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Old 08-13-11, 03:39 PM   #271
Trevally.
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Quote:
Originally Posted by DoveEgg View Post
I can see the circle. The area is well defined. My point is that both written descriptions say sink any ship and it's not clear how many ships need sinking. I guess the intent is to keep sinking ships until the bar fills up. In this case it takes five ships to fill the bar. That information would be nice to know before steaming to norway with a half load of torpedos. because the time given to complete this task is short and there's not enough time to refit in bremen in the middle of the mission.
Good point

I will change this in the next update or more likely by adding this info to the campaign messages

Edit: will be added to v4 of the campaign messages
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Old 08-13-11, 04:51 PM   #272
THE_MASK
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Started a new campaign with these mods.
OPEN HORIZONS II_base
OPEN HORIZONS II_New_Ships
OH II Terrain Add-on

No ctds , the only comment is i still have a heap of bouys just past the gates entering the canal from kiel .
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Old 08-13-11, 05:00 PM   #273
Trevally.
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Quote:
Originally Posted by sober View Post
Started a new campaign with these mods.
OPEN HORIZONS II_base
OPEN HORIZONS II_New_Ships
OH II Terrain Add-on

No ctds , the only comment is i still have a heap of bouys just past the gates entering the canal from kiel .
Hi Sober,

Yes - I thought I would keep those.
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Old 08-13-11, 05:03 PM   #274
THE_MASK
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Originally Posted by Trevally. View Post
Hi Sober,

Yes - I thought I would keep those.
Everything is working as intended then
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Old 08-13-11, 05:14 PM   #275
SeaWolf U-57
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Re-started my career and sailed out of Kiel around the tip of Scotland
and down to the south west of Ireland and began to hunt.
total of 5 Merchants so far.
Game report hardly any frame speed drop when sailing out of Kiel even with
the extra traffic. loved the sand banks in the estuary
The game ran smooth even when attacking merchants in high seas
this mod has put the Wow factor back in SH5 for me and once again I am
enjoying playing it once more.
Thank you to all involved in the making of all the mods I use.

Mods installed. Open Horizons II Full
OH II Terrain Add-on
Venators German Voice sound mods
TDW UI's v2.5.0
Tonnes of other small mods in one mixed mod pack
that includes my gunship mod
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Old 08-14-11, 04:31 AM   #276
Trevally.
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Thanks SeaWolf,

Its good to hear that the fps issues are much improved.
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Old 08-14-11, 06:44 AM   #277
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Hi and thanks Trevally and others for making this mod better and better! I just had some time to test it again, and I had a great time . The performance issues were gone now like SeaWolf U-57 mentioned. Before this I had a very low FPS in Kiel eventhough I have a pretty decent computer. Now only a slight drop with the new terrain and imported ships.

Only one thing that I wish, is that the mines wouldn't be spottable through sonar. I guess it would be also more realistic. Now my sound guy can hear them 20 kilometers away. They would be more dangerous also if you couldn't hear them.

I also noticed this weird thing that I thought was impossible before. When we imported ships, we couldn't get the damage to show above water but look at this:

This particular ship shows a nice torpedo damage in the hull, I even got smaller deck gun holes to appear! I don't know what has happened but I really thought this was impossible! It worked 100 %, no graphical glitches. Not sure if this is with all the new ships or just this one. Now if only the flags wouldn't freeze things would be really awesome!
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Old 08-14-11, 07:26 AM   #278
Trevally.
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Quote:
Originally Posted by Rongel View Post
Hi and thanks Trevally and others for making this mod better and better! I just had some time to test it again, and I had a great time . The performance issues were gone now like SeaWolf U-57 mentioned. Before this I had a very low FPS in Kiel eventhough I have a pretty decent computer. Now only a slight drop with the new terrain and imported ships.
Thanks Rongel.
Yes, I think most people will see much improved fps for the most part.
There may be times when a large convoy forms or the gathering of a fleet for the invasion of Norway may still cause some fps reduction if you are close by. We did try and reduce this by staggering that fleet.

Quote:
Only one thing that I wish, is that the mines wouldn't be spottable through sonar. I guess it would be also more realistic. Now my sound guy can hear them 20 kilometers away. They would be more dangerous also if you couldn't hear them.
I could look at making a patch to deal with any mine problems.
This may include making them silent again, adjusting the field size and perhaps a map to show where the fields are so high TC in these areas can be avoided.

Quote:
I also noticed this weird thing that I thought was impossible before. When we imported ships, we couldn't get the damage to show above water but look at this:

This particular ship shows a nice torpedo damage in the hull, I even got smaller deck gun holes to appear! I don't know what has happened but I really thought this was impossible! It worked 100 %, no graphical glitches. Not sure if this is with all the new ships or just this one. Now if only the flags wouldn't freeze things would be really awesome!
Yes - thats great. The ships are looking very good. I have no idea how this was fixed I know nothing about the ships
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Old 08-14-11, 08:34 AM   #279
pascal4541
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Quote:
Originally Posted by Rongel View Post
Hi and thanks Trevally and others for making this mod better and better! I just had some time to test it again, and I had a great time . The performance issues were gone now like SeaWolf U-57 mentioned. Before this I had a very low FPS in Kiel eventhough I have a pretty decent computer. Now only a slight drop with the new terrain and imported ships.

Only one thing that I wish, is that the mines wouldn't be spottable through sonar. I guess it would be also more realistic. Now my sound guy can hear them 20 kilometers away. They would be more dangerous also if you couldn't hear them.

I also noticed this weird thing that I thought was impossible before. When we imported ships, we couldn't get the damage to show above water but look at this:

This particular ship shows a nice torpedo damage in the hull, I even got smaller deck gun holes to appear! I don't know what has happened but I really thought this was impossible! It worked 100 %, no graphical glitches. Not sure if this is with all the new ships or just this one. Now if only the flags wouldn't freeze things would be really awesome!
The damage is much more visible on imported vessels ... Really good job
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Old 08-14-11, 09:27 AM   #280
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Quote:
Originally Posted by Rongel View Post
Only one thing that I wish, is that the mines wouldn't be spottable through sonar. I guess it would be also more realistic. Now my sound guy can hear them 20 kilometers away. They would be more dangerous also if you couldn't hear them.

I also noticed this weird thing that I thought was impossible before. When we imported ships, we couldn't get the damage to show above water but look at this:

This particular ship shows a nice torpedo damage in the hull, I even got smaller deck gun holes to appear! I don't know what has happened but I really thought this was impossible! It worked 100 %, no graphical glitches. Not sure if this is with all the new ships or just this one. Now if only the flags wouldn't freeze things would be really awesome!
I can make the mines unspottable but it will require a campaign edit also as the type will change.

What I'm really curious about is the new imported ships having damage displayed above waterline. What changed?
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Old 08-14-11, 09:59 AM   #281
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Quote:
Originally Posted by TheDarkWraith View Post
I can make the mines unspottable but it will require a campaign edit also as the type will change.
That would be great TDW - I can redo the environmental layer for this uinit type change


Quote:
What I'm really curious about is the new imported ships having damage displayed above waterline. What changed?
Is far as I know the only update the shipd got from the beta release was the new flags by Rongel.


On my first patrol with new campaign (TDWs FX installed), I met this unlucky target in high seas











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Old 08-14-11, 11:51 AM   #282
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I've seen some better sinkings in this mod too... had a cracker the other day but was too stunned to take a screenshot.. was a similar ship, 7k ton cargo vessel of smaller (don't know the exact type). Gave it the rear torp from my 7a on my way out of a convoy and on the hit, the ship leapt at least it's own length in height from the water, then fell and bounced twice before sinking fully on the side just like your screens Trevally!

I laughed about it, then regretted not getting a screen... and it's not happened since. Never seen it before in-game after hundreds of sinkings lol. If it happens again I'll try and catch it so you can all have a chuckle.

Actually, a thought - it is ok still to use Mia's 'RealSink' with OHII isn't it? Can't think of anything else that would affect ship sinking behaviour. Although as I'm now on FX 0_0_18 and real sink is for 0_0_16, it could be that.
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Old 08-14-11, 01:25 PM   #283
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Quote:
Originally Posted by 0rpheus View Post
Actually, a thought - it is ok still to use Mia's 'RealSink' with OHII isn't it? Can't think of anything else that would affect ship sinking behaviour. Although as I'm now on FX 0_0_18 and real sink is for 0_0_16, it could be that.
Read here:
http://www.subsim.com/radioroom/show...1&postcount=55

Best regards,
Magic
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Old 08-14-11, 03:20 PM   #284
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Quote:
Originally Posted by TheDarkWraith
I can make the mines unspottable but it will require a campaign edit also as the type will change.
Quote:
That would be great TDW - I can redo the environmental layer for this uinit type change
This would be great add-on! So that mines could be spotted only by watch crew, not by sonar guy.

Quote:
What I'm really curious about is the new imported ships having damage displayed above waterline. What changed?
I don't have a clue either... It would be great if people could confirm if this happens with other ships than NKMCS_Akita-ship (it was show in my picture). If not, then it propably could be added to other imported ships too...



EDIT: Wohoo, I really like my new avatar!

Last edited by Rongel; 08-14-11 at 03:58 PM.
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Old 08-14-11, 04:29 PM   #285
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found also that type of ship (Uekel Medium Composite Frighter), single driver...

it showed also the same damage as from the picture above from a torp impact, but the damage area showed half below the waterline.

a pity was that the ship`s flag was frozen (known problem) but didnt any screw noises while on hydrophone, is something missing here ? ...can someone confirm the same problem ? ...maybe the hydro sounds are not playing if the flag is frozen ?

also, the ships still need the fire effect sounds and secondary explosion sounds fixed.
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