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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#271 | |
Navy Seal
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![]() 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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#272 |
Ace of the deep .
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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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#273 | |
Navy Seal
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Yes - I thought I would keep those. |
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#274 |
Ace of the deep .
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#275 |
Ace of the Deep
![]() Join Date: May 2008
Posts: 1,231
Downloads: 92
Uploads: 0
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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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#276 |
Navy Seal
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Thanks SeaWolf,
Its good to hear that the fps issues are much improved. ![]() |
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#277 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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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
![]() 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! ![]() |
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#278 | |||
Navy Seal
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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:
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:
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#279 | |
Officer
![]() Join Date: Mar 2010
Location: In France dept 26
Posts: 243
Downloads: 434
Uploads: 0
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#280 | |
Black Magic
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What I'm really curious about is the new imported ships having damage displayed above waterline. What changed? ![]() |
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#281 | ||
Navy Seal
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On my first patrol with new campaign (TDWs FX installed), I met this unlucky target in high seas ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#282 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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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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#283 | |
Silent Hunter
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http://www.subsim.com/radioroom/show...1&postcount=55 Best regards, Magic |
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#284 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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EDIT: Wohoo, I really like my new avatar! ![]() Last edited by Rongel; 08-14-11 at 03:58 PM. |
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#285 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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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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Stormy...... |
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