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

mikaelanderlund 01-24-12 01:11 AM

Quote:

Originally Posted by IFRT-WHUFC (Post 1826628)
in the Folder: Roster/Names.cfg

NMPKF=modernes Passagier-Frachtschiff (German)

NMPKF=Modern Passenger - Cargo (English)

yet the Rosters for America, British, Canadian, French, German & Italian

[UnitClass]
ClassName=NMPKF
UnitType=102
AppearanceDate=19391130
DisappearanceDate=19451227
DisplayName=Parcel Freighter < needs to be changed to

(German)

modernes Passagier-Frachtschiff

or

(English)

Modern Passenger - Cargo


Rick

Thanks for info :salute:

uekel 01-24-12 01:30 AM

Quote:

Originally Posted by IFRT-WHUFC (Post 1826628)
in the Folder: Roster/Names.cfg

NMPKF=modernes Passagier-Frachtschiff (German)

NMPKF=Modern Passenger - Cargo (English)

yet the Rosters for America, British, Canadian, French, German & Italian

[UnitClass]
ClassName=NMPKF
UnitType=102
AppearanceDate=19391130
DisappearanceDate=19451227
DisplayName=Parcel Freighter < needs to be changed to

(German)

modernes Passagier-Frachtschiff

or

(English)

Modern Passenger - Cargo


Rick

:har: :rotfl2: :har:


And why?????????????? Because it look like the other??????????????

The source is an SHIV unit. In german called "Bewaffneter Hilfskreuzer". Maybe that is the right name?

EDIT:
Perhaps I should mention it once. I've already played through this combination to "operation drumbeat". Even without these proposals. And without CTD´s.

mikaelanderlund 01-24-12 02:44 AM

Quote:

Originally Posted by uekel (Post 1826668)
:har: :rotfl2: :har:


And why?????????????? Because it look like the other??????????????

The source is an SHIV unit. In german called "Bewaffneter Hilfskreuzer". Maybe that is the right name?

EDIT:
Perhaps I should mention it once. I've already played through this combination to "operation drumbeat". Even without these proposals. And without CTD´s.

Thats really good info! Thanks :salute:. And thanks for your cool mod. I like it very much :rock:.

uekel 01-24-12 03:05 AM

Hey, Thanks Mikael! :DL

IFRT-WHUFC 01-24-12 05:40 AM

well the ship NMPKF was definately causing a CTD for some reason it was even crashing when trying to view it in the museum!

Rick

uekel 01-24-12 05:47 AM

Quote:

Originally Posted by IFRT-WHUFC (Post 1826725)
well the ship NMPKF was definately causing a CTD for some reason it was even crashing when trying to view it in the museum!

Rick

You mean THIS ship?

http://img830.imageshack.us/img830/3...0124114244.jpg

Sorry Rick, I dont know where the ctd come from, but this cannot be the reason, how you see.

IFRT-WHUFC 01-24-12 05:58 AM

Yes......I think there is a problem when using the Names.cfg from the mtns - MO&THF Fix english not really sure why except that in the roster it's named as parcel freighter so I changed it to modern passenger - cargo and the crash seems to have stopped! :hmmm:

Rick

uekel 01-24-12 06:26 AM

Also try it with the names.cfg from "MO&THF Fix english", no crash.... Hmm :hmmm:. Maybe you have another installation order?

Trevally. 01-24-12 02:41 PM

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: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.

Quote:

"light version": http://www.mediafire.com/?unyn9af74du44wg
without "Harbour_Addition_Environment_Enhancement Mod"

The activation order looks then like this:

-Open horizons II full v1.6; where appropriate Patch and OHII Higher Tonnage Objectives for v1.6
-more traffic, nations and ships
-mtns - OHII&HarbourAdditon_Fix
- mtns - OHII&HarbourAdditon_Fix - disable Harbour Addition - Light Version
(- mtns - OHII & HarbourAdditon_Fix - restore minefields(optional - activate at last))
With the light version - I can now start a new campaign in Kiel with my full mod list installed.

Thanks Uekel:salute:

Maki4444 01-25-12 07:33 PM

Hey guys, I have finally completed the first campaign and now I am on Happy Times. Well, I have OH II v1.6 and mtns v 1.8b isntalled as well as the 1.6b fix.

My question is.....when I exit the game the screen usually shows me the list of missions that have yet been completed.....I only have one mission and that is the Atlantic Air Gap.....is this normal??

I have installed the mtns mod right after I finished the first campaign so that I can start a new campaign and make the mod work.

Trevally. 01-26-12 12:42 PM

Quote:

Originally Posted by Maki4444 (Post 1827550)
Hey guys, I have finally completed the first campaign and now I am on Happy Times. Well, I have OH II v1.6 and mtns v 1.8b isntalled as well as the 1.6b fix.

My question is.....when I exit the game the screen usually shows me the list of missions that have yet been completed.....I only have one mission and that is the Atlantic Air Gap.....is this normal??

I have installed the mtns mod right after I finished the first campaign so that I can start a new campaign and make the mod work.

Yes - I think this is normal.
OHII quite often only gives one objective at a time, so it may be that:up:

gradenko_2000 01-26-12 08:56 PM

Is there anything in this mod that would affect torpedo damage? I tried both full and light versions of OHII and the weirdest thing is that a direct hit from a torpedo barely scratches a ship, or at least according to its health bar, and even after I already upped the damage values in torpedo.zon to the 1000-2000 range.

Trevally. 01-27-12 12:47 PM

Quote:

Originally Posted by gradenko_2000 (Post 1828070)
Is there anything in this mod that would affect torpedo damage?

Sorry no -your issue is being caused by something else:up:

Silent Steel 01-28-12 02:56 AM

Quote:

Originally Posted by gradenko_2000 (Post 1828070)
Is there anything in this mod that would affect torpedo damage? I tried both full and light versions of OHII and the weirdest thing is that a direct hit from a torpedo barely scratches a ship, or at least according to its health bar, and even after I already upped the damage values in torpedo.zon to the 1000-2000 range.

And still, there is a mod that makes your torpedoes more lethal.. :yep:
Here; http://www.subsim.com/radioroom/showthread.php?t=163930

THE_MASK 01-28-12 06:18 AM

Everytime i have an AI sub near me and he dives or surfaces i get the orders for engines on my sub . do we need a diffrent class for AI and player subs ? or maybe it is scripting .
SSTypeIIA_AI (200=Submarine)
SSTypeVIIA (200=Submarine)
SSTypeVIIA_AI (200=Submarine)
SSTypeVIIA_U30 (200=Submarine)
SSTypeVIIB (200=Submarine)
SSTypeVIIB_AI (200=Submarine)
SSTypeVIIB_U99 (200=Submarine)
SSTypeVIIC (200=Submarine)
SSTypeVIIC41 (200=Submarine)
SSTypeVIIC41_AI (200=Submarine)
SSTypeVIIC_AI (200=Submarine)
SSTypeVIIC_U552 (200=Submarine)


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