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Old 01-28-14, 02:57 PM   #4846
gap
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Originally Posted by TheDarkWraith View Post
You all need to be careful about changing IDs. The EXE has many hard coded IDs in it and if you change one of them then you will surely get a CTD. I don't have a list of all the IDs that are hard-coded in the EXE.

I would be safe and say any object that came with the game as stock needs its ID left alone.

You also have to be careful about IDs that belong to Granny objects. Those IDs are based on the name of the object in the Granny GR2 file. Changing the name thus changes the ID also (I have not figured out how to convert name to ID). But if you change an ID belonging to a Granny object and don't change the name to match the ID you will surely CTD.
Thank you TDW.

I think all the IDs that have been changed (at least by me), are from non-stock units and equipments. To the best of my knowledge, none of them makes use of hardcoded IDs.

Ad for remapping stock ID's, I agree with you that it would a dangerous and pointless excercise.
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Old 01-28-14, 02:57 PM   #4847
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If I do this to Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.4_by_ Trevally, I wonder if any other thing will be deleted from that mod. Like something else visual besides the smoke.

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OPEN HORIZONS II v2.4\data\Terrain\Locations\CustomAreas
Comment out the folders .
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Old 01-28-14, 03:03 PM   #4848
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If I do this to Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.4_by_ Trevally, I wonder if any other thing will be deleted from that mod. Like something else visual besides the smoke.
why are you talking about commenting out the Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.4_by_ Trevally
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Old 01-28-14, 03:08 PM   #4849
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That mod when I install it has those deadly smoke in chimney. A lot more then in OHII. I don't get hardly any with OHII, especially in Memel with the harbor mod. Thats why I was thinking about taking it out.

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why are you talking about commenting out the Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.4_by_ Trevally
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Old 01-28-14, 03:11 PM   #4850
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@ Trevally

have you seen my questions?
Quote:
Am I correct in supposing that aircraft radius = max range (as set in cfg file) / 2 ?
Yes - the aeroplane set within the airbase set what range the airbase has - this must just show the largest - i'm sure that shorter range planes will follow their cfg file and not the range circle shown on the map

Quote:
Are those radiuses affected by the vicinity of nearby airfields of the same country (I guess no, but you neve know)?
I do not think so - to control an airbase - we must change the units it has and thus what it can do. We also have threat zones that will prevent an unit from entering that zone.
I used these threat zone to stop air raids on ports without success.


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IIRC, by clicking on airfields on the navigation map, we can see the radius of their aircraft. Are those graphics updated automatically, or we need to twek them manually to reflect the changes made?
This is auto and must be hardcoded to show the largest range on the units set


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Thank you for your answers, Trev
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Old 01-28-14, 03:13 PM   #4851
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Quote:
Originally Posted by TheDarkWraith View Post
You all need to be careful about changing IDs. The EXE has many hard coded IDs in it and if you change one of them then you will surely get a CTD. I don't have a list of all the IDs that are hard-coded in the EXE.

I would be safe and say any object that came with the game as stock needs its ID left alone.

You also have to be careful about IDs that belong to Granny objects. Those IDs are based on the name of the object in the Granny GR2 file. Changing the name thus changes the ID also (I have not figured out how to convert name to ID). But if you change an ID belonging to a Granny object and don't change the name to match the ID you will surely CTD.
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Thank you TDW.

I think all the IDs that have been changed (at least by me), are from non-stock units and equipments. To the best of my knowledge, none of them makes use of hardcoded IDs.

Ad for remapping stock ID's, I agree with you that it would a dangerous and pointless excercise.
Thanks TDW

All of the effected units are from (mostly) dat SH4 imports.
The airbases however are from cloned SH5 - hope this will not cause an issue
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Old 01-28-14, 03:16 PM   #4852
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Originally Posted by sober View Post
OPEN HORIZONS II v2.4\data\Terrain\Locations\CustomAreas
Comment out the folders .
Quote:
Originally Posted by Raven_2012 View Post
If I do this to Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.4_by_ Trevally, I wonder if any other thing will be deleted from that mod. Like something else visual besides the smoke.
Hi Raven

I was wanting to see your mod list as I though the chimney smoke must come from a mod by Sober

I was not aware that the harbour mod by HanSolo added this effect
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Old 01-28-14, 03:21 PM   #4853
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Yeah me neither, until I loaded it up and started a new campaign. Its really noticeable at Memel. Places looks like its been under attack. Pictures don't do justice, lol.

http://www.subsim.com/radioroom/show...postcount=4824

I rather do with out it. I think OHII comes with some, but nothing like this, lol. I can't really tell, I haven't got far in campaign. OHII smoke is subtle.

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Thanks again Serge

I will start on the next version and add your patch to post 1 until v2.5 is released.
Guys - it would be nice to overhaul all the airlayer by country (as posted above) - Gap has said he would look at USSR and Italy.
Anymore want to do their own country or others
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Old 01-28-14, 03:26 PM   #4854
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Originally Posted by Raven_2012 View Post
Yeah me neither, until I loaded it up and started a new campaign. Its really noticeable at Memel. Places looks like its been under attack. Pictures don't do justice, lol.

http://www.subsim.com/radioroom/show...postcount=4824

I rather do with out it. I think OHII comes with some, but nothing like this, lol. I can't really tell, I haven't got far in campaign. OHII smoke is subtle.
To remove this effect - uninstall the harbour mod and delete the terrain folder (it only has the sim files for these affected ports)
reinstall mod (I'm sure this can be done from a bunker save game and not a carer restart)

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Old 01-28-14, 03:32 PM   #4855
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Originally Posted by Trevally. View Post
To remove this effect - uninstall the harbour mod and delete the terrain folder (it only has the sim files for these affected ports)
reinstall mod (I'm sure this can be done from a bunker save game and not a carer restart)

Anytime when I tested it .
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Old 01-28-14, 03:34 PM   #4856
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Anytime when I tested it .
thanks Sober
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Old 01-28-14, 03:39 PM   #4857
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OK thanks! Thats what I was thinking, had to check first.

Quote:
Originally Posted by Trevally. View Post
To remove this effect - uninstall the harbour mod and delete the terrain folder (it only has the sim files for these affected ports)
reinstall mod (I'm sure this can be done from a bunker save game and not a carer restart)

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Old 01-28-14, 03:46 PM   #4858
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Originally Posted by Trevally. View Post
Yes - the aeroplane set within the airbase set what range the airbase has - this must just show the largest - i'm sure that shorter range planes will follow their cfg file and not the range circle shown on the map
Yes, but by Wiki definition max range is the distance an aircraft can fly between takeoff and landing, as limited by fuel capacity in powered aircraft, or cross-country speed and environmental conditions in unpowered aircraft, whereas combat radius is defined as a related measure based on the maximum distance a warplane can travel from its base of operations, accomplish some objective, and return to its original airfield with minimal reserves. From the above, it should be obvious that radius is equal or lesser than half max range.

I wonder if SH's range is actually the max range, or rather used as synonim of combat radius. Any idea?


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I do not think so - to control an airbase - we must change the units it has and thus what it can do.
Okay, so if a sqadron had a main station and n detachments, we must divide its aircraft among them, if we want the squadron to cover also the detachment areas

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We also have threat zones that will prevent an unit from entering that zone.
I used these threat zone to stop air raids on ports without success.
Another unfinished feature probably

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Originally Posted by Trevally. View Post
This is auto and must be hardcoded to show the largest range on the units set
Good!

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Originally Posted by Trevally. View Post
All of the effected units are from (mostly) dat SH4 imports.
The airbases however are from cloned SH5 - hope this will not cause an issue
Good point. When you clone airbases, do you simply rename their node, or you also reassign a new ID to them?
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Old 01-28-14, 03:52 PM   #4859
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Originally Posted by Raven_2012 View Post
Yeah me neither, until I loaded it up and started a new campaign. Its really noticeable at Memel. Places looks like its been under attack. Pictures don't do justice, lol.

http://www.subsim.com/radioroom/show...postcount=4824

I rather do with out it. I think OHII comes with some, but nothing like this, lol. I can't really tell, I haven't got far in campaign. OHII smoke is subtle.
Quote:
Originally Posted by Trevally. View Post
To remove this effect - uninstall the harbour mod and delete the terrain folder (it only has the sim files for these affected ports)
reinstall mod (I'm sure this can be done from a bunker save game and not a carer restart)

There are also ways to dim the effect, if this is what bothers you: you should copy-clone the original effect (it has been pointed that it could be the smoke coming out from damaged ships, but you could also use funnel's smoke as template), tweak its particle generator (there you can reduce particle generation rate, particle size and/or particle opacity), and then edit the sim file mentioned by Trevally, making it to point to the ID of the new FX.
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Old 01-28-14, 04:08 PM   #4860
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Funnel smoke would be much better, then ship explosion. I tried messing around with the smoke in GoblinEditorApp in SH5, I might not have loaded something right. It didn't allow me. I loaded the sim and GR2, It brought up a window and said something couldn't load. Then program closed, something about memory ran out.

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Originally Posted by gap View Post
There are also ways to dim the effect, if this is what bothers you: you should copy-clone the original effect (it has been pointed that it could be the smoke coming out from damaged ships, but you could also use funnel's smoke as template), tweak its particle generator (there you can reduce particle generation rate, particle size and/or particle opacity), and then edit the sim file mentioned by Trevally, making it to point to the ID of the new FX.
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