SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

Silent Steel 10-26-13 04:48 AM

Quote:

Originally Posted by plj (Post 2133648)
Dont disable the red one .. it's name is just dumb .. but matches the name in the 7z file and it's folder structure is ok. Personally, I renamed the folder to ommit the .7z


Not sure if I'm getting you right here?
No offense, maybe I don't have the capacities needed for this.

You mean you rename the mod's name to omit the compressed mod's .7z name?
Right or wrong?

If right - why not rename all mods' names to omit even their .7z names?

:hmmm:

plj 10-26-13 06:45 AM

Quote:

Originally Posted by Silent Steel (Post 2133662)
Not sure if I'm getting you right here?
No offense, maybe I don't have the capacities needed for this.

You mean you rename the mod's name to omit the compressed mod's .7z name?
Right or wrong?

If right - why not rename all mods' names to omit even their .7z names?

:hmmm:

Wrong.

In this case, the extracted folder, for some reason, also has the .7z extension. So the listing in the mep file, is correct. I hate rediculous foldernames tho, so I removed .7z from the foldername, and in the .mep file. Did the same for the stupid # in front of one of the EUF mods ;)

volodya61 10-26-13 08:07 AM

Quote:

Originally Posted by plj (Post 2133682)
Wrong.

In this case, the extracted folder, for some reason, also has the .7z extension. So the listing in the mep file, is correct. I hate rediculous foldernames tho, so I removed .7z from the foldername, and in the .mep file. Did the same for the stupid # in front of one of the EUF mods ;)

Oops.. sorry.. perhaps it was user error (copy/paste) when I named and packed the mod..

Silent Steel 10-26-13 11:10 AM

Quote:

Originally Posted by plj (Post 2133682)
Wrong.

In this case, the extracted folder, for some reason, also has the .7z extension. So the listing in the mep file, is correct. I hate rediculous foldernames tho, so I removed .7z from the foldername, and in the .mep file. Did the same for the stupid # in front of one of the EUF mods ;)

Makes sense.
Thanks :up:

Silent Steel 10-26-13 11:16 AM

Quote:

Originally Posted by volodya61 (Post 2133697)
Oops.. sorry.. perhaps it was user error (copy/paste) when I named and packed the mod..


Ничего, сейчас всё понятно :salute:

Chigley 10-26-13 07:43 PM

Thank you all for your advice and guidance. I've got in and out of Kiel without mishap. I just need to wriggle out of Scapa Flow after upsetting the locals. :)

Silent Steel 10-27-13 01:16 AM

Quote:

Originally Posted by Chigley (Post 2133946)
Thank you all for your advice and guidance. I've got in and out of Kiel without mishap. I just need to wriggle out of Scapa Flow after upsetting the locals. :)

:yeah:

Trevally. 10-27-13 03:16 AM

Quote:

Originally Posted by Chigley (Post 2133946)
I just need to wriggle out of Scapa Flow after upsetting the locals. :)

Take care they do not catch you - they can be an odd bunch
http://www.theminorityreportblog.com...04/mob_440.jpg

vdr1981 10-27-13 12:30 PM

Quote:

Originally Posted by vdr1981 (Post 2130765)
I noticed that there are some invisible zone around every port which presents some kind of radius limit where refitting can be performed. Is it possible to "move" that zone someplace out of reach for player submarine, above ground or something, or to reduce it's size, if you understand me what I'm trying to say?

If nothing else, even setting all blue ports, with exception of home port and few others, to neutral status would be much more realistic than it is now IMO...

Any comments regarding this question?
Maybe I could try something but I'll need few hints how to do it...:)

Trevally. 10-27-13 01:23 PM

Quote:

Originally Posted by vdr1981 (Post 2134173)
Any comments regarding this question?
Maybe I could try something but I'll need few hints how to do it...:)

Well - I am not so sure this is a good idea.
These ports are under axis control and thus at war with Britain.
To refuse some food and fuel to a boat fighting for them would be wrong and im sure refuelling was important.

Re-arming, I agree is wrong and should only be allowed at some major bases
Re-fitting is only allowed at your own base, so no issue here.

I think the best option is to hope that TDW can find the code to stop torps being supplied during a refuel

gap 10-27-13 02:01 PM

Quote:

Originally Posted by Trevally. (Post 2134204)
Well - I am not so sure this is a good idea.
These ports are under axis control and thus at war with Britain.
To refuse some food and fuel to a boat fighting for them would be wrong and im sure refuelling was important.

I agree though, as suggested by Vecko, a forced stopover of a few days would be more realistic.

Quote:

Originally Posted by Trevally. (Post 2134204)
Re-arming, I agree is wrong and should only be allowed at some major bases

True: it should be possible only during refits from major u-boat bases and u-boat tenders (milk cows, replenishment ships, etc.).

Quote:

Originally Posted by Trevally. (Post 2134204)
Re-fitting is only allowed at your own base, so no issue here.

This is partly wrong: though not hosting u-boat bases, some Axis ports (Heligoland, a few Norwegian ports, Messina in the Mediterranean, etc.) had repair facilities which could perform minor repairs, if needed :yep:

Trevally. 10-27-13 04:41 PM

Quote:

Originally Posted by gap (Post 2134214)
I agree though, as suggested by Vecko, a forced stopover of a few days would be more realistic.



True: it should be possible only during refits from major u-boat bases and u-boat tenders (milk cows, replenishment ships, etc.).



This is partly wrong: though not hosting u-boat bases, some Axis ports (Heligoland, a few Norwegian ports, Messina in the Mediterranean, etc.) had repair facilities which could perform minor repairs, if needed :yep:

yip, sounds good
the fix I suggested is not the way forward here

xSmithyx 10-28-13 06:31 AM

1 Attachment(s)
Hi there!

Got an issue with what I believe is Open Horizons (My assumption is on the fact that this is the only mod I believe that could cause the error).

On starting a new campaign and skipping the tutorial, I proceeded to Danzig Bay to 'Intercept the Polish Taskforce' and to proceed with the Baltic Operations macro objective.

After completing the 'Polish Taskforce' mission I sunk 12 ships totaling 51k tonnage. All of which were Polish ships. Some were in the 3 harbours in Danzig bay and some were traversing it. However none of them counted towards the macro objective and now I am sat here looking at the Eastern Coastal Waters missions without a nice Iron Cross where it should be sat in the Baltic Operations mission progress.

(See attachment for my mod soup)

Trevally. 10-28-13 08:03 AM

@Smithy,

I was going to just guess what the issue was and give you an answer.
However - that would be unfair

So I have gone into the code today and checked every part of the Baltic mission. Other than the spelling "balic" - I can see no errors

As I have spent some time on this - it would be a great help to me and others if you would post a screen cap of your captains log showing the ships sunk (individual messages - not the total) and one of you map showing the sunk ship icons

:salute:

plj 10-28-13 08:33 AM

I dont have this issue .. had both goals cleared as soon as I sunk the merchant outside the bay and after sinking another 2 merchants in the bottom harbor had my tonnage cleared as well ..

I've don this campaign mission a gazillion times with different modlists, not ever this issue :hmmm:


All times are GMT -5. The time now is 12:19 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.