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

Trevally. 09-01-11 09:58 AM

Quote:

Originally Posted by Vit (Post 1740718)
Why my subnets in Scapa Flow is dancing?:doh:

Not sure.

The positioning will be fixed in the next version.

Vit 09-01-11 10:02 AM

Quote:

Originally Posted by Trevally. (Post 1740814)
Not sure.

The positioning will be fixed in the next version.

Ok. I'll be waiting!
Why in game I don't see a mine? All files environment.mis I have replaced that were in OH II. In the editor are specified random groups of mines, but in game on the same place that in the editor, they aren't present. Why?

Trevally. 09-01-11 10:02 AM

Quote:

Originally Posted by Vit (Post 1740641)
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:

Yes - they are in campaigns where you have to long distances to your patrol area. When refuel permission is granted, you will be informed where they are.

Trevally. 09-01-11 05:18 PM

I have tested changing coastal ships, type 104 as 108 and fishing/tug boats type 108 as type 104.

Now coastal ships will show a hydro line on map and you can hear on hydro.
Fishing/tug ships will not show hydro line and cant be heard on hydro.

I have also changed all campaigns to match these new ship types.
Testing so far looks good:up:

Trevally. 09-01-11 05:21 PM

Quote:

Originally Posted by Vit (Post 1740815)
Ok. I'll be waiting!
Why in game I don't see a mine? All files environment.mis I have replaced that were in OH II. In the editor are specified random groups of mines, but in game on the same place that in the editor, they aren't present. Why?

In Scapa Flow I have fixed the subnets and adjusted the mines:up:

TheDarkWraith 09-01-11 07:25 PM

Quote:

Originally Posted by Trevally. (Post 1741062)
In Scapa Flow I have fixed the subnets and adjusted the mines:up:

Do you think we need submerged subnets (i.e. subnet that wasn't visible on the surface because it's at say 5-15m depth)? I could probably make them :hmmm:

Magic1111 09-02-11 04:05 AM

Quote:

Originally Posted by Trevally. (Post 1741061)
I have tested changing coastal ships, type 104 as 108 and fishing/tug boats type 108 as type 104.

Now coastal ships will show a hydro line on map and you can hear on hydro.
Fishing/tug ships will not show hydro line and cant be heard on hydro.

I have also changed all campaigns to match these new ship types.
Testing so far looks good:up:

Hi Trevally !

Sounds good that you´ve fixed it !!!:up:

Do you plan to release a new Version of OHII (e.g. OHII v1.3), or will you release a Fix, and when ?

And must we start a new campaign ?

Best regards,
Magic:salute:

Stormfly 09-02-11 05:31 AM

Quote:

Originally Posted by TheDarkWraith (Post 1741116)
Do you think we need submerged subnets (i.e. subnet that wasn't visible on the surface because it's at say 5-15m depth)? I could probably make them :hmmm:

another cool addition, but if you have time for that... :D ,i would welcome a fixed imported shippack regarding burning fires and secondary explosions first. :salute:

0rpheus 09-02-11 10:04 AM

TDW/Trevally: Any thoughts as to why the Subnets are such fps killers? I've only encountered them at Scapa to the best of my knowledge, but within 100km of Scapa my max tolerable (i.e. not stuttering) TC drops from around 2000 for most coastal areas to 16 at Scapa. Even TC32 on the bridge lags quite noticeably.

I don't get this with the new mines or the new dolphins, but the old 500-piece minefields used to cause a similar effect (probably because there were so many). I've asked before, but is there an easy way to remove just the nets, so they don't load, or will it require a campaign rework? If it's something as simple as removing the files from the Environment pack I'd love to know - everything else is spot on, but the nets are an annoyance! :yeah:

TheDarkWraith 09-02-11 10:09 AM

Quote:

Originally Posted by 0rpheus (Post 1741430)
TDW/Trevally: Any thoughts as to why the Subnets are such fps killers? I've only encountered them at Scapa to the best of my knowledge, but within 100km of Scapa my max tolerable (i.e. not stuttering) TC drops from around 2000 for most coastal areas to 16 at Scapa. Even TC32 on the bridge lags quite noticeably.

I don't get this with the new mines or the new dolphins, but the old 500-piece minefields used to cause a similar effect (probably because there were so many). I've asked before, but is there an easy way to remove just the nets, so they don't load, or will it require a campaign rework? If it's something as simple as removing the files from the Environment pack I'd love to know - everything else is spot on, but the nets are an annoyance! :yeah:

Are you using spottable or unspottable mines and nets?

0rpheus 09-02-11 11:06 AM

Unspottable at the moment :)

TheDarkWraith 09-02-11 11:30 AM

Quote:

Originally Posted by 0rpheus (Post 1741457)
Unspottable at the moment :)

Approximately how many subnets were visible around your sub?

Trevally. 09-02-11 11:36 AM

Quote:

Originally Posted by TheDarkWraith (Post 1741116)
Do you think we need submerged subnets (i.e. subnet that wasn't visible on the surface because it's at say 5-15m depth)? I could probably make them :hmmm:

I think it is ok now TDW thanks.
Where I have them they will stick out of the water about 1m.
But, when I get near them with the camera, they settle down to just floating on the surface. (part of the sea bed bug?)

I will post a SS soon to show:up:

Trevally. 09-02-11 11:40 AM

Quote:

Originally Posted by Magic1111 (Post 1741284)
Hi Trevally !

Sounds good that you´ve fixed it !!!:up:

Do you plan to release a new Version of OHII (e.g. OHII v1.3), or will you release a Fix, and when ?

And must we start a new campaign ?

Best regards,
Magic:salute:

I am happy with the fix:up: I still need to tests in my campaign.
This no sound/hydro line may be the factor that people are reporting no traffic on the UK east coast. They are there (as pic from ME2 shows) but you would not detect them until you could see them.

Re:capaign restart
I will post a guide for how to get this hydro fix with no re-start.
This trick will only work with this fix - so if someone is using v1.0 and upgrades to v1.3 without a restart - only some parts will take effect.

Trevally. 09-02-11 11:42 AM

Quote:

Originally Posted by 0rpheus (Post 1741430)
TDW/Trevally: Any thoughts as to why the Subnets are such fps killers? I've only encountered them at Scapa to the best of my knowledge, but within 100km of Scapa my max tolerable (i.e. not stuttering) TC drops from around 2000 for most coastal areas to 16 at Scapa. Even TC32 on the bridge lags quite noticeably.

I don't get this with the new mines or the new dolphins, but the old 500-piece minefields used to cause a similar effect (probably because there were so many). I've asked before, but is there an easy way to remove just the nets, so they don't load, or will it require a campaign rework? If it's something as simple as removing the files from the Environment pack I'd love to know - everything else is spot on, but the nets are an annoyance! :yeah:

Quote:

Originally Posted by TheDarkWraith (Post 1741437)
Are you using spottable or unspottable mines and nets?

Quote:

Originally Posted by TheDarkWraith (Post 1741468)
Approximately how many subnets were visible around your sub?

Subnets in scapa were all wrong:oops:
There were too many and overlapping each other.
I will post a pic with the new setup and you can then sea the fps in the SS


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