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

Faamecanic 09-17-11 06:53 PM

Yep Trev...thats where I have seen plenty of marks, but they always seem to be just far enough away that I cant catch them. Ahh well...I have 79% fuel left and two torps. Bdu refused resupply so I guess I will keep hunting until Im around 30% fuel then back to port. with or without my prize :D

Thanks again for all your doing with OHII... you and TDW have saved SH5 from the abiss of my closet where the long forgotten games go :yeah:

go_1958 09-18-11 02:04 PM

spitzen Arbeit
 
Liest sich gut und werde es ausprobieren. Mal sehen wie es funzt. Danke an den moder.

Trevally. 09-18-11 02:23 PM

Vielen Dank - ich hoffe es gefällt euch.

Siehe Beitrag eines für einen Pfad zu Ruby2000 deutschen mod:up:


:oops:Google translate

Magic1111 09-18-11 04:36 PM

Quote:

Originally Posted by Trevally. (Post 1752010)
Vielen Dank - ich hoffe es gefällt euch.

Siehe Beitrag eines für einen Pfad zu Ruby2000 deutschen mod:up:


:oops:Google translate

No worries Trevally, it´s a good translation! ;)

Sometimes I must write from german to english with google translate too... :oops:

Best regards,
Magic:salute:

Magic1111 09-18-11 04:38 PM

Quote:

Originally Posted by go_1958 (Post 1751997)
Liest sich gut und werde es ausprobieren. Mal sehen wie es funzt. Danke an den moder.

Hallo und willkommen ! :salute:

Wollte Dir aber noch sagen, dass hier bei SubSim außer in dem extra deutschen Forum ausschließlich in englisch geschrieben wird! ;)

Viele Grüße,
Magic

Rongel 09-21-11 10:11 AM

Here is my experiences playing OH 1.3 Full. I have had fun, seen a lot crazy stuff, really enjoying the mod, thanks Zedi and Trevally. Anyway, here is some issues I encountered:

1. Could the OH II Campaign Radio Messages- mod be included in OH II?
I always forget to install it when I start a new campaign. Now it's too late to start again but I'm having this nasty feeling there is something missing. It would also simplify the whole package. Maybe there could be optional add-on to remove the messages? I mean if they work allright, I have never seen them myself.


2. Crazy ship in Kiel harbour.

There's always this one imported ship exploding and flying all over the place in Kiel when you start your patrol. Can it be removed or fixed? It gives a bad first impression :haha: It looks like NAMC boat:

http://i1231.photobucket.com/albums/...-18_135417.jpg

3. Ship issue.
I encountered a large unescorted convoy (:D) that had both SH 5 ships and imported NAMC ships. It was a windy day, with windspeed of 13. I made a pretty good attack run and hit four ships. But the weird thing was that the NAMC ships were sinking even without hitting them! :wah: Has this happened to anyone else??? One by one they went down and only SH 5 ships remained. Sea was filled with lifeboats and cries... Maybe the floating mechanic needs re-check.
http://i1231.photobucket.com/albums/...-21_005434.jpg

4. Breaking the Fortress/Scapa Flow
I was patrolling British coast on my second mission, when I noticed that another mission is available. I finished my coastal hunt and returned to Kiel. I picked the second mission as next objective and started the patrol. But two weeks passed on the harbour and the timeframe had ended, there was no mission anymore! The timescale seems to be a bit too tight. My objective still showed "patrol this area" in Scapa Flow so off I went.

My computer is quite new and should be powerful enough, but I encountered some heavy stuttering near Scapa Flow. I have just a bit lower FPS in starting harbour Kiel, but this was much more serious. Timescale was limited to 32-64. It took some amount of fun out of the Battleship sinking. Could something be done to this??? :06:

Anyway these were the issues that I spotted (and the flag freeze, but I won't say anything about that!), otherwise it worked well and was a huge improvement to the stock game. So I hope this doesn't seem overly critical, as I really enjoyed the mod! But please Trevally consider these points in the next versions of the mod, and thanks for all the hard work!

Trevally. 09-21-11 11:50 AM

Hi Rongel and thanks for the great feedback:up:

So far the next version has the following fixes/updates:-
v1.4
Fixed missing engine sound - Thanks Stormfly for the fix
Fixed museum ctd due to zombie ships - Thanks Rongel
Added Rongels new Coastal Boat within Fishing layer and playerbases
Fixed Western Approaches campaign points. (it was not possible to get a total victory)
Fixed coastal Waters to give more time at start of Operation Weserubung (Radio message will be sent with urgent instructions to head back to port to dock and re-arm. Then you can select mission and head to Norway in time)

Quote:

1. Could the OH II Campaign Radio Messages- mod be included in OH II?
I always forget to install it when I start a new campaign. Now it's too late to start again but I'm having this nasty feeling there is something missing. It would also simplify the whole package. Maybe there could be optional add-on to remove the messages? I mean if they work allright, I have never seen them myself.
Yes I can do that. I have a lot of spelling mistakes to fix in the messages and was due an update anyway.
The way this will work is - message folders will be within the mod and if you use TDWs UI - they will work as is.
If you dont use TDWs UI - you will need to install his radio mod.

Any suggestions for new messages would be most welcome.

Quote:

2. Crazy ship in Kiel harbour.
There's always this one imported ship exploding and flying all over the place in Kiel when you start your patrol. Can it be removed or fixed? It gives a bad first impression :haha: It looks like NAMC boat:
:doh:
I have not seen this myself - but from your picture, I think it is this one.
http://img3.imageshack.us/img3/3119/47408977.jpg



Quote:

3. Ship issue.
I encountered a large unescorted convoy (:D) that had both SH 5 ships and imported NAMC ships. It was a windy day, with windspeed of 13. I made a pretty good attack run and hit four ships. But the weird thing was that the NAMC ships were sinking even without hitting them! :wah: Has this happened to anyone else??? One by one they went down and only SH 5 ships remained. Sea was filled with lifeboats and cries... Maybe the floating mechanic needs re-check.
:hmmm:
Do you think it was only the NAMC or other ships also:06:
I will make a single mission with all new ships and wind set at 15mps for a test:up:

Quote:

4. Breaking the Fortress/Scapa Flow
I was patrolling British coast on my second mission, when I noticed that another mission is available. I finished my coastal hunt and returned to Kiel. I picked the second mission as next objective and started the patrol. But two weeks passed on the harbour and the timeframe had ended, there was no mission anymore! The timescale seems to be a bit too tight. My objective still showed "patrol this area" in Scapa Flow so off I went.

My computer is quite new and should be powerful enough, but I encountered some heavy stuttering near Scapa Flow. I have just a bit lower FPS in starting harbour Kiel, but this was much more serious. Timescale was limited to 32-64. It took some amount of fun out of the Battleship sinking. Could something be done to this??? :06:
I will increase the time for Scapa as you are not the only one to say this. An extra 2 weeks should allow for the time it take to select the mission.
FPS in Scapa - If you arrive in scapa when a convoy is forming this could happen to even high spec pcs. I can further strip out some more mines without making the mission easier.

Quote:

Anyway these were the issues that I spotted (and the flag freeze, but I won't say anything about that!), otherwise it worked well and was a huge improvement to the stock game. So I hope this doesn't seem overly critical, as I really enjoyed the mod! But please Trevally consider these points in the next versions of the mod, and thanks for all the hard work!
Yes of course I will address these things my friend:DL
(may need help with the ships:O:)

I am getting some good feedback now for the first campaign, but not much for any other.
If anyone is finding issues like those above - please post and tell me about them.:yep:
I am playing htrough the campaign myself as fast as I can.

I have also been trudging though all the files where campaign info is saved and used as you re-load etc.
I am hopefull I that sometimes updates to this mod can be installed without a re-start. The changes would only take effect when you progress to the next campaign - but it is better than starting from scratch each time. I should know if this will work before then next update is released.

0rpheus 09-21-11 12:07 PM

Quote:

Originally Posted by Trevally. (Post 1753562)
I am getting some good feedback now for the first campaign, but not much for any other.
If anyone is finding issues like those above - please post and tell me about them.:yep:
I am playing htrough the campaign myself as fast as I can.

I'm now through to the first Med campaign (coastal waters>happy times>whatever the med campaign is called) without issue so far. Happy to report the 'Breakthrough Gibraltar' mission area now works properly. If I see anything odd I'll report back.

One thing occurred to me actually. I can't remember (may have been the first Med campaign actually) exactly where/when but there was a mission to drop a spy off somewhere, a la SH4's spy infiltration missions. Might be nice to have little 'mini missions' like that (or photograph harbours, also in SH4) to fill in the larger gaps between main missions. Could even make it so they don't contribute to the overall mission star total, just add them as a little optional extra 'special operation' that rewards renown instead of campaign progress? :salute:

Trevally. 09-21-11 01:00 PM

Thanks 0rpheus:salute:


For missions with extra renown - see the following folder:

C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Missions\Mare_No strum_M

In that folder you will see .MIS files.
You can view these with notepad.

Here are two examples:-
Quote:

[Text]
MissionBriefing=Infiltrate the Tobruk base and sink any ship found
MissionTitle=Infiltrate the Tobruk base and sink any ship found
Infiltrate Tobruk base and sink any ship found=Infiltrate the Tobruk base and sink any ship found
Quote:

[Text]
MissionBriefing=Infiltrate spy near Port Said
MissionTitle=Infiltrate spy near Port Said
Infiltrate spy near Port Said=Infiltrate spy near Port Said
If you could report back on how these work out - that would be great:up:

0rpheus 09-21-11 03:17 PM

Woah, there's tons! I don't think I've ever seen any of these in game apart from maybe the spy one, and I really can't remember what happened when I got it last time.

Er... actually... how do you get these to show up? There's one to infiltrate a Spy near Londonderry in Happy Times... and I just finished that campaign without seeing it, or indeed any of the others listed under Happy Times. Seems like there's plenty for each campaign but I've never seen even half of them in game.

How would I trigger the spy one in Mare Nostrum, for example? Or any of the others? This is a whole new level of campaign I never knew existed!:D

papanebo 09-21-11 03:49 PM

Quote:

Originally Posted by Rongel (Post 1753479)


2. Crazy ship in Kiel harbour.

There's always this one imported ship exploding and flying all over the place in Kiel when you start your patrol. Can it be removed or fixed? It gives a bad first impression :haha: It looks like NAMC boat:

I can confirm this. I've noticed that too last time i left Kiel and if i recal correct it must have been the same ship.

Trevally. 09-21-11 04:46 PM

Quote:

Originally Posted by 0rpheus (Post 1753729)
Woah, there's tons! I don't think I've ever seen any of these in game apart from maybe the spy one, and I really can't remember what happened when I got it last time.

Er... actually... how do you get these to show up? There's one to infiltrate a Spy near Londonderry in Happy Times... and I just finished that campaign without seeing it, or indeed any of the others listed under Happy Times. Seems like there's plenty for each campaign but I've never seen even half of them in game.

How would I trigger the spy one in Mare Nostrum, for example? Or any of the others? This is a whole new level of campaign I never knew existed!:D

Here are the missions for the first objective in the mare nostrum campaign Breakthrough gibraltar
http://img101.imageshack.us/img101/4981/11014769.jpg

As you can see under "mission list" there are 10 patrol missions and then the intercept mission.
I had hoped these would be randomly issued, but it looks like they are one after the other.
You will only get a new one when you dock and select an objective.
When on patrol and you finish the patrol/sink mission - you can get allocated up to another 3 areas for re-possition.

When we were making this mod, Zedi and I looked at this type of issue a lot. Setting objectives that were different from the stock without the hunt capital ship and very high tonnage, we went for the approach that players should use the 100% realism option.
When you play with realism settings and have real nav installed - you do find that you are missing shots and only sinking a few ships per patrol.
This is why you also have players that are not using real nav etc are finishing their objective very fast and then having to wait for the next objective.

So to get the most out of the game and missions - I would recommend that player give real nav a try. It is a whole new game when you do and get used to it. There are plenty of tutorials on how to do this as well as some scripts that make it a bit easier.
Then after your 10 patrol for the objective - these other missions will show.


Quote:

Originally Posted by papanebo (Post 1753756)
I can confirm this. I've noticed that too last time i left Kiel and if i recal correct it must have been the same ship.

Thanks papanebo - it will be fixed in the next version:up:

vlad29 09-21-11 05:15 PM

Quote:

Originally Posted by papanebo (Post 1753756)
I can confirm this. I've noticed that too last time i left Kiel and if i recal correct it must have been the same ship.

I've also reported the problem of "rolling ships" in Kiel harbour few time ago. And besides the mentioned "burning ship" at least there is another ghost-ship that is standing on its bow near the peir and rolling:D To check this items it's better to start the first patrol, then to switch to external view and to "fly" over the harbour.

As for the problem of ghost-ships behaviour - that was also discussed before with TDW. The conclusion that time was either not to make them as ghost-ships (AI powered) and to loose FPS or just to abondone this problem and not to mention this 'artefacts'. It will be great, Trevally, if you have the way to fix it by now:up:

0rpheus 09-21-11 05:40 PM

Quote:

Originally Posted by Trevally. (Post 1753779)
Here are the missions for the first objective in the mare nostrum campaign Breakthrough gibraltar

As you can see under "mission list" there are 10 patrol missions and then the intercept mission.
I had hoped these would be randomly issued, but it looks like they are one after the other.
You will only get a new one when you dock and select an objective.
When on patrol and you finish the patrol/sink mission - you can get allocated up to another 3 areas for re-possition.

When we were making this mod, Zedi and I looked at this type of issue a lot. Setting objectives that were different from the stock without the hunt capital ship and very high tonnage, we went for the approach that players should use the 100% realism option.

When you play with realism settings and have real nav installed - you do find that you are missing shots and only sinking a few ships per patrol.
This is why you also have players that are not using real nav etc are finishing their objective very fast and then having to wait for the next objective

Ohh... so those are actually the 'objectives' you get given when accepting a mission? The yellow box markers?

Blimey. That would explain how I came across the spy mission before, being offered it upon selection of the appropriate 'main' mission in the bunker.

In terms of realism, my 'score' is about 67% I think - just the cams and the deck gun arc, though I keep forgetting to switch that off. I use manual/auto tdc depending on my mood & number of targets (practicality).

Bit concerned that there's a huge amount of campaign being 'missed out' though. I think especially on a players first playthrough, they're not likely to use Real Nav - and so are not going to even see these mini objectives. I quite often don't accept any particular mission in bunker and just decide at sea which one I fancy trying. One of the good things about SH4 was the 'special' missions that helped break up the monotony of sinking ship after ship (some were a bit hair raising!)... it's odd to think that they're in SH5, but not really visible.

Looking at the files it seems that each main 'mission' has a set of patrols assigned to it, plus a few 'flavour' missions like spy infiltration, recon etc. Would it be possible to display the 'flavour' missions as separate, renown rewarding side missions (non-campaign star), say on a monthly/whatever basis alongside the main missions? Then the main mission patrol sequence remains intact for Real Nav players, and the non-real-nav gamers get to drop off our spies in the dark like good little gamers. :) Or get some of the more interesting 'intercept' missions to show up with an appropriate convoy mark on the map with a little text briefing: '200 renown to kill this capital' or something. Just anything to get these missions to be more distinct, to make the players aware of them, and/or to make them available mid mission (maybe via radio message?) - without making them *required* as in the stock game. Hard to describe but hopefully you get what I mean!

Might it work as a campaign-layer add on, an 'optional extra' maybe, so the Real Nav flavour of OHII isn't lost? You could even call it 'special missions for girls' if you'd like :D

Will get report back with test results regardless. :salute:

Magic1111 09-22-11 11:13 AM

Quote:

Originally Posted by Trevally. (Post 1753562)

...

So far the next version has the following fixes/updates:-
v1.4

...

Hi Trevally!

When do you plan to release the new version and is a campaign new start necessary?

Best regards,
Magic


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