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-   -   [REL] Open Horizons II (old thread) (https://www.subsim.com/radioroom/showthread.php?t=182964)

0rpheus 08-28-11 01:44 PM

Just curious, were you getting dolphins running Full Magic1111? :salute:

thanks for the patch Trevally!

Rongel 08-28-11 01:59 PM

About the missing hydrophone sounds...

It's weird that they aren't audible because I could swear that it was working the time we imported them. Now many of the new ships won't even register in the soundman's reports. Others register there, but aren't working in the hydrophone station... Hmm... I bet it has something to do with the ship classes, for example new cargo ships weren't detected in any way if you are submerged, but my soundguy reports fishing boats even if they aren't audible in hydrophone station.

PS. Some good results messing with the flags, no freezes yet, fingers crossed!

mia389 08-28-11 02:07 PM

Trevally did you find what caused this?

http://www.subsim.com/radioroom/show...&postcount=916

I'm about to start patrol 2 but didn't want any issues with that. It still is not shown as an objective. I am at early May now.

Trevally. 08-28-11 02:39 PM

Quote:

Originally Posted by mia389 (Post 1738268)
Trevally did you find what caused this?

http://www.subsim.com/radioroom/show...&postcount=916

I'm about to start patrol 2 but didn't want any issues with that. It still is not shown as an objective. I am at early May now.

When you finish British Supplies, it will show up.

I will update the message for v0.4:up:

vlad29 08-28-11 03:03 PM

Quote:

Originally Posted by 0rpheus (Post 1737785)
This might be a silly question, but when Zedi says this in the first post:



Are these new ships also part of TDWs UIs mod? Could this be causing the ship-related ctds/gfx errors? I'd check but I'm not sure how to remove them from the UI mod, if they are there. :salute:

Hi, Orpheus! This post means that if U previously used 'Imported ship pack v.1.1' mod, it should be removed before applying OHII full or OHIIbase+OHII ships pack. The reason is 'Imported ship pack v.1.1' mod is a part of OHII ship pack, but improved and reworked to be compatible with the new campaign. That is the issue, and nothing else:yep:.

Magic1111 08-28-11 03:58 PM

Quote:

Originally Posted by 0rpheus (Post 1738238)
Just curious, were you getting dolphins running Full Magic1111?

Sorry, but donīt understand what you mean....? :06:

Rongel 08-28-11 04:25 PM

Okay, managed to get hydrophone sounds from the imported ships! :D

Unit type 104 (coastal vessel) seems to be problematic, it won't show up in audio contacts at all. So no way of knowing if there is a 4000 ton ship passing over you, sonar man won't hear it. Changing type 104 to 102 seemed to do the trick (plus some other tweaking). I'm not yet sure if there is a way around this.

Trevally, what would happen in the campaign if we changed the 104 coastal ships to regular cargo 102? Would it mess something up?

0rpheus 08-28-11 04:30 PM

Quote:

Originally Posted by Magic1111 (Post 1738371)
Sorry, but donīt understand what you mean....? :06:

That's ok! Were you seeing dolphins when you were running the latest OHII Full? Just wondered as I didn't see any. :)

Trevally. 08-28-11 04:47 PM

Quote:

Originally Posted by Rongel (Post 1738390)
Okay, managed to get hydrophone sounds from the imported ships! :D

Unit type 104 (coastal vessel) seems to be problematic, it won't show up in audio contacts at all. So no way of knowing if there is a 4000 ton ship passing over you, sonar man won't hear it. Changing type 104 to 102 seemed to do the trick (plus some other tweaking). I'm not yet sure if there is a way around this.

Trevally, what would happen in the campaign if we changed the 104 coastal ships to regular cargo 102? Would it mess something up?

Hi Rongel - this sounds great:up:

Changing coastal ships to type 102 would require a major overhaul.:cry:

Are you testing in a single mission:06:

Stormfly 08-28-11 09:27 PM

Quote:

Originally Posted by Trevally. (Post 1738421)
Hi Rongel - this sounds great:up:

Changing coastal ships to type 102 would require a major overhaul.:cry:

Are you testing in a single mission:06:

just replaced textstring "Type=104" with "Type=102" in all OHII files using a mouseclick (except the menue ini file)... testing :O:

Stormfly 08-28-11 11:20 PM

campaign still working, leaved kiel bunker and investigated a moving imported german ship (SV small composite frighter) just after the kiel channel ntrance, but still no hydro sounds... are there maybe other/more incompatible UnitClasses involved ?

0rpheus 08-28-11 11:56 PM

Halfway through base + enviro Coastal Waters and not a single CTD so far. :yeah:

Pretty sure there were no Dolphins or subnets in either of my test games with OHII Full 1.1 & 1.2 - I saw no dolphins at all and I would have noticed the framerate loss from the subnets; I get plenty of both now. Mines seem fine in both versions though.

Kinda leads to my next question.. wondering if there's a way I can manually remove just the subnets and leave the rest of enviro intact, or does it involve editing the campaign layers? Guess it's not just as easy as deleting the nets cfg & textures?

Rongel 08-29-11 12:32 AM

Quote:

Originally Posted by Stormfly (Post 1738618)
campaign still working, leaved kiel bunker and investigated a moving imported german ship (SV small composite frighter) just after the kiel channel ntrance, but still no hydro sounds... are there maybe other/more incompatible UnitClasses involved ?

What I understand so far is that you can't detect type 104 ships by audio at all. So your sonarman won't even report them, and they won't show in the map even if you have map contacts on.

But when I changed it to 102, my sonar man reported it, but I still couldn't hear it in hydrophone station. So I added "SonarTarget" -command to the ships dsd-file, and it worked, sonar man reported the ship, and I could hear it too. It seems that you can't hear any of the new ships without modifying them.

Still needs testing, no frozen flags yet! :D

And Trevally, yes i'm testing with the single missions.

THE_MASK 08-29-11 02:03 AM

Is T hIs tH e cOrRE ct oRdE r ?

OPEN HORIZONS II_base v1.2
TDW_Mines_Subnets_Spottable (OH II v1.2)
OPEN HORIZONS II_New_Ships v1.2

Stormfly 08-29-11 05:34 AM

Quote:

Originally Posted by Rongel (Post 1738644)
What I understand so far is that you can't detect type 104 ships by audio at all. So your sonarman won't even report them, and they won't show in the map even if you have map contacts on.

But when I changed it to 102, my sonar man reported it, but I still couldn't hear it in hydrophone station. So I added "SonarTarget" -command to the ships dsd-file, and it worked, sonar man reported the ship, and I could hear it too. It seems that you can't hear any of the new ships without modifying them.

Still needs testing, no frozen flags yet! :D

And Trevally, yes i'm testing with the single missions.

so what type have dolphins and mines now in OHII Full 1.2 (standard version) ?


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