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-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

Serge65 12-26-13 01:33 AM

Quote:

Originally Posted by gap (Post 2155848)
Have you noticed any frame rate loss using it? :hmmm:

No.

Trevally. 12-26-13 05:04 AM

Quote:

Originally Posted by Serge65 (Post 2155940)
Reworked and new airplanes:http://yadi.sk/d/7SamWRriExSAr

Wow - thanks Serge, this is a lot of work:sunny:
I will add this with the patch for v2.3

one question
When you updated the airbases to include missing planes - did you test the range of these added planes against the players base?

What I mean is that if any aircraft from an airbase is within range of your U-boat bunker - an air raid is sent when you leave port.
This air attack causes ctds. I had removed some planes from airbases to prevent this attack and thus the following ctd

Trevally. 12-26-13 05:29 AM

Patch for OHII v2.3
Note: - this is a beta patch and needs testing

Please install after OHII v2.3 and allow overwrite.
start a new test campaign
use silenotto and pick campaign blackpit
when leaving Brest harbour - check for air attacks
thanks:salute:

patch notes:-
Quote:

This is a Modding Selfie (info by Serge65):-
If the tanker is stalking you, change: data\Scripts\AI\Ship-Waypoint
strategy WaypointsCNFW(Ship)
precond
{
!Ship:CanFollowWaypoint()
}
action
{
Ship:Goto(0.7,false); ----> Ship:Goto(0.7,true);
Ship:SetThrottle(0.7);
}
}
and everything will be fine!
the above script is to fix the supply tanker trying to ram you

OHIIv2.3 patch1
Fixed error in museum where viewing the mini sub would cause ctd - thanks Flamm for the fix
added segre65 overhaul to the plane - this added many missing planes and updates their abilities to attack. Updates include AircraftCarrier. Thanks serge, this was a lot of work :)

todo:-
test new airbases do not cause ctd when leaving a french bunker (air raid)
add new air bases to Russia
DOWNLOAD

SnipersHunter 12-26-13 05:32 AM

Thanks

Trevally. 12-26-13 06:33 AM

Left Brest - no air attack
docked and left again:-

http://imageshack.com/a/img823/1313/yskc.jpg

http://imageshack.com/a/img850/4300/83bg.jpg

http://imageshack.com/a/img202/7247/r1u9.jpg

http://imageshack.com/a/img801/9440/93wl.jpg

Trevally. 12-26-13 06:36 AM

air attack cont.

http://imageshack.com/a/img849/8872/jgg2.jpg

http://imageshack.com/a/img42/4195/ydiu.jpg

http://imageshack.com/a/img809/1093/8vk8.jpg

http://imageshack.com/a/img18/8758/j07i.jpg

Trevally. 12-26-13 06:41 AM

Over 20 aeroplanes took part in this attack
5 ships damaged (2xDDs 3xport/cargo)
8 planes shot down

Captain Trevally ran at full speed for open sea and deep water

escaped:Kaleun_Binocular:
Wow was great and no ctd.

@Srege
So the uboat bunkers are now back within range of UK air attack
But I had no issues - perhaps the ctd was an error with one of the aeroplanes that you fixed:06::hmmm:

@all beta testers
please repeat what I did and report any ctd issues with the air attack in Brest harbour:salute:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
Trevally TDC Help v2
OPEN HORIZONS II v2.3
OPEN HORIZONS II v2.3 patch1 beta

Serge65 12-26-13 01:29 PM

Quote:

Originally Posted by Trevally. (Post 2155960)
one question
When you updated the airbases to include missing planes - did you test the range of these added planes against the players base?

I have not tested it, not thinking, i have no CTD, maybe I have not gotten to this?

My "black list":

1.TDW_DC_Water_Disturbance_v2_0_SH5
2.SkyBarons Leigh Light for SH5 1.1
3.AI_sub_crew_1_0_2_TheDarkWraith (most CTD)

My mods list:

1. NewUIs_TDC_7_4_2_ByTheDarkWraith
2. OPEN HORIZONS II full v2.2
3. IRAI_0_0_39_ByTheDarkWraith (+AirTorpedoes+my script edition)
4. Enhanced Ship Recon Manual V1.02
5. Sub_Exhaust_1_0_5_ByTheDarkWraith
6. SubFlags_0_0_8_ByTheDarkWraith
7. MightyFine Crew Mod 1.2.1 Stock faces
8. DynEnv v2.9 (+optional mods)
9. FX_Update_0_0_22_ByTheDarkWraith (removed flag.dat)
10. EUF UBoat FX v0.0.3 byTheBeast (folder Objects moved to the next mod)
11. Equipment_Upgrades_Fix_1_4_by_TheSERGE (based on TheBeast and much much more)
12. New_Weapon_M42U (test)
13. Serge_MCCD 1.04 MFCM 1.2.1 compatible (test, added 3 new commands)
14. SteelViking's Bunker Fixes V1.0
15. SkyBaron's Bold SFX for SH5 1.0
16. SWK_DeepWaterDisturbances (test)
17. Ranks_NEW_v2 (test,you need to start a new game or edit save)

vdr1981 12-26-13 02:54 PM

Quote:

Originally Posted by Serge65 (Post 2156190)
My "black list":


2.SkyBarons Leigh Light for SH5 1.1
3.AI_sub_crew_1_0_2_TheDarkWraith (most CTD)

Elaborate this in more details please...
I'm using those mods for a few months and I newer had any problems until
now.:hmmm:

Also Serge, do you have slightest idea why Shells_Rck.dat, Shells_Rck.dsd, Shells_Rck.sim and Shells_Rck.zon files will produce CTD on entering or starting mission at Kiel with my modlist, even without mods from your black list?:hmmm:

Code:

Accurate German Flags
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - No U-Mark
Water reflections intensity varied by available sunlight by TheDarkWraith
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_No Starshells (.eqp Files)
FXU_0_0_22_Ship zon Files
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7_1_0_To_7_5_0
No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_5_0
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
Large Optics for TDW UI Darkened Scopes Alt Attack Scope
TDC Graphics by Naights v1.0
Realistic_Hydrophone_1_1
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II v2.3
RPM Hydrophone v2.2 -for OHII full v2.2-
SH5 External Cargo 1.0
SkyBaron's Leigh Light for SH5 1.1
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.1
sobers water splash anim SH5
sobers best ever fog  V22 SH5
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Reworked U-boat Guns (incomplete version)
gap - armaments & equipments patch v 0.2
Bullet_spark_test
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.5 - OHII v2.3 Compatibility Patch
R.S.D. v5.5 - German Patch v1
R.S.D. - Less Accurate AI Gunners
R.S.D. - Depth Charges Fix_attempt 3
DBSM_Speech_1_0_4
DBSM_Music_1_0_4
sobers no footstep sound mod SH5 V2
Shadow Improvement ModLR

Basically , this list without those 4 Shells_Rck files works just fine, no CTD...Any ideas? :hmmm:

Alexsej 12-26-13 03:45 PM

Awesome mod!!! :yeah::yeah::yeah:

THE_MASK 12-26-13 04:29 PM

I think gap had some sort of patch for an error in those files maybe :hmm2: maybe not those ones I dunno :hmmm:

Alexsej 12-26-13 04:37 PM

I Installed this mod and now all ports are colored green. Why?

THE_MASK 12-26-13 04:39 PM

Quote:

Originally Posted by Alexsej (Post 2156276)
I Installed this mod and now all ports are colored green. Why?

Sail to your patrol area , the war hasn't started yet :yep:

gap 12-26-13 05:40 PM

Quote:

Originally Posted by sober (Post 2156275)
I think gap had some sort of patch for an error in those files maybe :hmm2: maybe not those ones I dunno :hmmm:

yep, I had one and I was going to post it, but it was relative to guns_air.dat and, going by Vecko's report, that is not the file causing the ctd issue. :hmmm:

Quote:

Originally Posted by vdr1981 (Post 2156223)
Also Serge, do you have slightest idea why Shells_Rck.dat, Shells_Rck.dsd, Shells_Rck.sim and Shells_Rck.zon files will produce CTD on entering or starting mission at Kiel with my modlist, even without mods from your black list?:hmmm:

To my understanding, there are two plausible (if that word had any meaning, talking about SH5 :doh:) reasons for your problem:

- a memory overflow not strictly pertinent to the files you have mentioned. If that was true, you could as well remove the other files recently added to the Library folder to solve the crash. Have you tried doing it?

- something in the Shells_Rck.* files is clashing with another mod, or a mistake in the said files is making the game to crash when other "stressing conditions" occur (i.e. heavy mod list, proximity to port, etc.). A good example of this, might be the usage by some of those files of a yet used node id. To narrow down the problem, I would remove the suspect files/controllers one by one or, better, leave only Shells_Rck.dat and, if it doesn't crash the game, restore its dsd, sim and zon files one by one. In the meanwhile I will create a patch with remapped Id's :up:

Serge65 12-27-13 03:21 AM

In patch included files: guns_air (dat, sim, zon), guns_Rck (dat, sim) and Shells_Rck (dat, sim, zon, dsd). Now they do not need, guns added in aircrafts .Sim files, all for missiles have in 4 new files guns_Rck. May be the case in this? I have no CTD.


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