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#526 | |
Gunner
![]() Join Date: Jan 2006
Location: Frankfurt, Germany
Posts: 97
Downloads: 43
Uploads: 0
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![]() To make it bullettproof now: If i now start a new campaign, skip the tut. and everything is fine ? Thanks for your efforts Trevally ! ![]() I send you one of my Jevers (beer)... ![]()
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_________________________________________ Mods: The Wolves of Steel 2.0.0 - 2.0.9d Update |
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#527 | ||
Navy Seal
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#528 |
Ace of the deep .
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I am starting a new career using the OPEN HORIZONS II Light v3 .
No other campaign mods . I get these errors with the validator . Roster errors: NewZealand not found in defined countries Classes errors: C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Arado\Lowres_Arado.cfg missing! C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg missing! C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg missing! C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_S wordfish.cfg missing! C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg missing! C:\Ubisoft\Silent Hunter 5\data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg missing! C:\Ubisoft\Silent Hunter 5\data\Sea\NDD_Type36A\NDD_Type36A.cfg missing! C:\Ubisoft\Silent Hunter 5\data\Sea\NF_Boat_1\NF_Boat_1.cfg missing! C:\Ubisoft\Silent Hunter 5\data\Sea\NOL_Dale\NOL_Dale.cfg missing! C:\Ubisoft\Silent Hunter 5\data\Sea\NTR_Oronsay\NTR_Oronsay.cfg missing! DefSide errors: Missing DefSide entries for NewZealand in \data\Roster\DefSide.cfg |
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#529 | |||
Navy Seal
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![]() Only kidding, I love it realy ![]() Ok, forst the newZealand error. This is caused by me I think ![]() What you will find in your roster etc is both of them. When adding a mod a folder can be overwritten but not removed. So when the validator looks athe the folders it see both types (with scape and without). The OHII mod only uses one of these (as set by the defside file) and ignors the other - so no problem caused. But the validator doesn not know this - so rightly flags it as an error. To fix - delete the unused newzealand folder. Ok next these Quote:
But because the are not called in ang roster or named in the name.cfg - they are ignored by the game. If someone wanted to finish these - they could then be added to the game. The GR2 files are all there. Quote:
![]() But that is all that is in that folder. If you used MO - that ship would be in the game and work correctly. TBC ![]() |
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#530 | ||
Navy Seal
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With OHII base or full - the ship is finished and added to the game (by Rongel). This was not added to light as I wanted to keep all added ship out and just use the stock ones. This error will not cause any problems. Quote:
Can you post the mod list you used when you ran the validator ![]() |
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#531 |
Ace of the deep .
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You could have just said go away , everything is ok
![]() Accurate German Flags RemoveLogoIntroTheDarkWraith sobers green spinning thing SH5 NDB,NDH OM#1 - No Dialog Indicator Dynamic Environment SH5 Basemod (light) V2.1 Dynamic Environment SH5 DarkerNights V2.1 Dynamic Environment SH5 Waves (normal version) V2.1 Dynamic Environment SH5 Sounds V2.1 Small_trees_SH5_V1 sobers multi color mod V2 sobers see thru wake fix sobers_realistic_underwater_FX2 sobers NO water drops V1 sobers 3D deck spray mod V7 Window_Lights_Redone_V1 NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 Pascal-sh5-Crew-Uniforms. 12.2011 FX_Update_0_0_19_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith IRAI_upgrade_to_v_0_0_31 IRAI_0_0_30_No_hydrophone_on_surface NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_6_9_0_Real_Navigation Manos Scopes-patch for 16x9 OPEN HORIZONS II Light v3 OH II Minefield map Trevally Tutorial - All v0.2(for OHIIv1.3) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 SAS special abilities simplified V1 SH5 sobers green crew training V3 SH5 sobers chimney smoke V2 Church's Compass Dials Mod v2.1 - Option Two Stormys DBSM (sounds only) Grossdeutscher Rundfunk sobers Type 7A rusty deck SH5 Amanda mod 2 MadMaxs_SH5_Subdiesel Stock fog SH5 |
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#532 | |
Navy Seal
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Go away Sober - everything is ok
![]() Ok - last two ![]() Quote:
So - OHII looks good and will give you no issues ![]() |
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#533 |
Seasoned Skipper
![]() Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
Uploads: 2
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Hi Trevally!
Greetings from Kiel: ![]() Ok, The wether could be better! ![]() I removed the Kiel-convoy and have played the tutorial. OHII+mtns+harbour_enhancement and some other. If you also try and can confirm it, I would suggest to change the last tutorial order from (sorry Iīve never seen the english order) "reach Kie"l to "sink as much enemy ships as possible and reach Kiel" ....or similar ![]() .....just an idea....
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#534 | |
Navy Seal
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![]() I will test also ![]() |
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#535 |
Seasoned Skipper
![]() Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
Uploads: 2
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In this test only the four (boring, i know). But why should we not so long ships sunk until all torpedoes are fired? There are enough present.
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http://www.subsim.com/radioroom/album.php?albumid=473 Last edited by uekel; 02-04-12 at 03:37 PM. |
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#536 | |
Navy Seal
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We could add more ships and perhaps other objective on the way home, perhaps a drop spy etc ![]() |
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#537 |
Seasoned Skipper
![]() Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
Uploads: 2
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You can sink all enemy ships you meet at the way home. Itīs the same traffic like "in the game". Iīve never played the tutorial otherwise. The mission in this case is reach kiel, because every boat is needed now.
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#538 |
Navy Seal
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Yes - just tested the tutorial (after removing kiel convoys) with my full mods list installed and it worked no problem
![]() Anyone using TDWs Ui - you need to switch on the strategic markers for the TIA map (using the small options button in the corner of the tia map), These markers show you where the ships are to sink ![]() Looking at how the tutorial works - I have now seen how to spawn targets with a trigger (could never get this to work before) - If I can test this to ensure it will work - I think I may have a go at forcing wolpack battles in the campaign. This could be done by having map zones that trigger when you enter them (near a preset objective). These triggers can spawn preset convoys and wolfpacks. Throw in some messages about shadowing before pack forming etc etc ![]() |
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#539 | |
Navy Seal
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#540 | |
Seasoned Skipper
![]() Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
Uploads: 2
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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