popular mods, or at the very least some community agreed on standard of modding quality, problems of compatibility will continue to occur. Sadly this is unlikely to happen, at least for the near future, which is mostly why I've gone back to SH4. And yeah, playing without New UIs/DE/OHII isn't an option, as it'll be so close to the (crap) stock game it won't be worth playing. ;)
I do appreciate all the hard work you & other modders have put in; without you we wouldn't have a game worth playing! I just wish the 'out of memory' blinkers could be taken off so a proper investigation (like Pedro's) into the cause of CTDs could be done. We'd all have a better game for it, I think. Maybe one day. :salute:
Just seen this and halving it isn't the answer - its finding out where the incompatibilities are so we can get it working alongside other mods. I think this will probably be a harder job though! :( ;)
I applaud your effort Pedro, I really do. I really hope your mega mod & testing work out ok, and if you want help testing the megamod don't hesitate to PM me - I'll help if I can! :)
You have really put it there nicely :)
About returning to SH4, that's what I'm doing now.....I will install the u boat missions and then among other things the Monsun mod....which is the Atlantic campaign for sh4. I am really wondering what the differences will be with sh5 with mods. I have compiled a little mod list for SH4, it has 19 mods my SH5 list has 43 :O
So let's see what happens :D
It would be great though if we had some help from the manufacturers of this game.....it's great that they have enabled so much modding to be done...but ahh conflicts like this require their hand in this whole thing I mean they manufactured the game after all.
I agree with this since the very begining. Thatīs why i created this thread. After many tests, trials, clean errors etc.. Iīm running this plus at least 30 other mods (Iīm trying to create what i call it MyMegaMod) including New UI, dynamic evironment, etc only with 4Gb and actualy is completely stable. Itīs a matter to "tunning" the mods to be compatible one to each other.
I want to start a thread to share "MyMegaMod" and explain the criteria iīve used. And also to learn, because i after 3 months non stop reading this forum from up down, still got some doubts.
It would be nice if it works! But if it come then in special situations (spawning convoys or other), again to issues of variuos kind, we are at this point here again.
.....
With regards to New UIs memory usage, I actually found it was OHII that increased my loading times (as expected, due to all the extras). New UIs & Dynamic Environment do not affect my performance at all....
Sorry Orpheus, but have you really try it????
0rpheus
02-06-12, 01:45 PM
Sorry Orpheus, but have you really try it????
Yes - not for some time, but I have tried it. OHII contains a lot of extras, as Trevally has mentioned multiple times, which is why when starting a new campaign the load time is so long. It's far quicker loading at sea rather than in port, as you would expect. Starting a new campaign takes about 2-3 minutes or so (not the seven or eight reported by Pedro) - but it does load.
As I said, I didn't notice any performance changes with New UIs or Dynamic Environment. Graphically I have more than enough power to cope with visual upgrades. It's simply not the case that performance is an issue in any way - if OHII or New UIs or DE were slowing down game performance I'd notice in an instant, and the increase in loading times is just that - longer load times as more data is retrieved and cached. If it were a memory issue at the loading stage, I'd never make it to the bunker screen, it would just crash during loading. :)
So that leaves minor mod errors, like I said. It's inevitable with so many authors and so many revisions. Hopefully Pedro's project will help stabilise the many available mods into a more usable megamod, or at least the beginning of one. :) :up:
Trevally.
02-06-12, 01:55 PM
I think that OHII and Mtns work very well together and this thread to stick to making them work better together.
For testing ctds - only these two mods (+fix and harbour) should be used.
Adding a good ui would be ok too, but thats it.
Trying to get many mods working together needs a thread of its own:hmmm:
0rpheus
02-06-12, 01:57 PM
I think that OHII and Mtns work very well together and this thread to stick to making them work better together.
For testing ctds - only these two mods (+fix and harbour) should be used.
Adding a good ui would be ok too, but thats it.
Trying to get many mods working together needs a thread of its own:hmmm:
Yeah, I didn't mean to derail this thread, just wanted to voice my support for what Pedro was doing. Maybe we should start a new one for general SH5 CTDs to see if we can identify problem areas/mods. :up:
Maki4444
02-06-12, 04:59 PM
Just throwing the ball around here......would it be possible to make a version of mtns with just the new ships....since mtns is much more, as Trevally stated in the OHII thread. Could it be possible to make a new light version that just adds the ships leaving the harbours alone, as well as the other changes made to the game??
I know that the light version now disables the enhanced harbour mod, but I don't use this mod so the light version doesn't do anything for me. I don't think it does for 0rpheus judging from his posts ofcourse.
I know this seems like a lot to ask especially when there are just 2 people in this thread with this problem. But I think that itr could help a lot of others as well.
It's the idea like with OHII, you have the harbour version, the new ships version and the environment version.....and in the end you have the FULL version which incorporates the above mentioned three. Maybe mtns could be redesigned in a similar way.
Is this possible, would it be very difficult?? Would Uekel be willing to consider it??
0rpheus
02-06-12, 06:55 PM
I know that the light version now disables the enhanced harbour mod, but I don't use this mod so the light version doesn't do anything for me. I don't think it does for 0rpheus judging from his posts ofcourse.
Yes, apologies Maki - I don't currently use any version of MTNS, my mod list is in my sig if it's of any use to you. I was referring to CTDs in SH5 in general, rather than any specific mod. :up:
(also apologies for this further derailment!)
Silent Steel
02-07-12, 11:47 AM
I think that OHII and Mtns work very well together and this thread to stick to making them work better together.
For testing ctds - only these two mods (+fix and harbour) should be used.
Adding a good ui would be ok too, but thats it.
Trying to get many mods working together needs a thread of its own:hmmm:
Agreed :yep:
Still, after having read all remarks about mtns/OHII I just don't get it.
We all have different configs and preferences reg. the number of mods etc.
I find it most unlikely that all mates here could load up just any mods list.
Due to lots of reasons our rigs can take just a certain number of mods, it all comes to load order and the mods' sizes.
If I find a certain mod 'too heavy' for my rig I just must think of either rearrange my mods list or even just forget that mod.
Speaking for myself I can say I've tested the OHII with and without the mtns and had only a few minor issues.
You have a good point here Trevally - try another UI, it really can give your system some slack.
Regards
Now that OHII 1.7 is out, does that have any impact on co-operation with mtns? Is it OK to just replace v1.6 with v 1.7?
Now that OHII 1.7 is out, does that have any impact on co-operation with mtns? Is it OK to just replace v1.6 with v 1.7?
Not at all! :DL
I have a new fix ready: http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
AND, because itīs a good opportunity, a new mtns-version, to find here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3222.
OK, my mistake! :timeout: I should have notify it here. :oops:
But everything is brand new. :rock:
thanks for update the mod uekel. gives much more ambience to sim:ping:
mikaelanderlund
02-15-12, 12:57 PM
Yes, many thanks for the update uekel!
:salute:
mikaelanderlund
02-15-12, 01:31 PM
Not at all! :DL
I have a new fix ready: http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
AND, because itīs a good opportunity, a new mtns-version, to find here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3222.
OK, my mistake! :timeout: I should have notify it here. :oops:
But everything is brand new. :rock:
"mtns - OHII&HarbourAdditon_Fix - restore minefields" is not included in your new updated fix. Shall I use the old one or do I not need it anymore:hmmm:
:salute:
"mtns - OHII&HarbourAdditon_Fix - restore minefields" is not included in your new updated fix. Shall I use the old one or do I not need it anymore:hmmm:
:salute:Iīve seen nearly all users of this, activate the minefields again. Now the minefields are standard. :yep:
You donīt need to restore.
:salute:
The new version of the mtns is not compatible with the uiboat5.02 of reaper7 is a shame.:wah:
pedrobas
02-16-12, 09:25 AM
Iīve seen nearly all users of this, activate the minefields again. Now the minefields are standard. :yep:
You donīt need to restore.
:salute:
Thanks for info Uekel, this was one of the questions i had for you. On the other hand looks like things in MMM are going a bit better, iīll tell you soon.
mikaelanderlund
02-16-12, 09:32 AM
Iīve seen nearly all users of this, activate the minefields again. Now the minefields are standard. :yep:
You donīt need to restore.
:salute:
Thanks! Great info.
:salute:
The new version of the mtns is not compatible with the uiboat5.02 of reaper7 is a shame.:wah:
What is happening? I was able to start a game with mtns and ui-boat 5.02 without problems.
The new version of the mtns is not compatible with the uiboat5.02 of reaper7 is a shame.:wah: I read in your post in the UI-Boat thread, the dials not work. But here I think that issue come from another direction. This are two different types of mods, they donīt touch each other. :yep:
What is happening? I was able to start a game with mtns and ui-boat 5.02 without problems.
Then the problem will come from elsewhere, may be the campaign radiomessages v.4 or io_strategicMap 4.3?
No, it also happens with stock game, so i suspect itīs related with my graphics card settings, since i have not seen anyone here talking about that problem.
My games even worse than that..I have white boxes in the background...looks terrible.
pedrobas
02-16-12, 04:03 PM
My games even worse than that..I have white boxes in the background...looks terrible.
I solved the problem. Do you have ATI , look at this: http://www.subsim.com/radioroom/showthread.php?t=192132:salute:
pedrobas
02-16-12, 07:46 PM
Excellent. Thanks mate.
Youīre welcome :salute:
I've just started a new campaign with the latest MTNS (1.8d), after playing with 1.8c installed for a while. The changes are incredible. :rock:
This whole mod is one big addition to atmosphere and immersion into the game. It's wonderful, ports are so full of life, it's like being there.
Uekel, you overdid yourself. Thank you and hats off to your work!:salute:
:DL Hey, many Thanks dcb!
Itīs a good motivation to hear something like that. :salute:
Morlock
02-20-12, 06:40 PM
No, it also happens with stock game, so i suspect itīs related with my graphics card settings, since i have not seen anyone here talking about that problem.
Disable Adaptive Anti-Aliasing in Catalyst Control Centre, I have the same problem with some transparent textures when it is enabled, i.e. the trees.
I am running:
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OpenHorizonsIIv1.7_Full
mtns - more traffic, nations and ships 1_8d
mtns - OHII&HarbourAdditon_Fix_1_7a
which seems to work well.
I cannot find this file that you refer to though:
OHII&HarbourAdditon_Fix - restore minefields (comes in: mtns - OHII&HarbourAdditon_Fix_1_6c)
Do you know where I can download it, and is it still needed? I'm not sure what 'restore minefields' means, but am guessing that it fixes mine fields in OHII, which I would like to do if they are broken. Thanks.
pedrobas
02-20-12, 07:07 PM
Disable Adaptive Anti-Aliasing in Catalyst Control Centre, I have the same problem with some transparent textures when it is enabled, i.e. the trees.
I am running:
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OpenHorizonsIIv1.7_Full
mtns - more traffic, nations and ships 1_8d
mtns - OHII&HarbourAdditon_Fix_1_7a
which seems to work well.
I cannot find this file that you refer to though:
OHII&HarbourAdditon_Fix - restore minefields (comes in: mtns - OHII&HarbourAdditon_Fix_1_6c)
Do you know where I can download it, and is it still needed? I'm not sure what 'restore minefields' means, but am guessing that it fixes mine fields in OHII, which I would like to do if they are broken. Thanks.
It is said 7 or 8 post above.
"mtns - OHII&HarbourAdditon_Fix - restore minefields" is not included in your new updated fix. Shall I use the old one or do I not need it anymore:hmmm:
:salute:
Iīve seen nearly all users of this, activate the minefields again. Now the minefields are standard. :yep:
You donīt need to restore.
:salute:
Morlock
02-20-12, 11:58 PM
Thanks, it was confusing as you have included it as an option in your OP, listed as installed after the 1.7a fix.
Enable in following order (please just use these versions):
-Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
-Open horizons II full v1.7
-Open horizons v1.7 Patch and OHII Higher Tonnage Objectives for v1.6
-more traffic, nations and ships v1.8d
-mtns - OHII&HarbourAdditon_Fix v1.7a
(- mtns - OHII & HarbourAdditon_Fix - restore minefields(optional - activate at last))
pedrobas
02-21-12, 12:19 AM
Youīre right iīll update that info, right now.:up:
pedrobas
03-29-12, 01:29 PM
Any news for OHII 1.8 Uekel?
Any news for OHII 1.8 Uekel?
Hey pedrobas!
Yes, of course, thats here: http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
pedrobas
03-29-12, 02:39 PM
Hey pedrobas!
Yes, of course, thats here: http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166Thanks Uekel:up:
DanceCommander
05-22-12, 08:46 PM
Just thought I would give my 2 cents and say that for those who have trouble with CTD's when trying to start a new campaign, the solution for me was to get rid of TDW UI mod. After that I had enough memory for both mods and plenty more.
Took me a week of testing to reluctantly remove the mod... Reapers ui mod is just as good though... So I'm happy :D
peace.
Hi Uekel!
Just want to ask if we need any new version of mtns Fix as OH1.9 have been released? Thanks in advance:salute:
p.s. This thread seemed to be abondened - no any updates of post #1 since march:hmmm:
Hi DanceCommander!
Just thought I would give my 2 cents and say that for those who have trouble with CTD's when trying to start a new campaign, the solution for me was to get rid of TDW UI mod. After that I had enough memory for both mods and plenty more.
Took me a week of testing to reluctantly remove the mod... Reapers ui mod is just as good though... So I'm happy :D
peace.Thanks for your feedback, and good hunting.... :salute:
Hi vlad!
...
Just want to ask if we need any new version of mtns Fix as OH1.9 have been released?....
Yes, a new fix is required. :yep:
I have it already almost finished, just not yet tested. Not get to before the weekend.
Please give me some days :timeout:. :D
p.s. This thread seemed to be abondened - no any updates of post #1 since march:hmmm:Thats correct, but you must see, thatīs not my post. For news is it better to look in my thread in german forum. Remember, post 166.
Hi vlad!
Yes, a new fix is required. :yep:
I have it already almost finished, just not yet tested. Not get to before the weekend.
Please give me some days :timeout:. :D
Thats correct, but you must see, thatīs not my post. For news is it better to look in my thread in german forum. Remember, post 166.
Thanks mate:salute:
Silent Steel
05-24-12, 02:48 AM
Took me a week of testing to reluctantly remove the mod... Reapers ui mod is just as good though... So I'm happy :D
peace.
I've realized this before I added a bit more RAM, 24 Gb, hehe.
And, Reaper's Ui-boat is nice. At least if you like me want to feel the dampness and smell of sweat and diesel.
Peace?
Your're in the wrong place :O:
I've realized this before I added a bit more RAM, 24 Gb, hehe.
24GB:o I'm not sure the application that will earn this amount of RAM will appear in couple of years. Anyway, it's a good store for the future:DL
Hello, I recently downloaded this mod and I activated it with JSGME, but Im having some problems. Ill say first that Ive installed also some other mods, and Ive activated them in this order:
1) OPEN HORIZONS II_full v2
2) TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
3) mtns more traffic, nations and ships 1_8f
4) mtns Enhanced FunelSmoke1.2_by HanSolo78
5) SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Now, the problems are two.
1 I see all the new ships in the Museum; but a part of them (a part, about a third or half; not all the new ships, and this is strange) doesnt show their texture: they appear completely grey, except for weapons, goods, flags and men.
2 The single missions are loaded without problems, but every time I try to start a campaign, the loading of the first mission abruptly ends after some seconds, and then it appears the after game report; the game has ended.
What is the problem and what can I do?
Thank you in advance.
Silent Steel
12-28-12, 09:15 AM
Hello, I recently downloaded this mod and I activated it with JSGME, but Im having some problems. Ill say first that Ive installed also some other mods, and Ive activated them in this order:
1) OPEN HORIZONS II_full v2
2) TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
3) mtns more traffic, nations and ships 1_8f
4) mtns Enhanced FunelSmoke1.2_by HanSolo78
5) SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Now, the problems are two.
1 I see all the new ships in the Museum; but a part of them (a part, about a third or half; not all the new ships, and this is strange) doesnt show their texture: they appear completely grey, except for weapons, goods, flags and men.
2 The single missions are loaded without problems, but every time I try to start a campaign, the loading of the first mission abruptly ends after some seconds, and then it appears the after game report; the game has ended.
What is the problem and what can I do?
Thank you in advance.
First - run OHII alone and let's see if that works.
And - let me see your specs
For OHII and mtns together you will need a fix, check this post (english in the 2nd half) : http://www.subsim.com/radioroom/showpost.php?p=1708348&postcount=166
Ive run the game with only Open Horizons activated. Now the campaign does load and seems to work, so one problem solved. It remains the other problem: both in the Museum and in the campaign a large part of the new ships (in this case most, but there are also many that doesnt show this problem) appear without textures, grey except for goods, men, weapons, decks and flags. As for the specs:
Windows 7
Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz 3.10 GHz
RAM 4,00 GB
64-bit system
Video card AMD Radeon HD 6600 Series
@flostt:
Does mtns - OHII&HarbourAdditon_Fix_1.9a work only with Open Horizons II full v1.9, or also with Open Horizons II full v2.0 which I actually have?
volodya61
12-28-12, 12:09 PM
it does..
Trevally.
12-28-12, 02:18 PM
Ive run the game with only Open Horizons activated. Now the campaign does load and seems to work, so one problem solved. It remains the other problem: both in the Museum and in the campaign a large part of the new ships (in this case most, but there are also many that doesnt show this problem) appear without textures, grey except for goods, men, weapons, decks and flags. As for the specs:
Windows 7
Intel(R) Core(TM) i3-2100 CPU @ 3.10GHz 3.10 GHz
RAM 4,00 GB
64-bit system
Video card AMD Radeon HD 6600 Series
Can you check you have v1.2 of sh5 (top right main menu screen):hmmm:
Captain73
12-28-12, 03:18 PM
@flostt:
Does mtns - OHII&HarbourAdditon_Fix_1.9a work only with Open Horizons II full v1.9, or also with Open Horizons II full v2.0 which I actually have?
Hi olonia :salute:
I really like the work Uekel Mega-Mod Schleichfahrt!!! 1.0h and there is already a mod mtns - more traffic, nations and ships! Maybe You should give it a try?
http://www.subsim.com/radioroom/showpost.php?p=1861119&postcount=812
Trevally.
12-28-12, 05:04 PM
Hi olonia :salute:
I really like the work Uekel Mega-Mod Schleichfahrt!!! 1.0h and there is already a mod mtns - more traffic, nations and ships! Maybe You should give it a try?
http://www.subsim.com/radioroom/showpost.php?p=1861119&postcount=812
:agree:
Silent Steel
12-29-12, 12:57 AM
:agree:
So do I :yep:
I've checked; it's SH5 v1.0.5.
I'll try also with Uekel Mega-Mod Schleichfahrt; does it work with Open Horizons without problems?
Silent Steel
12-29-12, 04:15 AM
I've checked; it's SH5 v1.0.5.
I'll try also with Uekel Mega-Mod Schleichfahrt; does it work with Open Horizons without problems?
Hi olonia
To get your SH5 patched to v1.2.0 >
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6174
volodya61
12-29-12, 05:19 AM
I'll try also with Uekel Mega-Mod Schleichfahrt; does it work with Open Horizons without problems?
OHII is already included in Schleichfahrt..
I've upgraded it to v1.2 and it seems this was the key; now it works without problems!
Thanks to all!http://www.subsim.com/radioroom/images/smilies/salute.gif
Trevally.
12-29-12, 05:52 AM
I've upgraded it to v1.2 and it seems this was the key; now it works without problems!
Thanks to all!http://www.subsim.com/radioroom/images/smilies/salute.gif
Glad you got it working:yeah:
lesec74
01-02-13, 03:56 AM
hello,
I've installed OH +MTNS+MTNS funnel smoke in the order described in this thread but always ctd!!
What I've done wrong?
thanks for help:salute:
volodya61
01-02-13, 04:44 AM
Out of memory.. maybe..
:hmmm:
Have you enabled mtns - OHII&HarbourAdditon_Fix?
Silent Steel
01-02-13, 05:38 AM
I've installed OH +MTNS+MTNS funnel smoke in the order described in this thread but always ctd!!
Please post your Mods List and computer specs :up:
lesec74
01-02-13, 06:14 AM
Please post your Mods List and computer specs :up:
here my mod soup and Windows 8 intel pentium g645, 6 gb ddr3 and intel graphics 200.perhaps a problem because intel graphics is not a real video card?Is it possible to install a real video card with intel graphics?
many thanks for help and happy new year
[C:\Ubisoft\Silent Hunter 5\MODS]
Dynamic Environment SH5 Basemod (light)
silentmichals interior mod 1.2.1
1941 -Atlantic biginning sea maps&pictures
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
NOZAURIO'S SKIN (U-203) v-1.1.0
FX_Update_0_0_19_ByTheDarkWraith
Parts Magui V 3.0 by DrJones
IRAI_0_0_37_ByTheDarkWraith
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Radio_Messages_1_2_0_German_Voices
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_FRA
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
Sub_Exhaust_1_0_5_byTheDarkWraith
Nauticalwolf's Damage and Torpedo UI (g) Mod V1.1
OPEN HORIZONS II_full v2
mtns - more traffic, nations and ships 1_8f
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
mtns - OHII&HarbourAdditon_Fix - 1_7 disable Harbour Addition - Light Version
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
TDW_GenericPatcher_v_1_0_70_0
volodya61
01-02-13, 06:53 AM
here my mod soup and Windows 8 intel pentium g645, 6 gb ddr3 and intel graphics 200.perhaps a problem because intel graphics is not a real video card?Is it possible to install a real video card with intel graphics?
Your order must looks like this:
...........
OPEN HORIZONS II_full v2
mtns - more traffic, nations and ships 1_8f
mtns - OHII&HarbourAdditon_Fix_1_9a
mtns - OHII&HarbourAdditon_Fix - 1_7 disable Harbour Addition - Light Version
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
..........
also try to disable Sub_Exhaust_1_0_5_byTheDarkWraith
lesec74
01-02-13, 07:28 AM
I have a problem with the link of mtns Harbour fix 1.9;it doesn'twork
thanks volodya
volodya61
01-02-13, 07:42 AM
for me it works fine - http://www.mediafire.com/?15ncbr63ndz9o4p
maybe it's browser problem.. try to use another browser..
I'm using firefox..
Will this work with TDW NewUi's?
Silent Steel
01-15-13, 01:42 AM
Your order must looks like this:
...........
OPEN HORIZONS II_full v2
mtns - more traffic, nations and ships 1_8f
mtns - OHII&HarbourAdditon_Fix_1_9a
mtns - OHII&HarbourAdditon_Fix - 1_7 disable Harbour Addition - Light Version
mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
..........
also try to disable Sub_Exhaust_1_0_5_byTheDarkWraith
Доброе утро Володя, как тебе? И какая настоящая погода у тебя? Здесь у нас в Швеции нормальна, сначит лишь около -5 :D
Я это увидел и сейчас у меня вопрос. Может быть лучше если я продолжаю по-английски.
I saw this and just want to ask a few questions .
In the mtns - OHII&HarbourAdditon_Fix_1_9a readme.txt file it says:
Please enable in following order:
-Harbour_Addition_Environment_Enhancement MOD v0.5
-Open horizons II full v1.9; where appropriate Patch and OHII Higher Tonnage Objectives for v1.9
-more traffic, nations and ships
-this fix - mtns - OHII&HarbourAdditon_Fix_1_9a
Now, you recommend this:
- OPEN HORIZONS II_full v2
- mtns - more traffic, nations and ships 1_8f
- mtns - OHII&HarbourAdditon_Fix_1_9a
- mtns - OHII&HarbourAdditon_Fix - 1_7 disable Harbour Addition - Light Version
- mtns - Enhanced FunelSmoke1.2_by HanSolo78 (recommended)
Does this mean that the 'Harbour_Addition_Environment_Enhancement MOD v0.5' is not needed?
Всего хорошего! :salute:
Пока
volodya61
01-15-13, 07:05 AM
Привет Сайлент!
У меня все хорошо! На побережье "южного" Азовского моря тоже -5С :up:
Hi Silent!
I'm OK! At the coast of Azov "southern" sea -5C also..
Does this mean that the 'Harbour_Addition_Environment_Enhancement MOD v0.5' is not needed?
Nope.. :)
In this post I answered the lesec74's question and he doesn't use Harbour Addition.. that's why I recommended him this order from Uekel's thread..
Alla de bästa!
:salute:
Silent Steel
01-15-13, 08:52 AM
Привет Сайлент!
У меня все хорошо! На побережье "южного" Азовского моря тоже -5С :up:
Hi Silent!
I'm OK! At the coast of Azov "southern" sea -5C also..
Nope.. :)
In this post I answered the lesec74's question and he doesn't use Harbour Addition.. that's why I recommended him this order from Uekel's thread..
Alla de bästa!
:salute:
Вас понял господин капитан!
Сначит что я ешё понимаю :)
Cthulhus
04-06-13, 04:00 PM
Hello, I have a problem with MTNS, when the boats move forward, I don't see the wave hitting the keel with the white foam... I use this addon with OH II, Any idea ?
Karl Sturgeon
11-03-13, 08:24 PM
So Glad I came back to visit - this has to be one of the best mods in along time. More ships is always good - Thanks Pedrobas
padmack
01-14-14, 01:59 PM
Is mtns still a runner?
Is there any compatiability left with the most up to date OpenHorizonsII?
If not, then is there any functioning modlist (containing mtns) someone can offer? I havent seen one yet...
Thank you
Echolot
01-14-14, 04:13 PM
Is mtns still a runner?
Is there any compatiability left with the most up to date OpenHorizonsII?
If not, then is there any functioning modlist (containing mtns) someone can offer? I havent seen one yet...
Thank you
There is "Schleichfahrt!!!" (http://www.subsim.com/radioroom/showpost.php?p=1861119&postcount=812), contains MTNS and OH II v2.0.
:salute:
scissors
03-29-14, 04:57 PM
There is "Schleichfahrt!!!" (http://www.subsim.com/radioroom/showpost.php?p=1861119&postcount=812), contains MTNS and OH II v2.0.
:salute:
:o ooooooo new campaign
Been wanting to try mtns ...
Buhring
12-19-14, 07:26 AM
Still another newbie question:
is MTNS somehow compatible with Wolves of Steel (Dragon's Addition)? I would like to get the variety of ships and skins, but I'm unconfortable to the idea of having to uninstall a mod configuration that works (no CTD's, a manageable, if somewhat slow, framerate, etc.)?
Thanks for your help.
HB
Josef Mare
12-31-14, 05:51 AM
I have the same question, does anyone have experience ?
Silent Steel
01-01-15, 01:59 AM
Still another newbie question:
is MTNS somehow compatible with Wolves of Steel (Dragon's Addition)? I would like to get the variety of ships and skins, but I'm unconfortable to the idea of having to uninstall a mod configuration that works (no CTD's, a manageable, if somewhat slow, framerate, etc.)?
Thanks for your help.
HB
Hi,
Sorry for this late reply.
This is interesting.
I would say that the MTNS is compatible BUT - remember that the MTNS mod is very, VERY heavy on your CPU and RAM!!!
IF the Wolves of Steel includes the Open Horizons II mod (which I think it does) my recommendation is that you shouldn't run the MTNS.
Still, as I haven't tested the Wolves of Steel together with the MTNS it seems to me that this should be possible to run but cruel to your computer.
If you despite this would like to give it a try just activate it with the JSGME and let's see if you like it.
Shouldn't result in any problem.
If not - just deactivate it with the JSGME.
And - you could always send VDR1981 (the author of the Wolves of Steel) a PM. He should know.
Please let me know what happens.
Buhring
01-01-15, 03:06 AM
Thank you Silent Steel :salute: for your reply.
Unluckily I had to uninstall WoS all the way, because it gave me some weird errors (corrupted graphics, CTDs on opening of the Captain's log, etc.). I settled for a mod soup handpicked from the Berbster's mod list -- with OH 2.5 but without MTNS -- and it works (acceptable frame rate, stable system, just some minor glitches here and there).
I miss the variety of ships, nonetheless, because I get bored when I get the same merchant three times in a row... I was wondering if there was a way to add *some* more ships on the different nations' rosters and having them show up in game without re-scripting campaigns (that would mean having a RND layer in the campaign, like it was in SHIII, I don't know if there is such a thing in SH5 campaign structure).
Thanks again and happy new year.
HB
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