SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Closed Thread
 
Thread Tools Display Modes
Old 08-28-11, 01:44 PM   #1066
0rpheus
Grey Wolf
 
Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
Default

Just curious, were you getting dolphins running Full Magic1111?

thanks for the patch Trevally!

Last edited by 0rpheus; 08-28-11 at 02:03 PM.
0rpheus is offline  
Old 08-28-11, 01:59 PM   #1067
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

About the missing hydrophone sounds...

It's weird that they aren't audible because I could swear that it was working the time we imported them. Now many of the new ships won't even register in the soundman's reports. Others register there, but aren't working in the hydrophone station... Hmm... I bet it has something to do with the ship classes, for example new cargo ships weren't detected in any way if you are submerged, but my soundguy reports fishing boats even if they aren't audible in hydrophone station.

PS. Some good results messing with the flags, no freezes yet, fingers crossed!
Rongel is offline  
Old 08-28-11, 02:07 PM   #1068
mia389
中国水兵
 
Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
Default

Trevally did you find what caused this?

http://www.subsim.com/radioroom/show...&postcount=916

I'm about to start patrol 2 but didn't want any issues with that. It still is not shown as an objective. I am at early May now.
mia389 is offline  
Old 08-28-11, 02:39 PM   #1069
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by mia389 View Post
Trevally did you find what caused this?

http://www.subsim.com/radioroom/show...&postcount=916

I'm about to start patrol 2 but didn't want any issues with that. It still is not shown as an objective. I am at early May now.
When you finish British Supplies, it will show up.

I will update the message for v0.4
__________________
Trevally Mods for SH5
Trevally. is offline  
Old 08-28-11, 03:03 PM   #1070
vlad29
XO
 
Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
Default

Quote:
Originally Posted by 0rpheus View Post
This might be a silly question, but when Zedi says this in the first post:



Are these new ships also part of TDWs UIs mod? Could this be causing the ship-related ctds/gfx errors? I'd check but I'm not sure how to remove them from the UI mod, if they are there.
Hi, Orpheus! This post means that if U previously used 'Imported ship pack v.1.1' mod, it should be removed before applying OHII full or OHIIbase+OHII ships pack. The reason is 'Imported ship pack v.1.1' mod is a part of OHII ship pack, but improved and reworked to be compatible with the new campaign. That is the issue, and nothing else.
vlad29 is offline  
Old 08-28-11, 03:58 PM   #1071
Magic1111
Silent Hunter
 
Join Date: Sep 2008
Location: Germany - Sailing on U-552 in North Atlantic
Posts: 4,429
Downloads: 783
Uploads: 0


Default

Quote:
Originally Posted by 0rpheus View Post
Just curious, were you getting dolphins running Full Magic1111?
Sorry, but don´t understand what you mean....?
__________________
Magic1111 is offline  
Old 08-28-11, 04:25 PM   #1072
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Okay, managed to get hydrophone sounds from the imported ships!

Unit type 104 (coastal vessel) seems to be problematic, it won't show up in audio contacts at all. So no way of knowing if there is a 4000 ton ship passing over you, sonar man won't hear it. Changing type 104 to 102 seemed to do the trick (plus some other tweaking). I'm not yet sure if there is a way around this.

Trevally, what would happen in the campaign if we changed the 104 coastal ships to regular cargo 102? Would it mess something up?
Rongel is offline  
Old 08-28-11, 04:30 PM   #1073
0rpheus
Grey Wolf
 
Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
Default

Quote:
Originally Posted by Magic1111 View Post
Sorry, but don´t understand what you mean....?
That's ok! Were you seeing dolphins when you were running the latest OHII Full? Just wondered as I didn't see any.
0rpheus is offline  
Old 08-28-11, 04:47 PM   #1074
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Rongel View Post
Okay, managed to get hydrophone sounds from the imported ships!

Unit type 104 (coastal vessel) seems to be problematic, it won't show up in audio contacts at all. So no way of knowing if there is a 4000 ton ship passing over you, sonar man won't hear it. Changing type 104 to 102 seemed to do the trick (plus some other tweaking). I'm not yet sure if there is a way around this.

Trevally, what would happen in the campaign if we changed the 104 coastal ships to regular cargo 102? Would it mess something up?
Hi Rongel - this sounds great

Changing coastal ships to type 102 would require a major overhaul.

Are you testing in a single mission
__________________
Trevally Mods for SH5
Trevally. is offline  
Old 08-28-11, 09:27 PM   #1075
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
Hi Rongel - this sounds great

Changing coastal ships to type 102 would require a major overhaul.

Are you testing in a single mission
just replaced textstring "Type=104" with "Type=102" in all OHII files using a mouseclick (except the menue ini file)... testing
__________________
Stormy......

Stormfly is offline  
Old 08-28-11, 11:20 PM   #1076
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

campaign still working, leaved kiel bunker and investigated a moving imported german ship (SV small composite frighter) just after the kiel channel ntrance, but still no hydro sounds... are there maybe other/more incompatible UnitClasses involved ?
__________________
Stormy......

Stormfly is offline  
Old 08-28-11, 11:56 PM   #1077
0rpheus
Grey Wolf
 
Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
Default

Halfway through base + enviro Coastal Waters and not a single CTD so far.

Pretty sure there were no Dolphins or subnets in either of my test games with OHII Full 1.1 & 1.2 - I saw no dolphins at all and I would have noticed the framerate loss from the subnets; I get plenty of both now. Mines seem fine in both versions though.

Kinda leads to my next question.. wondering if there's a way I can manually remove just the subnets and leave the rest of enviro intact, or does it involve editing the campaign layers? Guess it's not just as easy as deleting the nets cfg & textures?
0rpheus is offline  
Old 08-29-11, 12:32 AM   #1078
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by Stormfly View Post
campaign still working, leaved kiel bunker and investigated a moving imported german ship (SV small composite frighter) just after the kiel channel ntrance, but still no hydro sounds... are there maybe other/more incompatible UnitClasses involved ?
What I understand so far is that you can't detect type 104 ships by audio at all. So your sonarman won't even report them, and they won't show in the map even if you have map contacts on.

But when I changed it to 102, my sonar man reported it, but I still couldn't hear it in hydrophone station. So I added "SonarTarget" -command to the ships dsd-file, and it worked, sonar man reported the ship, and I could hear it too. It seems that you can't hear any of the new ships without modifying them.

Still needs testing, no frozen flags yet!

And Trevally, yes i'm testing with the single missions.
Rongel is offline  
Old 08-29-11, 02:03 AM   #1079
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Is T hIs tH e cOrRE ct oRdE r ?

OPEN HORIZONS II_base v1.2
TDW_Mines_Subnets_Spottable (OH II v1.2)
OPEN HORIZONS II_New_Ships v1.2
THE_MASK is offline  
Old 08-29-11, 05:34 AM   #1080
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

Quote:
Originally Posted by Rongel View Post
What I understand so far is that you can't detect type 104 ships by audio at all. So your sonarman won't even report them, and they won't show in the map even if you have map contacts on.

But when I changed it to 102, my sonar man reported it, but I still couldn't hear it in hydrophone station. So I added "SonarTarget" -command to the ships dsd-file, and it worked, sonar man reported the ship, and I could hear it too. It seems that you can't hear any of the new ships without modifying them.

Still needs testing, no frozen flags yet!

And Trevally, yes i'm testing with the single missions.
so what type have dolphins and mines now in OHII Full 1.2 (standard version) ?
__________________
Stormy......

Stormfly is offline  
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:41 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.