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-   -   [REL]sobers terrain editor mod (Kiel) (https://www.subsim.com/radioroom/showthread.php?t=186632)

THE_MASK 08-12-11 03:02 PM

[REL]sobers terrain editor mod (Kiel)
 
[REL]sobers terrain editor mod (Kiel)
This mod gives you a diffrent looking kiel canal .
I have used the terrain editor .
The canal is in the same position , only slightly wider and no steep banks on either side .
http://www.subsim.com/radioroom/downloads.php?do=file&id=3345

Looks its best with sobers real trees mod http://www.subsim.com/radioroom/down...o=file&id=3003
http://img811.imageshack.us/img811/5347/kielcfinal.jpg

mia389 08-12-11 04:49 PM

Looks great. What campaign starts you in Kiel?

THE_MASK 08-12-11 04:52 PM

The first one .

0rpheus 08-12-11 05:07 PM

\o/ thank you Sober! Been waiting for this, new OHII Full campaign here I come! :rock:

ETsd4 08-12-11 05:12 PM

Looks very nice. Thank u

mia389 08-12-11 05:32 PM

Its great. I don't think Trevallys pilot script works with it though :oops:. Great work Sober!


http://i1022.photobucket.com/albums/...-12_182456.jpg


http://i1022.photobucket.com/albums/...-12_182553.jpg


http://i1022.photobucket.com/albums/...-12_182604.jpg

Trevally. 08-12-11 05:47 PM

Quote:

Originally Posted by mia389 (Post 1726862)
Its great. I don't think Trevallys pilot script works with it though :oops:. Great work Sober!

Ooouch:D

If you use pilot v2.8 and TDW UI v6.7 it should work ok.
Can you let me know what versions you are using:06:

THE_MASK 08-12-11 06:14 PM

I dont see why not . The location of the canal hasnt changed .

mia389 08-12-11 06:42 PM

I am using 2.8 and 6.7. I only tried it once. Maybe it kicked off and I didnt see it. I was under TC at 32 for just a bit. I will give it another try.

THE_MASK 08-12-11 06:48 PM

did you enable the script from the bunker ? this is what you do i think . I just tried it and it works perfectly . You must enable in the bunker . Enable the script before touching any speed compass etc . Wait until clear of the wharf and then adjust TC and speed etc .

mia389 08-12-11 07:11 PM

Worked perfect second time around. The first time I did move the sub just out of the bunker before enabling the script. That must of been my problem. It did work all the way up until the first part of the canal the first time. Second time it worked perfect. Enabled script before touching any stearing/speed comands.

mia389 08-12-11 07:39 PM

Any ideas why I would be missing the land? I tried to reload a save at the same point and still was missing land. Trevallys picture on his OH thread shows land under these houses.

http://i1022.photobucket.com/albums/...-12_202408.jpg

http://i1022.photobucket.com/albums/...2_202331-1.jpg

ETsd4 08-12-11 09:12 PM

Quote:

Originally Posted by mia389 (Post 1726862)

See in the picture above buoys where there not should ;)

In reality there are only 9 navigation aids/buoys with light in the entire Kiel Canal.

1 x Lighthouse "Kiel-Holtenau"
1 x Mole light
1 x Beacon
6 x Buoys with light

Exact locations of navigation aids are:
http://i714.photobucket.com/albums/w...elCanal_01.jpg
....
http://i714.photobucket.com/albums/w...elCanal_02.jpg

THE_MASK 08-12-11 10:31 PM

Quote:

Originally Posted by mia389 (Post 1726921)
Any ideas why I would be missing the land? I tried to reload a save at the same point and still was missing land. Trevallys picture on his OH thread shows land under these houses.

No idea until i see your mod list and installed order .

Paris_England 08-12-11 11:14 PM

This looks great, Can't wait to try!

BTW Is this more accurate than vanilla (ie is this more like the canal looks/looked like)?

Either way, looks fantastic:yeah:

THE_MASK 08-12-11 11:50 PM

Quote:

Originally Posted by Paris_England (Post 1726995)
This looks great, Can't wait to try!

BTW Is this more accurate than vanilla (ie is this more like the canal looks/looked like)?

Either way, looks fantastic:yeah:

http://www.vipwebs.com/macon/kiel_canal.htm

Trevally. 08-13-11 04:36 AM

Quote:

Originally Posted by mia389 (Post 1726906)
Worked perfect second time around. The first time I did move the sub just out of the bunker before enabling the script. That must of been my problem. It did work all the way up until the first part of the canal the first time. Second time it worked perfect. Enabled script before touching any stearing/speed comands.

The new version 2.8 should be able to deal with this:hmmm:

There is now a resume command where the script can be stopped and started anywhere along the route. it will scan through all pre-set waypoints and head to the nearest one. (beware - this could be behind you. If this happens - just sail forward a small distance and stop start the scrip again. When the nearest waypoint is to your front - all should work well.)

Also if you notice that something is wrong and you are heading for land:arrgh!: use stop start to correct the script:up:

Magic1111 08-13-11 07:51 AM

Quote:

Originally Posted by sober (Post 1726776)
[REL]sobers terrain editor mod (Kiel)
This mod gives you a diffrent looking kiel canal .
I have used the terrain editor .
The canal is in the same position , only slightly wider and no steep banks on either side .
http://www.subsim.com/radioroom/downloads.php?do=file&id=3345

Looks its best with sobers real trees mod http://www.subsim.com/radioroom/down...o=file&id=3003

Wonderful work sober ! :yeah: Looks very nice !!! :up:

Best regards,
Magic:salute:

mia389 08-13-11 10:40 AM

Quote:

Originally Posted by sober (Post 1726986)
No idea until i see your mod list and installed order .

When I installed it overwrote Magnum Opus and Open Horizons base

[MODS]
Magnum_Opus_v0_0_1=1
IRAI_0_0_30_ByTheDarkWraith=2
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting=3
FX_Update_0_0_18_ByTheDarkWraith=4
Dynamic Environment SH5 Atlantic Floor V2.1=5
Dynamic Environment SH5 Basemod (realistic version) V2.1=6
Dynamic Environment SH5 BrighterNights V2.1=7
Dynamic Environment SH5 Sounds V2.1=8
Dynamic Environment SH5 Undersea (temperate and polar) V2.1=9
Dynamic Environment SH5 Waves (realistic version) V2.1=10
Dynamic Environment Undersea (mediterranean) V2.1=11
nVidia missing lights=12
Grossdeutscher Rundfunk=13
Radio Paris French Music Full Version 1.2=14
SH5Lifeboats_2.0=15
Trevally Automated Scripts v0.6=16
WoGaDi Mod BetaSix=17
Naights Submaine Textures v1.2 (PUV)=18
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5=19
Trevally Harbour & Kiel Canal Pilot v2.8=20
Real_Sink_V1.0=21
OH II and Light Campaign Radio Messages v3=22
Equipment_Upgrades_Fix_1_2_byTheBeast=23
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0=24
Capthelms Sounds=25
NewUIs_TDC_6_7_0_ByTheDarkWraith=26
TDW_No_contact_shapes_or_colors=27
EQuaTool 01.01 by AvM - Large Style=28
KZS Hull wetness for U-Boats + co tower and deck=29
NewUIs_TDC_6_7_0_Real_Navigation=30
stoianm pitch&roll for SH5 V1 (normal)=31
R.E.M_by_Xrundel_TheBeast_1.2=32
OPEN HORIZONS II_base=33
OPEN HORIZONS II_enviro=34
PE_MORE_CREW=35
sobers terrain editor mod (Kiel)=36

mia389 08-13-11 10:44 AM

Quote:

Originally Posted by ETsd4 (Post 1726961)
See in the picture above buoys where there not should ;)

In reality there are only 9 navigation aids/buoys with light in the entire Kiel Canal.

They knew I was going to be coming through the canal so they put out more buoys. As you see it didn't help :har:


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