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-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

tonschk 12-04-11 08:34 AM

Quote:

Originally Posted by Trevally. (Post 1798071)

Please see post 1 for Patch3b:salute:

:yeah: Thank you :DL Trevally :salute: for the update :rock:

Vit 12-04-11 11:34 AM

Mare nosrtum
 
In campaign Mare nosrtum at performance of task Breakthrough Gibraltar together with it to me set off performance of task Deliveries for Malta. It turns out that I have carried out two tasks of campaign simultaneously! Somehow it is not correct. How it is possible to correct it?:06:
Initially I took task Breakthrough Gibraltar. Thus the second task Deliveries for Malta which to me have then included as executed, was even not active!:hmmm:

Trevally. 12-04-11 11:43 AM

Quote:

Originally Posted by Vit (Post 1799142)
In campaign Mare nosrtum at performance of task Breakthrough Gibraltar together with it to me set off performance of task Deliveries for Malta. It turns out that I have carried out two tasks of campaign simultaneously! Somehow it is not correct. How it is possible to correct it?:06:
Initially I took task Breakthrough Gibraltar. Thus the second task Deliveries for Malta which to me have then included as executed, was even not active!:hmmm:

Hi Vit - thanks for the report:salute:

Objectives do not need to be selected to be completed.
So you have found an objective overlap - I will check it out:up:

TheBeast 12-07-11 12:19 AM

I hope I am not Off Topic but not really sure where I should post this question.

After encountering a Large Iceberg near Narvik, I realized that an Iceberg of that size should not be there. This Iceberg was hitting the bottom banging away.

The Large Iceberg should only be in Deep Water.

Would it be possible to define 3 Environmental Unit Type's in Names.cfg and DefSide.cfg?:06:

EXAMPLE:
data\Roster\Names.cfg
Code:

[ClassNames]
Environmental=Environmental    ; Shallow Water (50-150 Meters) Environmental (Small Icebergs and Dolphin Biological)
OSEnvironmental=Environmental  ; Open Water (150-350 Meters) Environmental (Small, Medium Icebergs and Biological(Dolphin, Whale))
DSEnvironmental=Environmental  ; Deep Water (350+ Meters) Environmental (Any Iceberg or Biological(Dolphin, Whale))
 
;Merchant Ships
Type110=Environmental
Type111=OSEnvironmental
Type112=DSEnvironmental
 
;Submarines
Type203=OSEnvironmental    ; Humpback Whale - Requires water 150m or deeper or it dies when it dives.
 
[Sea]
DLF=Dolphin
HBW=Hump Back Whale
 
[Submarine]
SHBW=Hump Back Whale
 
[Countries]
Environmental=Environmental
OSEnvironmental=Environmental
DSEnvironmental=Environmental

data\Roster\DefSide.cfg
Code:

[SideEntry xx]
Country=Environmental
Side=0
StartDate=19380101
EndDate=19470408

RESULT:
This change would enable correct scripting of Enviromental Layers in Campaign.

Regards!
TheBeast

jsheikh 12-07-11 12:28 PM

First of all: I salute you, modders, for making SH5 worthy of its engine.

I'm having issues in the operation Weserubung mission in OH II 1.4. I started the mission without choosing it in the briefing because my previous patrol ended on March 1-5 thereabouts. So I started a new patrol on Mar 20, got to Narvik and found and sank a Queen Elizabeth BB (around april 4 i think) as well as 2 CAs and 2 CVs (april 7 & 8). The 'sink 5 enemy ships entering Narvik' part is complete but the other goal of 'sink any british ship entering Narvik's teritoril waters' is stubbornly refusing to fulfill itself. I sank other ships too (another CA and some merchnts) but the task is not done. Any advice?

Mod order (just in case):

Magnum_Opus_v0_0_1
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_WWIIInterface_by_naights
NewUIs_TDC_6_8_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_8_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_8_0_jimimadrids_map_tools
MRP 1.3+OPCF
MRP 16x9 patch
OPEN HORIZONS II_full v1.4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
OHII v1.4 patch1
OH II Campaign Radio Messages v4
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Critical hits 1.1 Torpedos
Critical hits v 1.2
EnhancedFunnelSmokeSH5
Equipment_Upgrades_Fix_1_2_byTheBeast

Trevally. 12-07-11 01:07 PM

http://img835.imageshack.us/img835/1253/maptn.jpg

The red area is for one objective and the yellow for the other:up:

Poacher886 12-07-11 01:16 PM

Im finding the game unplayable....When ever i use the deck gun, all seems fine and i get an average of 75fps, once a couple start burning, my ability to "look" around gets locked up and i have to move the mouse in stages to look anywhere, and thus go anywhere or indeed give orders via the selections.

Yet my FPS is still around 75fps when this is happening??? it seems exclusive to using the deck guns?

Trevally. 12-07-11 01:19 PM

@ TheBeast - thanks for your suggestion:salute:

The icebergs in OHII are spawned the old way with direct placement and not by calling unit types - so to fix this I can either adjust the path for shallow water or remove large ones that enter close to shore:hmmm:

Trevally. 12-07-11 02:44 PM

Quote:

Originally Posted by SgtPotato (Post 1797290)
My game crashed to desktop when the torpedo was about to hit Royal Oak at the right moment in Scapa Flow. Any idea why?:hmmm:

As a few people are having CTDs in scapa when the target the BBs I am updoading a test mission

DOWNLOAD

Install with JSGME and run in Historical Missions - ScapaBB Test

This test is the BB layer from OHII - I am unable to repeat the CTDs so if someone can test this for me - that would be great:up:

Silent Steel 12-07-11 07:20 PM

Quote:

Originally Posted by Poacher886 (Post 1801323)
...Yet my FPS is still around 75fps when this is happening??? it seems exclusive to using the deck guns?


Ciao Poacher,

It sounds like you're suffering from FPS lag, i.e. some part of your rig is trying to speed up FPS but another can't keep pace up.
The system is trying to perform something quickest possible but some parts are choking and makes FPS jump up and then being forced to slow down.
This creates this jumpy, stuttering performance.

The cure to this is to set a limit to max FPS so the system can't rush away and then being brutally stopped over and over again.

If you haven't tried it before I suggest you try this one; d3d antilag

Make sure you read the 'readme.txt' file, you can't apply it with JSGME.

Cheers


jsheikh 12-07-11 08:18 PM

Quote:

Originally Posted by Trevally. (Post 1801317)
http://img835.imageshack.us/img835/1253/maptn.jpg

The red area is for one objective and the yellow for the other:up:

Thanks Trevally. That's done it.:up:

Maybe you could rename it or something. Cause right now it sounds like both need o be done in Narvik

Trevally. 12-08-11 12:41 PM

Quote:

Originally Posted by jsheikh (Post 1801729)
Thanks Trevally. That's done it.:up:

Maybe you could rename it or something. Cause right now it sounds like both need o be done in Narvik

Yes jsheikh, you are not the first to get stuck with this one.
I will add it to my list:up:

Poacher886 12-08-11 12:56 PM

Quote:

Originally Posted by Silent Steel (Post 1801673)
Ciao Poacher,

It sounds like you're suffering from FPS lag, i.e. some part of your rig is trying to speed up FPS but another can't keep pace up.
The system is trying to perform something quickest possible but some parts are choking and makes FPS jump up and then being forced to slow down.
This creates this jumpy, stuttering performance.

The cure to this is to set a limit to max FPS so the system can't rush away and then being brutally stopped over and over again.

If you haven't tried it before I suggest you try this one; d3d antilag

Make sure you read the 'readme.txt' file, you can't apply it with JSGME.

Cheers



Thanks for your reply though i don't think this is lag somehow, i'll try to explain better....

Im running a highly overclocked (not the problem) GTX570, which runs this sim at 70+FPS all day smooth a ****. I do get the odd jumping with waves etc via it hitting 100+FPS on occations, but this is completely different!!

I only ever experience this when using the deck gun....it all start off as expected, with ships on fire etc (still at a constant 75FPS), then suddenly the "mouse view" only begins to lock up.....

Basically i have to keep pushing the mouse right for instance a few times for me to look about 4" to the right before it stops and then repeat to get it to move another 4" again and so on for all directions!!!

Thus if i want to move around i have to move my mouse in the direction i want to move (the WASD keys work fine) to look there by moving mouse across my desk, picking it up and moving in the same direction and again and again untill i get it to look in the right direction before moving forward!!!

This happens both inside and outside th sub every time i use the deck gun ???

Any ideas

Silent Steel 12-08-11 01:13 PM

Quote:

Originally Posted by Poacher886 (Post 1802152)
Thanks for your reply though i don't think this is lag somehow, i'll try to explain better....

Im running a highly overclocked (not the problem) GTX570, which runs this sim at 70+FPS all day smooth a ****. I do get the odd jumping with waves etc via it hitting 100+FPS on occations, but this is completely different!!

I only ever experience this when using the deck gun....it all start off as expected, with ships on fire etc (still at a constant 75FPS), then suddenly the "mouse view" only begins to lock up.....

Basically i have to keep pushing the mouse right for instance a few times for me to look about 4" to the right before it stops and then repeat to get it to move another 4" again and so on for all directions!!!

Thus if i want to move around i have to move my mouse in the direction i want to move (the WASD keys work fine) to look there by moving mouse across my desk, picking it up and moving in the same direction and again and again untill i get it to look in the right direction before moving forward!!!

This happens both inside and outside th sub every time i use the deck gun ???

Any ideas

Sounds like a potent rig you've got there.
Could you please post your mod list.

Go to JSGME; Tasks > Export activated mods list to > Text file. Pick it up from C:\Ubisoft\Silent Hunter 5\MODS
Copy the text into your reply.

Trevally. 12-08-11 02:07 PM

@ Poacher

Im sure I read on TDWs UI thread where he talked about this issue.
It was something to do with a prog wanting 100% access to your mouse.
this was stopping the mouse.dll working
Check you taskbar for any mouse software running and switch it off:up:


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