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)

adrians69 12-30-13 04:09 PM

Ship speeds
 
Hi guys, I was wondering if any of you expert modders could help me out. I do not want to start a new campaign yet and am playing OH2.2. I was interested to see that the ships speeds have been fixed in 2.3 and was wondering if you could tell me which files I would have to change to apply just this fix.

Thanks

adrian

Trevally. 12-30-13 04:19 PM

Quote:

Originally Posted by gap (Post 2157884)
Thank you Trevally for all you are doing for our game :)



Quick update:

The Yak-1 entered service on late 1940 - early 41
MiG-3: entered service on April 1941
La-7: entered service on mid-September 1944
DB-3: in service since 1936
KOR-1: introduced on 1938, retired 1942
MBR-2: in service since 1935

More to come :up:

Great Gap - I will cross check with the bases and set to date:up:


Quote:

Just an idea for immersion and better area designation: could you specify the patrol grid in therms of MQK quadrants? :hmm2:
Yes - I would really like to do this - the problem is the time it will take me.
I have to convert each coordination from 0meters in the game system - to lat/long and then key into an online convertor - then re-enter into the script.

So - all in all this is months of work - unless some one can write a converter app to switch game meter position to quadrants.
Then an app to re-write the codes.

On that topic - I am not sure how Serge is changing the text required for the patrol missions - I looked at doing this with notepad++ but gave in.
perhaps he has written an app:D

Trevally. 12-30-13 04:23 PM

Quote:

Originally Posted by gap (Post 2157889)
British rockets almost ready. They will come in two versions, with AP and with SAP-HE warhead:

At this point I just need to model the rucks and suspension lugs. :sunny:

looks great as always Gap:salute:

Quote:

Originally Posted by volodya61 (Post 2157902)
I can look this info tomorrow or day after tomorrow, but I need (from you and Trevally) list of SU bases that will be included in the Campaign, so I can collect the info on specific bases/airfields.. :salute:

Quote:

Originally Posted by gap (Post 2157923)
Maybe Trevally has a better idea but -provided that we can access this kind of information- I would adopt a diametrically opposite approach, and I would introduce in game the bases within u-boat range that are known for having harbored at some moment the aircraft listed in this post, and especially the aircraft I have mentioned in my previous post.

Should we fail collecting such a detailed information, the plan B would be choosing some arbitrary airfields based on their vicinity to u-boat patrol areas, and giving them a random assortment of planes, based on aircraft availability data. :up:

I am open to suggestions as to how many and where they should be.
I am starting to think that I will add them as a new layer - this way we can build on the and add more countries as we have time (removing old entries).
This will then - through time replace the air layer with a common one.
Not having the layer as common was an error in an early version of OHII

Trevally. 12-30-13 04:25 PM

Quote:

Originally Posted by lesec74 (Post 2157914)
hello this is my mod list and I've CTD, what's wrong?thanks for your help:up:No problem with open horizon2.2 but not good with open horizon 2.3

check back a few pages and install a file posted by serge65 "AAguns_12_20_40mm" + "Rocket_3InchGB_&_5InchUS"

:hmmm:

Trevally. 12-30-13 04:32 PM

Quote:

Originally Posted by adrians69 (Post 2157929)
Hi guys, I was wondering if any of you expert modders could help me out. I do not want to start a new campaign yet and am playing OH2.2. I was interested to see that the ships speeds have been fixed in 2.3 and was wondering if you could tell me which files I would have to change to apply just this fix.

Thanks

adrian

ooooh - this is the traffic.mis (not common) for each campaign - single ships
convoy.mis for convoys.

Both are very large files with many changes needed to change the ships speed.
Like this example:-

C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\tr affic.mis

Code:


 *****snip******
 [LanesGraph.Node 1]
Long=3575850.000000
Lat=3745740.000000
Height=0.000000
IsFromSingleMis=false
Name=Alexandria
Radius=5.000000
MaxSpeed=5.000000 <<<<<<not this one - this is node speed limit
RelatedSPRadius=20.000000
SpawnHeading=0.000000
Category=1
LayerOperation=0
RelatedMapLoc=
ShowOnMap=false
IsLocked=true
 
 [LanesGraph.Node 1.NodeGroup 1]
Type=TRAF_MERCHANT
Name=TRAF_001
Country=British
Speed=9
StartDate=19380101
EndDate=19451231
ReportPosTime=4101
ReportPosProbability=50
 
 [LanesGraph.Node 1.NodeGroup 1.NGMission 1]
Name=Tobruk
ObjectiveType=0
TargetNode=Tobruk
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=3.500000
CrtCooldownHours=12.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19410408
EndDate=19411127
 
 [LanesGraph.Node 1.NodeGroup 2]
Type=TRAF_MERCHANT
Name=TRAF_002
Country=British
Speed=9
StartDate=19380101
EndDate=19451231
ReportPosTime=5798
ReportPosProbability=50
 
 [LanesGraph.Node 1.NodeGroup 2.NGMission 1]
Name=Haifa
ObjectiveType=0
TargetNode=Haifa
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=2.900000
CrtCooldownHours=12.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19380101
EndDate=19451231
 
 [LanesGraph.Node 1.NodeGroup 3]
Type=TRAF_MERCHANT
Name=TRAF_041
Country=British
Speed=9
StartDate=19380101
EndDate=19451231
ReportPosTime=4569
ReportPosProbability=50
 
 [LanesGraph.Node 1.NodeGroup 3.NGMission 1]
Name=Port Said
ObjectiveType=0
TargetNode=Port Said
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=2.800000
CrtCooldownHours=12.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19380101
EndDate=19451231
 
 [LanesGraph.Node 1.NodeGroup 4]
Type=TRAF_MERCHANT
Name=TRAF_042
Country=British
Speed=9
StartDate=19380101
EndDate=19451231
ReportPosTime=4613
ReportPosProbability=50
 
 [LanesGraph.Node 1.NodeGroup 4.NGMission 1]
Name=Famagusta
ObjectiveType=0
TargetNode=Famagusta
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=3.100000
CrtCooldownHours=12.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19380101
EndDate=19451231
 
 [LanesGraph.Node 1.NodeGroup 5]
Type=TRAF_MERCHANT
Name=TRAF_290
Country=British
Speed=7
StartDate=19380101
EndDate=19451231
ReportPosTime=1522
ReportPosProbability=50
 
 [LanesGraph.Node 1.NodeGroup 5.NGMission 1]
Name=Piraeus
ObjectiveType=0
TargetNode=Piraeus
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=3.000000
CrtCooldownHours=12.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19380101
EndDate=19410428
 
 [LanesGraph.Node 1.NodeGroup 6]
Type=TRAF_MERCHANT
Name=TRAF_007
Country=British
Speed=7
StartDate=19380101
EndDate=19451231
ReportPosTime=1719
ReportPosProbability=50
 
 [LanesGraph.Node 1.NodeGroup 6.NGMission 1]
Name=Valletta
ObjectiveType=0
TargetNode=Valletta
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=9.000000
CrtCooldownHours=12.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19380101
EndDate=19451231
 *********snip****************


Mikemike47 12-30-13 04:38 PM

Quote:

Originally Posted by lesec74 (Post 2157914)
hello this is my mod list and I've CTD, what's wrong? not good with open horizon 2.3

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

NewUIs_TDC_7_5_0_ByTheDarkWraith

OPEN HORIZONS II_full v2.3

Approximately August 5-15, 2013, NewUIs_TDC_7_5_0 test version 12 was released. Somewhere on that thread, a page update patch was released for version 12.

Go to [inf] sobers mega mod sticky thread on post #2, you can find:
AAguns_12_20_40mm
Rocket_3InchGB_&_5InchUS
OPEN HORIZONS II v2.3 patch1 beta

gap 12-30-13 04:46 PM

Quote:

Originally Posted by Trevally. (Post 2157941)
looks great as always Gap:salute:

Thank you Sir :smug:

Quote:

Originally Posted by Trevally. (Post 2157941)
I am open to suggestions as to how many and where they should be.
I am starting to think that I will add them as a new layer - this way we can build on the and add more countries as we have time (removing old entries).
This will then - through time replace the air layer with a common one.
Not having the layer as common was an error in an early version of OHII

Good idea!

Replacing the old generic airfields with customized ones, each with its own airgroups based on historical aircraft assignations, will be a long process. Nonetheless, attaining this level of detail over time is surely possible at least for Commonwealth, German and (partly) US Air forces, as there is plenty of information on the web and on books about their squadrons, with station/detachment relocations and number/model of aircraft operated at any given time. :yep:

Trevally. 12-30-13 04:54 PM

Quote:

Originally Posted by adrians69 (Post 2157929)
Hi guys, I was wondering if any of you expert modders could help me out. I do not want to start a new campaign yet and am playing OH2.2. I was interested to see that the ships speeds have been fixed in 2.3 and was wondering if you could tell me which files I would have to change to apply just this fix.

Thanks

adrian

The best thing to do here Adrian is to wait until you have finished the campagn stage you are on i.e HappyTimes
Then when you get to the next stage - campaign selection - save your game and install OHIIv2.3+patch#

When a campaign starts a new stage - all .mis files are re-written and the fixes I have already made will take effect:up:

THE_MASK 12-30-13 04:57 PM

Could diffrent modders in theory have there own mods for the campaign . Say one modder mods a new Russian airbase campaign common layer . Someone else says I will add layer for a new plane I have etc etc . Adding aussie ports and air bases for example .

Trevally. 12-30-13 05:36 PM

Quote:

Originally Posted by sober (Post 2157956)
Could diffrent modders in theory have there own mods for the campaign . Say one modder mods a new Russian airbase campaign common layer . Someone else says I will add layer for a new plane I have etc etc . Adding aussie ports and air bases for example .

Yes Sober:up:

All we would need to do is open ANY campaign project (HappyTimes etc)
Select file->add new mission
Name that mission (layer) "Sobers Oz aeroplanes"
Set date as default (1938)

Then add airbases for their area
I can then join them all together (for shared project) or add the layer to OHII if it is something new:up:

Mikemike47 12-30-13 06:06 PM

IX subs usage for v 2.3?
 
Trevally,
Some feedback on IX subs for v2.3 please.

Does VII subs actually have IX sub torpedo loadouts and range and speed capablilities, when starting Monsun Gruppe campaign at La Pallice? (I know we can not simulate the insides for now; maybe someday with all modders and tools available.)

per your update log:
Update 05/08/12
OHII v2.0
Added new boat type IX (stats only) for use in Monsun Gruppe by FromHell

Currently at post #2:
Monsun Gruppe 01/03/43 - 15/06/44
Flotilla 7th

Transfer from La Pallice 02-03-1943
Bases - Penang (03-03-1943 to 01-08-1943) Singapur (02-08-1943 to 01-05-1944)
Transfer to La Pallice 02-05-1944
Stock boat issue - VIIC41

Is IX sub merged into v2.3 completely now, or does "OHII v2.2 - IX Boat - enable when playing MG Campaign" mod have to be added after all other OH mods and still be compatible?

Fromhell's profile and his download section:
http://www.subsim.com/radioroom/down...o=file&id=3712
http://www.subsim.com/radioroom/down...o=file&id=3713
http://www.subsim.com/radioroom/down...o=file&id=3452
http://www.subsim.com/radioroom/down...o=file&id=3725
Fromhell has other sub mods at his profile.

Congratulations Trevally for modder of the year.

Update: Trevally informed to use the OHII v2.2 - IX Boat - enable when playing MG Campaign mod still when playing OHII v2.3

THE_MASK 12-30-13 07:07 PM

Maybe enough info on WW2 airbase locations :rotfl2:
Maps have locations of airfields .
http://www.ozatwar.com/airfields.htm

Madox58 12-30-13 07:13 PM

Now you need a CAC Boomerang.
:03:

THE_MASK 12-30-13 07:44 PM

Quote:

Originally Posted by privateer (Post 2158015)
Now you need a CAC Boomerang.
:03:

This one will do but only if you buy me the 400cc moki radial engine .
http://www.youtube.com/watch?v=xE8Y3dYSb1w

Madox58 12-30-13 07:51 PM

Quote:

Originally Posted by sober (Post 2158025)
This one will do but only if you buy me the 400cc moki radial engine .
http://www.youtube.com/watch?v=xE8Y3dYSb1w

:o
That is wicked cool Mate!

I do have the CAC Boomerang 3D model nearly done though.
Would that be good enuff for now?
:)


All times are GMT -5. The time now is 04:51 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.