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Old 09-07-11, 11:54 AM   #1216
Trevally.
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Quote:
Originally Posted by Rongel View Post
Anyway, this is a really nasty bug (testing it requires campaign play), and in my opinion makes the imported ships currently un-usable.
When you make a single mission - you could place the test ships outside the 30km yellow radius line and set it to head at full speed towards you.

this way you can test in single player mission
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Old 09-07-11, 12:30 PM   #1217
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thanks for this mod (and all your efforts, modders...)

sh5 is a lot better now than in vanilla stage. And the near future is very promising.

But I´ve a little but annoying sound issue, and diesel engine sounds are not working (I´m afraid something is wrong in my sh.dll file) All works fine until I add OHII (1.3) May be my SH5 installation was corrupted by "mods soup"?

i really appreciate your help and advice.

(sorry for my poor english)
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Old 09-07-11, 01:43 PM   #1218
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@Backman
Can you paste your mod list here
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Old 09-07-11, 01:51 PM   #1219
uekel
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Hi Trevally & Rongel

Quote:
Originally Posted by Perijones View Post
Comrades, i'm getting CTDs when i select some types of ships in the museum. Is this normal? Does this issue afects the campaign game? Thanks in advance,

Perijones
That happens because your "Z-ships" are clones from other ships they also stay in the game. You must remap the ID´s of your "Z-ships".

greetings

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Old 09-07-11, 02:03 PM   #1220
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Quote:
Originally Posted by uekel View Post
Hi Trevally & Rongel

That happens because your "Z-ships" are clones from other ships they also stay in the game. You must remap the ID´s of your "Z-ships".

greetings

uekel
Thanks uekel
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Old 09-07-11, 02:50 PM   #1221
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Quote:
Originally Posted by Trevally. View Post
@Backman
Can you paste your mod list here
of course!

Generic Mod Enabler - v2.6.0.157
[C:\juegos\Ubisoft\Silent Hunter 5\MODS]

AilBubbles 1.0
AilWhiteInterior 1.0
Accurate German Flags
A Fistful of Emblems v1.51 (Weathered)
U-Boat Propulsion SFX
Critical hits v 1.2
Critical hits 1.1 Torpedos
Damage assessment
Enhanced FunelSmoke1.2_by HanSolo78
MightyFine Crew Mod 1.2.1 Stock faces
FX_Update_0_0_19_ByTheDarkWraith
U-Boat Watch Crew Routine SFX
MightyFine Less Annoying Footsteps 1.0
NDB,NDH OM#1 - No Dialog Indicator
NewUIs_TDC_6_7_0_ByTheDarkWraith
NewUIs_TDC_v6_7_0_patch_1
RAF Bomber Command Radio Frequency 77.00 MHz
RAF Fighter Command Radio Frequency 66.00 MHz
Luftwaffe Combat Radio Frequency 88.00 MHz
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
No Logo Intro Menu_Animation v. 01.00 by AvM
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
NewUIs_TDC_6_7_0_No_Snorkel_Exhaust_Smoke
sobers 3D deck spray mod V7
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
U-Boat Ballast Tanks SFX
U-Boat Radio Room Telemetry SFX
Unterseeboot SFX
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Tutorials - All v0.2 (for TDW UI)
Real Environment - Revision_2
stoianm blue water and EnvNights compatible Real Environment - Revision_2
NewUIs_TDC_6_7_0_WWIIInterface_by_naights
Realistic ammo amount for AA and deck guns
OPEN HORIZONS II_full v1.3
sobers real trees
SteelViking's Sky Banding Mod
NewUIs_TDC_6_7_0_New_radio_messages_German
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Old 09-07-11, 03:08 PM   #1222
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looks ok

Where do you lose the sounds-
Inside
Outside


Loading up and testing..........
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Old 09-07-11, 03:20 PM   #1223
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just tested my campaign and I have the inside engine noise.
The out side was hard to hear as the boat was punching through a storm
So loaded a calm weather save and outside engine noise is good
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Old 09-07-11, 04:07 PM   #1224
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Quote:
Originally Posted by Rongel View Post
Hi!

The reason why now imported ships have texture/material set to FLG-node is the new flag fix that I made last week. I thought it would fix the issue, but it didn't. So the material wasn't set to flags before, they were made just like SH 4 ships, but they just didn't work. So removing them won't fix the issue, sadly.

I was following the example of the Steekviking's NAMC-boat that had for some reason texture set to it's FLG-node. I never saw that boat having a frozen flag, but now I know it's because it's situated in harbour and when you start your game, all nearby ships work always.

Anyway, this is a really nasty bug (testing it requires campaign play), and in my opinion makes the imported ships currently un-usable.
Ok. I understand now.
Thanks!
 
Old 09-07-11, 05:36 PM   #1225
Backman
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Quote:
Originally Posted by Trevally. View Post
just tested my campaign and I have the inside engine noise.
The out side was hard to hear as the boat was punching through a storm
So loaded a calm weather save and outside engine noise is good
the missing sounds are internal diesel sounds (external sounds appears to be ok).

Look at this:

http://www.subsim.com/radioroom/show...&postcount=292
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Old 09-07-11, 06:06 PM   #1226
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...and this:

http://www.subsim.com/radioroom/show...&postcount=293
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Old 09-07-11, 06:39 PM   #1227
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Question.
Do you always start in the Bunker?


I don't play the Game so I'm asking for information.
 
Old 09-07-11, 08:17 PM   #1228
0rpheus
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Quote:
Originally Posted by privateer View Post
Question.
Do you always start in the Bunker?


I don't play the Game so I'm asking for information.
Only when returning from and ending (not refitting) a patrol, and when loading an in-bunker save. Also when returning to Kiel to complete the tutorial as a once only scripted instance.

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Old 09-08-11, 06:33 AM   #1229
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manny thanks for this new 1.3 version (Full), it runs much better / more fluid on my system.
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Old 09-08-11, 12:23 PM   #1230
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Quote:
Originally Posted by Stormfly View Post
manny thanks for this new 1.3 version (Full), it runs much better / more fluid on my system.
Thanks Stormfly

Re: the missing sound if sound file is stereo.
Is the stock sound files mono or stereo
Will this only be an issue for people who have modded sounds in stereo
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