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-   -   OH II support (https://www.subsim.com/radioroom/showthread.php?t=185409)

Trevally. 11-20-11 05:23 AM

Quote:

Originally Posted by kdv (Post 1790657)
Edit - OK, reinstalled SH5, patched to 1.2. Still couldn't get to work, it's a JSGME issue - cause it kinda works after dumping the files from OHII directly into the game. Menu comes up as above picture, except 'Ship Journal' and 'Tutorial'.

You should use JSGME for all your mod installs, it does save on errors and makes it easier to upgrade mods.

The Tutorial and Journal options come from TDWs UI mod (sorry I should have said this). If you are not using an UI mod, I would try it.
There are others you can try also- Ui-Boat and CPS Magui

Quote:

Won't let me start a new campaign though, all boxes have a circle with a check mark inside, gonna have to plug away at this....
:hmmm:
I remember someone else having this issue - im sure it was JSGME not installed correcty:hmmm: - look at the stickies for installing JSGME - im sure this is your answer

Zs4zet 11-20-11 09:52 AM

Hi!

I was use till now the OH2 with the last patch.
I'm now in 1940. february 11. at the first campaign. If I upgrade to version 1.5, any problem for me will not be from him?
I try already, and I see at the first time working good. But I was already completed the Scapa Flow mission, and possible any thing too. I'm now the bunker, if the will be not good, I easy able to change back to 1.4 version now.

I now begin to use the real navigation, and I try with the tutorial mission (I know CTD at Kiel...) but I saw a another thing. The first standing ship was ok, but after the 3 moving ship not arrived never if I use the TDW realnav mod. (and realistic 100%) If I use realistic with only "high", and not use the realnav, I found the ships. This is may be my mistake (I'm beginner in realnav), but I try many times, and computing the place of meeting.
(But is not important.)

But the yes, that I use the Obelix IO_StartegicMap mod, and after the 1.5 version I unable to read the message of mission in the map.
I maked a picture:
https://picasaweb.google.com/Zs4zet/...83188897154626
What can I do with this? With the version 1.4 was readable.

And last my think:
At the 1.5 version release notes I saw:
"Added cerberus wonderful ship mod - Thanks Cerberus"
I don't knew was added the all Cerberus' ship mod, or not the all. I compare the OH2 mod folder (data\Sea) and Cerberus' folders I had good eyesight, that only Cerberus' Additional Mercant Ships (Part1 & 2) mods was added to OH2 1.5? (and the warships changes from the Historical Ship Equipment mod not?)

Update:
I remembered him yet: I try to use (only now at this version) the AirTorpedoes mod. At the Museum, country = England, and I entry the AirTopedoes section(?) I get CTD. The AirTorpedoes mod is old mod, and is it not allowed to use it with OH2?

Best Regards!

Trevally. 11-20-11 11:10 AM

Quote:

Originally Posted by Zs4zet (Post 1790823)
Hi!

I was use till now the OH2 with the last patch.
I'm now in 1940. february 11. at the first campaign. If I upgrade to version 1.5, any problem for me will not be from him?
I try already, and I see at the first time working good. But I was already completed the Scapa Flow mission, and possible any thing too. I'm now the bunker, if the will be not good, I easy able to change back to 1.4 version now.

You can update to v1.5 now in the bunker:yep:
The ship updates will take effect straight away.
The campaign updates will work when you progress to HappyTimes:up:

Quote:

I now begin to use the real navigation, and I try with the tutorial mission (I know CTD at Kiel...) but I saw a another thing. The first standing ship was ok, but after the 3 moving ship not arrived never if I use the TDW realnav mod. (and realistic 100%) If I use realistic with only "high", and not use the realnav, I found the ships. This is may be my mistake (I'm beginner in realnav), but I try many times, and computing the place of meeting.
(But is not important.)
real nav should not change the campaign in any way other than making things harder to find:D

Quote:

But the yes, that I use the Obelix IO_StartegicMap mod, and after the 1.5 version I unable to read the message of mission in the map.
I maked a picture:
https://picasaweb.google.com/Zs4zet/...83188897154626
What can I do with this? With the version 1.4 was readable.
Not sure why this has happened - you should ask Obelix:yep:

Quote:

And last my think:
At the 1.5 version release notes I saw:
"Added cerberus wonderful ship mod - Thanks Cerberus"
I don't knew was added the all Cerberus' ship mod, or not the all. I compare the OH2 mod folder (data\Sea) and Cerberus' folders I had good eyesight, that only Cerberus' Additional Mercant Ships (Part1 & 2) mods was added to OH2 1.5? (and the warships changes from the Historical Ship Equipment mod not?)
That is correct - only the ship mods (1&2) are added - not the equipment fixes:up:

Quote:

Update:
I remembered him yet: I try to use (only now at this version) the AirTorpedoes mod. At the Museum, country = England, and I entry the AirTopedoes section(?) I get CTD. The AirTorpedoes mod is old mod, and is it not allowed to use it with OH2?

Best Regards!
Not sure about this:hmmm: - I would think that TDW may have added this to his IRAI mod - you should ask him

:salute:

Zs4zet 11-20-11 12:02 PM

Quote:

Originally Posted by Trevally. (Post 1790860)
You can update to v1.5 now in the bunker:yep:
The ship updates will take effect straight away.
The campaign updates will work when you progress to HappyTimes:up:

I'm happy... :yeah:

Quote:

Not sure why this has happened - you should ask Obelix:yep:
I will write to Obelix's topic. I wished anyway already because I found a small mistake, which is by the realnav was disturbing.

Quote:

Not sure about this:hmmm: - I would think that TDW may have added this to his IRAI mod - you should ask him
This is true. I saw the air units in IRAI, and found all of AirTorpedoes units.

Big thanks for your help! :salute:

kdv 11-20-11 07:06 PM

It turns out, that it's a combination of JSGME being 'wrong', and me being stupid :oops:.

Working now, have to say - it looks GORGEOUS!!! Haven't had much time to play yet, looking forward to time off this winter to spend with SH5.

So, UI mods? What do they do? Willing to try anything now that JSGME is working!

THE_MASK 11-20-11 08:22 PM

Quote:

Originally Posted by kdv (Post 1791074)
It turns out, that it's a combination of JSGME being 'wrong', and me being stupid :oops:.

Working now, have to say - it looks GORGEOUS!!! Haven't had much time to play yet, looking forward to time off this winter to spend with SH5.

So, UI mods? What do they do? Willing to try anything now that JSGME is working!

Install these 3 mods to start with
UI mod by tdw
http://www.subsim.com/radioroom/showthread.php?t=166093
IRAI mod by tdw
http://www.subsim.com/radioroom/showthread.php?t=171973
dynamic environment mod by stoianm
http://www.subsim.com/radioroom/show...ic+environment

and OH2 of course .

Looks for the folders inside . IE dont enable the first folder you extract .

TheBeast 11-21-11 05:10 AM

Is it a Warship or Merchant
 
CAMPAIGN: Coastal Waters
MISSION: North Western Approaches
DEADLINE: Apr 01, 1940
OBJECTIVE: Sink 50,000 tons on the British Western Coast

ISSUE:
Sinking "Rawalpindi Armed Merchant" does not count toward Mission Objective.
Sinking "Patroclus Armed Merchant" does not count toward Mission Objective.

These two ships are Merchants by name but the Roster CFG files set these ships to UnitType=13 Auxiliary Cruiser.

Are these ships Merchants, War Ships or both?:06:

I sank 3 of these ships before I realized my Mission Objective was not being credited.:damn:
This becomes a big issue for me because Resupply is not available and it takes several days to RTB for refit and return back to designated Patrol area.:o

IMO, either the Ship Name or UnitType should be adjusted to better reflect the ships function.:hmmm:

Regards!:salute:
TheBeast

Trevally. 11-21-11 05:58 AM

Hi theBeast and thanks for your report:up:

The AMCRawalpindi etc was not used for cargo and thus should not be classed as a cargo/merchant.
The extra info within the SOAN (if you use TDWs UI) gives its uses.
It is listed under TroopTransport

In CoastalWaters where the objectives allow kills for war ships - I will add this one to those as counting to objectives.

This will be added in v1.6:up:

THE_MASK 11-21-11 06:56 AM

What i would really like is floating mines spotable . Submerged mines not spotable and not hydro . My crew can spot the surface mines but no way of knowing about submerged ones . Sub nets not spotable or hydro . Make this a seperate hardcore mod for OH2 .

vlad29 11-21-11 03:32 PM

Quote:

Originally Posted by sober (Post 1791232)
What i would really like is floating mines spotable . Submerged mines not spotable and not hydro . My crew can spot the surface mines but no way of knowing about submerged ones . Sub nets not spotable or hydro . Make this a seperate hardcore mod for OH2 .

Good idea:yeah: I also do not use the 'spotable mines'-mod as it is a 50%cheat IMO.
But the crew can hear the submerged mines when mooving underwater. The sound appears when the mine or a wire it is anchored with starts scrapping the U-boat hull:o. Unfortunattely this sound is one of the lasts that the crew can hear in this life:wah:
May be there are some reasons to merge into the mod such a special sound in purpose the player should know that his career finished because of mine explosion:doh: :06:

TheBeast 11-21-11 06:55 PM

Quote:

Originally Posted by sober (Post 1791232)
What i would really like is floating mines spotable . Submerged mines not spotable and not hydro . My crew can spot the surface mines but no way of knowing about submerged ones . Sub nets not spotable or hydro . Make this a seperate hardcore mod for OH2 .

I agree with this as well.

You would need a Nibelung (Advanced Short Range Navigational Sonar) to detect submerged mines and nets and I believe that device was not available until late 1945.

col_Kurtz 11-22-11 05:18 AM

Unstable game - why?
 
Hi...

This is my list of mods:
SH5.exe updated (Hex editor).
Silent Hunter V to v. 1.2 - updated too.

Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\SHV MODS]

(at TDW.py file - SH4 activated)

No Logo Intro Menu_Animation v. 01.00 by AvM
No Damn Bubbles, No Damn Halo Mod
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Accurate German Flags
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Tutorial - All v0.2(for OHIIv1.3)
stoianm pitch&roll for SH5 V1 (normal)
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04
MCCD_1.04_MFCM_1.2.1_compatible
MightyFine Less Annoying Footsteps 1.0
Dynamic Environment SH5 Basemod (realistic version) V2.1
OPEN HORIZONS II_full v1.5
OHII v1.5 Patch1
Critical hits 1.1 Torpedos
Critical hits v 1.2
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
sobers green crew training V3 SH5
sobers best ever fog V2 SH5
Equipment_Upgrades_Fix_v1_4_byTheBeast

I tried to start Tutorial to remind how to shoot to the target. So, everything was fine until I touched the bottom bar. Game suddenly skip to the windows (Win XP SP3).
Btw. Can`t see the crews icons.
This shot is taken from PQ 17 historical mission. And this happen again:hmmm:

http://naforum.zapodaj.net/thumbs/d67f17e0b12a.jpg

Any suggestions?

Kurtz :salute:

Trevally. 11-22-11 09:59 AM

Quote:

Originally Posted by col_Kurtz (Post 1791772)
Hi...
I tried to start Tutorial to remind how to shoot to the target. So, everything was fine until I touched the bottom bar. Game suddenly skip to the windows (Win XP SP3).
Btw. Can`t see the crews icons.
This shot is taken from PQ 17 historical mission. And this happen again:hmmm:

http://naforum.zapodaj.net/thumbs/d67f17e0b12a.jpg

Any suggestions?

Kurtz :salute:

You should post this in TDWs UI thread.
IIRC there was a glitch with the SH4 version of the mod:hmmm: and I am not sure if that was ever fixed.

Quick fix = dont click that button:D

col_Kurtz 11-22-11 01:46 PM

Quote:

Originally Posted by Trevally. (Post 1791855)
You should post this in TDWs UI thread.
IIRC there was a glitch with the SH4 version of the mod:hmmm: and I am not sure if that was ever fixed.

Quick fix = dont click that button:D

:haha::har:
Love your sense of humor - knew it, I knew... "Can`t touch this!"
I remember this bug from half year ago? And I remember TDWs version of this... SH4 and SH3 is not compatible with any historical missions - tutorials I mean;) I tought it was repaired already:oops:
Ok, I`ll try post with this to TDW.

Best regards and for a quick answer Trevally
Kurtz:salute:

kdv 11-22-11 07:09 PM

Quote:

Originally Posted by sober (Post 1791094)
Install these 3 mods to start with
UI mod by tdw
http://www.subsim.com/radioroom/showthread.php?t=166093
IRAI mod by tdw
http://www.subsim.com/radioroom/showthread.php?t=171973
dynamic environment mod by stoianm
http://www.subsim.com/radioroom/show...ic+environment

and OH2 of course .

Looks for the folders inside . IE dont enable the first folder you extract .

Very cool, thankyou Sir! It can be very confusing to determine which of all the worthwhile mods (that took alot of time+effort by their authors to create) are best suited. Not having much free time during the 'work' year I don't/can't keep up on development. Will download those and give them a try!


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