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stoianm 05-10-11 12:50 PM

Quote:

Originally Posted by Stormfly (Post 1661252)
THX !

guys, dont forget to save your game and restart SH5 after you got on board your sub in the bunker, otherwise it could be that harbor piers, and buildings and also the new navigation buoys wont render !

Yes and also Zedi told me something very important that i did not noticed untill now:
1) you start a new campaign
2) you go to the oficer, chose a patrol and start the patrol

VERY IMPORTANT:

IF YOU WILL BE IN THE NEXT SECOND ON YOUR UBOAT IN BUNKER, JUST AFTER YOU STARTED THE PATROL IT IS NOT GOOD... PUSH THE ''end patrol button''... you will be again in buker... repeat again the steps: chose a new patrol, start the patrol... after you chose the patrol you must to have the loading screen and after that you will be on your uboat in bunker... so: each time when you start a new campaign and after you choose a new patrol and you do not have the loading screen it is not good... repeat the steps:up:

Stormfly 05-10-11 01:09 PM

...just leaving port now, it seams that the nav bouys are a bit to deep in the water, i see mostly only the lights on top, high tide ?

with that rising sun at 07:30, the harbor buttom looks realy good from surface (Stoianm Eviroment 2 test).

Zedi 05-10-11 01:15 PM

Quote:

Originally Posted by Stormfly (Post 1661267)
...just leaving port now, it seams that the nav bouys are a bit to deep in the water, i see mostly only the lights on top, high tide ?

with that rising sun at 07:30, the harbor buttom looks realy good from surface (Stoianm Eviroment 2 test).

The buoys need to be worked out, its a fast import from DivingDuck's mod who gave me the permission to use them. But im not qualified to work them out, except the texture part. There is a floating problem with them and they also need the sounds fixed and attached to the sdl file. So anyone who wish to fix them...

stoianm 05-10-11 01:20 PM

Quote:

Originally Posted by Zedi (Post 1661270)
The buoys need to be worked out, its a fast import from DivingDuck's mod who gave me the permission to use them. But im not qualified to work them out, except the texture part. There is a floating problem with them and they also need the sounds fixed and attached to the sdl file. So anyone who wish to fix them...

Sound was fixed and added... but the bouys that you added has not a ringing bell on them... if you will use the ones with ringing bell you will hear the sound also (the white ones)

I will see if i can fix the flotation... but i can not guarantee.. i will ask TDW or Rongel how i can rework a .sim that has not a gr2 in sh5 (maybe i must to look in the .dat file)... they have sure an answer for me

Stormfly 05-10-11 01:27 PM

theese so called "white ones", could it be that they are/was yellow ?
...if so, these are for marking a dangerous area like a wreck in shallow waters.

stoianm 05-10-11 01:32 PM

Quote:

Originally Posted by Stormfly (Post 1661279)
theese so called "white ones", could it be that they are/was yellow ?
...if so, these are for marking a dangerous area like a wreck in shallow waters.

yes... those ones... they are yellow but the light is white... the ones for dangerous areas:

http://www.youtube.com/watch?v=dGZQ2PY2qKs

Zedi 05-10-11 01:35 PM

Quote:

Originally Posted by Stormfly (Post 1661279)
theese so called "white ones", could it be that they are/was yellow ?
...if so, these are for marking a dangerous area like a wreck in shallow waters.

Thats correct, the yellow buoys have white lights and means danger. I had written in the first post, outside the La Spezia port I set up a small minefield that is marked with the yellow buoys. If you follow the coast and the green lights you cant miss them.

The bouys are set up according the IALA A standard and will guide you out and inside the port and also mark the safe waters, see here. This system will be implemented in every player base in all campaigns.

If Sober will work out the terrain, these buoys will be a great help when sailing in shallow waters.

TheDarkWraith 05-10-11 01:44 PM

You may see 'floating' subnets if you save/reload. I'm trying to figure out why currently. Just some FYI so people don't freak out about it :salute:

The PT Boats will act strangely or irratically until IRAI v32 is released.

Zedi 05-10-11 01:59 PM

Quote:

Originally Posted by TheDarkWraith (Post 1661287)
You may see 'floating' subnets if you save/reload. I'm trying to figure out why currently. Just some FYI so people don't freak out about it :salute:

...

ops :oops: I removed them from this test version just to avoid complains about the floating nets. Hope you dont mind. :oops: This is mentioned in te first post.

But of course the nets will be there in the release version, no doubt.

Stormfly 05-10-11 04:32 PM

iam about 80Km NW of Malta at current, there is a battlegroup in range including 1 Dido light cruiser... german Stuka bombers, equipped with bombs attacking the cruiser, they fly in dive bomb attacks and sometimes manage to break through the AA defence but wont drop any bombs on it :hmmm:

...iam following this group quite a while and at the beginning the group had 2 dido cruisers, not shure if this is the same group or if german planes sunk the second cruiser.

Zedi 05-10-11 04:40 PM

Quote:

Originally Posted by Stormfly (Post 1661405)
iam about 80Km NW of Malta at current, there is a battlegroup in range including 1 Dido light cruiser... german Stuka bombers, equipped with bombs attacking the cruiser, they fly in dive bomb attacks and sometimes manage to break through the AA defence but wont drop any bombs on it :hmmm:

...iam following this group quite a while and at the beginning the group had 2 dido cruisers, not shure if this is the same group or if german planes sunk the second cruiser.


They will drop it eventually, this campaign is full with Luftwaffe vs Royal navy battles and the germans are deadly precise. And Malta is just a huge battlefield.

Make sure you save the game before approaching Valletta!! :P

Stormfly 05-10-11 04:52 PM

then 2 Sunderlands approached me, i dint fire and they just flow over my head doing nothing, then the sunderlands together with a BF109 approached an british DD and bombed him...

...i must say the german secret military service use damn dirty tricks here :o

Stormfly 05-10-11 04:54 PM

Quote:

Originally Posted by Zedi (Post 1661407)
...And Malta is just a huge battlefield.

Make sure you save the game before approaching Valletta!! :P

i approach Valletta better from the south :o:yeah:

Stormfly 05-10-11 05:23 PM

beep bep beep beep beee...

--- damn... smoke trails everywhere... i better wait for the night and sneak close to the coast, diving... U186 ---

stoianm 05-10-11 05:26 PM

Quote:

Originally Posted by Stormfly (Post 1661422)
beep bep beep beep beee...

--- damn... smoke trails everywhere... i better wait for the night and sneak close to the coast, diving... U186 ---

I think that Doenitz will give me the iron cros:shucks:... i am a very good Kaulein... and i am in Valleta and i can not see your uboat there... where are you?

http://www.youtube.com/watch?v=bXm3032yDoY

Stormfly 05-10-11 06:00 PM

Quote:

Originally Posted by Zedi (Post 1661407)
and the germans are deadly precise

just saw that, two "88`s" attacked a clemson and sunk him with first approach, than i saw a stopped smoking PT close to the coast where i dived 20 minutes ago, and 1 of the "JU`s" finished him of with a direct hit in the middle of it :o

...damn PT`s ithink he was allready after me :88)

Zedi 05-10-11 06:14 PM

Quote:

Originally Posted by Stormfly (Post 1661445)
just saw that, two "88`s" attacked a clemson and sunk him with first approach, than i saw a stopped smoking PT close to the coast where i dived 20 minutes ago, and 1 of the "JU`s" finished him of with a direct hit in the middle of it :o

...damn PT`s ithink he was allready after me :88)

Consider yourself lucky, those boats are deadly once they spot you. Do not forget about the mines ;)

Just had my first encounter with dolphins. Note: when the sonar reports slow merchants, you better listen by yourself :P

Sepp von Ch. 05-11-11 03:04 AM

Quote:

Originally Posted by Zedi (Post 1660283)
Josef, you are invited to test the version I will release soon with the Mare Nostrum campaign. It will not interfere with the OH campaign in any way. I know you are a serious player and Im counting on your feedback too. When this mod will be finally done, it will include OH too.. and maybe even 1 or more new campaigns.


Thanks Zedi for your kind words and trust. I just returned from abroad home (CZ) and found that you released a WIP campaign wit all the new stuffs. God, that´s sounds beautiful! Thanks to all modders! I can not wait to come home from the office:rock:

Zedi 05-11-11 03:28 AM

Its only a playable test version of the Mare Nostrum campaign. The mod its still a WIP and a lot of work to be done. We need a feedback from the community to see what problems are and how to improve stuff. We also need fedback on the new ships imported from SH4.

This test version will not interfere with any progress you made in other campaigns, it rewrites only the MN campaign and nothing else. But.. it add new ships to the roster and those will be visible in the rest of the campaign also. So if for any reason you dont wanna test the reworked MN, you can test only the new ships in any campaign, but its required to install the mod while in bunker.

Josef, play this campaign as you do usually. No rush, just play it slowly and with fun. See the new objectives/missions and try to complete them. If you encounter anything wrong with the mission or anything else, please report back.

Forget about the briefings attached to the missions, had no time to write new ones. If a hunt area is marked on map in a mission, make sure you hunt only inside the area even if maybe the briefing officer will send to patrol outside the patrol area (Im referring only to the blue circle areas). When this happens, you are sent to patrol outside the designated hunt area, pls report back and let me know in which mission happened.

If someone is curious about the icebergs or only wish to smeel the Atlantic brezee.. try to break through Gibraltar, if possible with high realism settings. Report back if you made it :P

Have fun.

Sepp von Ch. 05-11-11 04:01 AM

Quote:

Originally Posted by Zedi (Post 1661655)

it add new ships to the roster and those will be visible in the rest of the campaign also.


Great!:yeah: I will test the new ships in 1944! I can not wait to look in the museum, which ships have been added!


Quote:

Originally Posted by Zedi (Post 1661655)

Josef, play this campaign as you do usually. No rush, just play it slowly and with fun. See the new objectives/missions and try to complete them. If you encounter anything wrong with the mission or anything else, please report back.

...

Have fun.


I do! And THANK YOU VERY much!:yep:


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