![]() |
Hey, you're welcome. All straight from the heart :salute:
Now, in matters OHII related: Trevally: Will that Scapa patch work with OHII 1.6 too? I mean, I can just ignore that mission, but I just like to have a go at everything if at all possible. I don't want to CTD endlessly trying to do so, though, so if your fix would work for my 1.6, then that would be great. If it doesn't, then I'll just have to decide whether to start over again or leave a mission untouched. Either works for me. Just a question :) |
Quote:
http://uboat.net/maps/grid.html :03: |
Quote:
===== EDIT ===== Ahh, hang on.... is the two letter prefix missing so I have to do a bit of detective work?? Should I assume that because the contact report was from Flying Corps X Group Stavanger that the grid was AN (north sea area)? Seems unnecessarily complex. |
The DDs in scapa with just 1 waypoint . Will they move if they detect me ? I thought they needed a looping waypoint system with waypoint radius .
|
Quote:
But - you must start a new career to test it - starting a new career writes all the campaign info to your game. If you use v1.6 and get ctds in scapa - thus not able to get that one campaign point - you will not get at total victory when you finish coastal waters. This will not effect the campaign. In later campaigns (1941/42)- if you fail to get total victory - then some missions or campaigns will be blocked. This will never stop your game, just restrict your options. With v1.7 - there is a new objective "Baltic Operations" in coastal waters. This will give a player an extra campaign point - so if they are unable to finish scapa due to ctds - they can still get a total victory. When updating to a new verson of OHII - it is possible to keep your career going. To do this you can save your game in the bunker and exit. Remove old OHII version and install new one. Load your bunker save and nothing will change. The chance comes when you progress to the next stage i.e. coastal water to happy times. |
Quote:
Quote:
This message is not real in your game - so little is lost here Edit - just seen your edit:) Yes perhaps you are correct or that it assumes you know the patrol area for group Stavanger |
Quote:
|
Quote:
Also when it asks you to send a patrol report (blue backgroung) there is a % chance that the game will scan the area (preset in options) around you for ships. If there are ships within this area - it will send you a message about them. |
Quote:
|
Quote:
where ever your are within 8000m of a ship (any type) there is a % chance that yuo will get a message saying you have been spotted. This does not mean that you have been detected (if enemy). This can also result in you getting spam messages and this is why TDW added the option to switch this off |
I took time to mess with the imported ships again. Uekel has nice illuminated ships and I tried to do the same. Our ships are build in a different way so it seems I can't make those lit windows, but using SH 4 light controllers we can fake the lighting. Oh, and there won't be water reflections also... But here is the hospital ship all lit up:
http://i1231.photobucket.com/albums/...-14_174749.jpg It's still under construction, but what do you think? If it's good, it can be added to OH II with a small patch. :DL Also I'm curious what kind of lights they really used, what colors and so on... Thanks goes to Uekel, been studying those illuminated ship... :D EDIT: Oh, forgot to mention that the ship automatically turns off the "main" lights when attacked! Pretty nice SH 4 feature! |
Quote:
Fabulous :up: Let's hope Trevally can include it in OH II. |
In my opinion, it looks excellent! :sunny: And the option to turn off the lights is really a nice feature. :up:
The Thanks not for me, the illuminated ships, I have only imported. The lights I never touched. The Thanks must go to Anvart! Now I´m courios: The lights in conjunction with the "UnifiedRenderControler" or did you turn it off? :06: |
Thanks for the comments! And thanks Anvart! :D
Quote:
The mast lights are almost the same as with the other ships, but the main light is made with S3D "light nodes" . Basically there is just two light sources on the sides of the ship. The tricky part is just to position them so that it gives the illusion of ship lights. And when I attacked this ship, it turned on the search lights and the light nodes went off. So the switching off the lights could also be linked with the search lights. |
:yeah:
|
All times are GMT -5. The time now is 10:33 AM. |
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.