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

pelucho25 08-31-11 11:35 AM

Hey guys, if I install only the base of the Open Horizons would have the problems that exist in the detection of units? Thanks again

Trevally. 08-31-11 12:08 PM

Quote:

Originally Posted by pelucho25 (Post 1740214)
Hey guys, if I install only the base of the Open Horizons would have the problems that exist in the detection of units? Thanks again

Yes there would still be an issue with the coastal ships.
In the base mod there have been two stock ships set as coastal and these will still have the hydro problem.

If this issue cant be fixed within the ships (if that is the problem), I am looking at re-setting the coastal ships as cargo. (hope this is not required)

If I did this, I would release a new version and a guide on how to edit your campaign save game so you wont have to start a new career:up:

Poacher886 08-31-11 12:10 PM

Im currently using the base mod and environment mod together, but after 4 days of crusing around the easten British coast, i've only encounterd two warships and a dozen fishing boats...the fishing boats cant be heard via Hydrophone.

Im thinking the mod is designed to pull-in the new coastal ships, but if you dont have the ship mod (which i dont), then there is little else left by the coast. What im finding now, is that when a ship is spotted, i dive immediately....if i can hear it, its a warship, if i cant its a fishing boat.

Rongel 08-31-11 12:49 PM

Quote:

Originally Posted by Trevally. (Post 1740234)
em.

...If this issue cant be fixed within the ships (if that is the problem), I am looking at re-setting the coastal ships as cargo. (hope this is not required)

If I did this, I would release a new version and a guide on how to edit your campaign save game so you wont have to start a new career:up:

The only way (that comes to my mind) to make it work with the coastal ships, is to edit the settings for type 104 boats. But I have no idea where you could edit it, it might be hard coded in exe. Some other ships need hydro-fix too , for example the fishing boat (but it's because of a different reason).

Hydrophone issues aside, Trevally, would it be okay if I post here the flag freeze-fix for the imported ships? I have tested it and it seems to be working allright, but the only way to be sure is to make a public test. I'm going out for the weekend, but I hope I could do it tomorrow or friday. As far as I know, you wouldn't need a campaign restart.

Trevally. 08-31-11 01:25 PM

Quote:

Originally Posted by Rongel (Post 1740293)
Hydrophone issues aside, Trevally, would it be okay if I post here the flag freeze-fix for the imported ships?

Yes of course it is ok Rongel:salute:

Trevally. 08-31-11 01:29 PM

Quote:

Originally Posted by Poacher886 (Post 1740240)
Im currently using the base mod and environment mod together, but after 4 days of crusing around the easten British coast, i've only encounterd two warships and a dozen fishing boats...the fishing boats cant be heard via Hydrophone.

Im thinking the mod is designed to pull-in the new coastal ships, but if you dont have the ship mod (which i dont), then there is little else left by the coast. What im finding now, is that when a ship is spotted, i dive immediately....if i can hear it, its a warship, if i cant its a fishing boat.

The campaigns work in such a way that the number of ships has nothing to do with anything other then giving people more ships to look at.

The campaign pulls in ship types - So when the campaign wants 25 cargo ships for a convoy - it will pull 25 ships.
Same with coastal ships. Two stock ships became coastal ships for this reason.
Also - traffic has been increased over stock traffic. See here

The base mod has the exact same amount of traffic/convoeys etc as the full version:up:

uekel 08-31-11 02:06 PM

Hi Trevally!

Quote:

Originally Posted by Trevally. (Post 1740234)
If this issue cant be fixed within the ships (if that is the problem), I am looking at re-setting the coastal ships as cargo. (hope this is not required)

I have not tested, but I think we can hear the UnitType107=Rare Tanker, now Z-Ships. If yes, you can put the Z-Ships in for example UnitType 110 and use the 107 for coastal traffic.
It would be a pity to give up the coastal traffic, because I, and I think also, many other like it!

And btw, you and the other do a great Job, many THANKS!! :salute:

Rongel 08-31-11 03:58 PM

Quote:

Originally Posted by uekel (Post 1740350)
Hi Trevally!


I have not tested, but I think we can hear the UnitType107=Rare Tanker, now Z-Ships. If yes, you can put the Z-Ships in for example UnitType 110 and use the 107 for coastal traffic.

Another idea that popped in to mind, is that maybe fishing boats should be made to type 104 coastal vessels. Then you wouldn't get alarm from them, but you could hear them manually in the hydrophone. Now they are silent, but I believe it's possible to make them hear in hydro. Like in SH 4. They are currently Type108=Rare Cargo ships. So their slot would open to current coastal traffic. Phew!

Too many fishing boat reports can seriously slow you down :D

Stormfly 08-31-11 04:27 PM

Quote:

Originally Posted by Rongel (Post 1740423)
Another idea that popped in to mind, is that maybe fishing boats should be made to type 104 coastal vessels. Then you wouldn't get alarm from them, but you could hear them manually in the hydrophone. Now they are silent, but I believe it's possible to make them hear in hydro. Like in SH 4. They are currently Type108=Rare Cargo ships. So their slot would open to current coastal traffic. Phew!

Too many fishing boat reports can seriously slow you down :D

good idea, cause iam pretty shure that in reality the german sonar crew`s was able seperating a fishing boat screw or engine sound from a merchant`s, so ignoring it would add to realism.

uekel 08-31-11 04:29 PM

Quote:

Originally Posted by Rongel (Post 1740423)
Another idea that popped in to mind, is that maybe fishing boats should be made to type 104 coastal vessels. Then you wouldn't get alarm from them, but you could hear them manually in the hydrophone. Now they are silent, but I believe it's possible to make them hear in hydro. Like in SH 4. They are currently Type108=Rare Cargo ships. So their slot would open to current coastal traffic. Phew!

Too many fishing boat reports can seriously slow you down :D

Good idea!!! :woot:


Maybe it was originally intented for such as there. :hmmm:
It would be even an improvement with the silent 104! :up:

Trevally. 08-31-11 04:35 PM

Type 108 is only used for fishing boats and tugs.
So yes they could be chaged to 104 - freeing up 108 for coastal.

Good work guys:up:

Poacher886 08-31-11 04:42 PM

Quote:

Originally Posted by Trevally. (Post 1740322)
The campaigns work in such a way that the number of ships has nothing to do with anything other then giving people more ships to look at.

The campaign pulls in ship types - So when the campaign wants 25 cargo ships for a convoy - it will pull 25 ships.
Same with coastal ships. Two stock ships became coastal ships for this reason.
Also - traffic has been increased over stock traffic. See here

The base mod has the exact same amount of traffic/convoeys etc as the full version:up:


I hear what your saying Trevally, but something seriously does'nt seem right!. I've now been patroling off the east coast from Tyne to south of Scrapa flow for 9 days! and apart from the mentioned earlier encounter with those two warships, i've only seen fishing boats (with stuck flags).

Despite diving frequently, i've heard nothing,,not even warships. All reports from BDU (about every half hour), report ( and show) only merchants that are right next to port at 0kms speed!

I've seen no contacts in the water, so to speak, that arn't warships.

Im now heading up to Scrapa flow to attempt the capital mission (for some action) and although being only 20km away from scarpa, the only thing i've encountered is a fishing boat with stuck flag.

Im all for the odd quiet patrol..realisim and that, but something does'nt seem right.

Thanks

Vit 09-01-11 03:07 AM

Milk Cows
 
Whether is in campaign OH II court of supply ships and "milk cows"? If is, where and when they appear? Well to see a map)):salute:

Sgtmonkeynads 09-01-11 03:10 AM

I've wondered if there is a lack of freighter traffic along the coast, or if I was just un lucky too. I then went off shore a ways and just north of the channels mouth, I would then run into convoy after convoy, after convoy. So I think it's just where you look.

But there should be more than just fishing boats, machine gun targets,

I'm sick of seeing nothing but carrier task forces off Norway now. I sank a carrier and it's crusier escort, then got pinned down for a day. Surfaced, smoke sited, another task force.

They are British ships in narvanks waters, yet don't count as such for some reason..I don't get it.

Still, I love this. You guys really have polished the he'll out of this turd.
In my opinion.

Vit 09-01-11 07:04 AM

Why my subnets in Scapa Flow is dancing?:doh: http://saveimg.ru/thumbnails/01-09-1...a2c1c61682.JPG


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