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Old 05-10-11, 01:20 PM   #1
stoianm
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Originally Posted by Zedi View Post
The buoys need to be worked out, its a fast import from DivingDuck's mod who gave me the permission to use them. But im not qualified to work them out, except the texture part. There is a floating problem with them and they also need the sounds fixed and attached to the sdl file. So anyone who wish to fix them...
Sound was fixed and added... but the bouys that you added has not a ringing bell on them... if you will use the ones with ringing bell you will hear the sound also (the white ones)

I will see if i can fix the flotation... but i can not guarantee.. i will ask TDW or Rongel how i can rework a .sim that has not a gr2 in sh5 (maybe i must to look in the .dat file)... they have sure an answer for me
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Old 05-10-11, 01:27 PM   #2
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theese so called "white ones", could it be that they are/was yellow ?
...if so, these are for marking a dangerous area like a wreck in shallow waters.
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Old 05-10-11, 01:32 PM   #3
stoianm
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theese so called "white ones", could it be that they are/was yellow ?
...if so, these are for marking a dangerous area like a wreck in shallow waters.
yes... those ones... they are yellow but the light is white... the ones for dangerous areas:

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Old 05-10-11, 01:35 PM   #4
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theese so called "white ones", could it be that they are/was yellow ?
...if so, these are for marking a dangerous area like a wreck in shallow waters.
Thats correct, the yellow buoys have white lights and means danger. I had written in the first post, outside the La Spezia port I set up a small minefield that is marked with the yellow buoys. If you follow the coast and the green lights you cant miss them.

The bouys are set up according the IALA A standard and will guide you out and inside the port and also mark the safe waters, see here. This system will be implemented in every player base in all campaigns.

If Sober will work out the terrain, these buoys will be a great help when sailing in shallow waters.
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Old 05-10-11, 01:44 PM   #5
TheDarkWraith
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You may see 'floating' subnets if you save/reload. I'm trying to figure out why currently. Just some FYI so people don't freak out about it

The PT Boats will act strangely or irratically until IRAI v32 is released.
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Old 05-10-11, 01:59 PM   #6
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You may see 'floating' subnets if you save/reload. I'm trying to figure out why currently. Just some FYI so people don't freak out about it

...
ops I removed them from this test version just to avoid complains about the floating nets. Hope you dont mind. This is mentioned in te first post.

But of course the nets will be there in the release version, no doubt.
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Old 05-10-11, 04:32 PM   #7
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iam about 80Km NW of Malta at current, there is a battlegroup in range including 1 Dido light cruiser... german Stuka bombers, equipped with bombs attacking the cruiser, they fly in dive bomb attacks and sometimes manage to break through the AA defence but wont drop any bombs on it

...iam following this group quite a while and at the beginning the group had 2 dido cruisers, not shure if this is the same group or if german planes sunk the second cruiser.
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Old 05-10-11, 04:40 PM   #8
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iam about 80Km NW of Malta at current, there is a battlegroup in range including 1 Dido light cruiser... german Stuka bombers, equipped with bombs attacking the cruiser, they fly in dive bomb attacks and sometimes manage to break through the AA defence but wont drop any bombs on it

...iam following this group quite a while and at the beginning the group had 2 dido cruisers, not shure if this is the same group or if german planes sunk the second cruiser.

They will drop it eventually, this campaign is full with Luftwaffe vs Royal navy battles and the germans are deadly precise. And Malta is just a huge battlefield.

Make sure you save the game before approaching Valletta!! :P
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Old 05-10-11, 04:52 PM   #9
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then 2 Sunderlands approached me, i dint fire and they just flow over my head doing nothing, then the sunderlands together with a BF109 approached an british DD and bombed him...

...i must say the german secret military service use damn dirty tricks here
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Old 05-11-11, 06:14 PM   #10
Sepp von Ch.
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Hello Zedi, I have some questions.

1) The two new ships is wrong displayed in repaer´s UI Mod (v.4.14)-"Erkennungshandbuch":





2) Your mod make changes in floatation model? The ships sinking now by me too fast!

I installed only 2 new mods (Das Campaign MN and stoianm Dynamic Enviro 2.0). Before I had not such problem.

My latest mod list:


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Old 05-11-11, 07:35 PM   #11
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question,

in SH3 we have a routine preventing units to spawn if a player sub is within 30km range...

i just sit infront of Valetta (coastal side angle) and sink those cimmaron tankers anchoring infront of the harbor... after some time 2 "Dido battlegroups" including escorts spawned 6km away from my position, is there a way using some kind of spawn restriction if a player sub is in visual range ?

btw those mine and U-class suprises are nice
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Last edited by Stormfly; 05-12-11 at 03:56 AM.
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Old 05-12-11, 02:58 AM   #12
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@Josef
1. ERM from Reapers ui mod does not rescale the sil files to fit in the manual, so it need to be done manually. Download this fix, includes the rescaled .sil files for these new ships. No need to load in bunker or anything fancy.

2. Are you referring to the new ships or any ships? At me, the ships sink much too slow and im using the same combo of fx+tiny as you do. Just last night I shot a blind salvo in a convoy and hit 1 ship in stern.. she just sailed away without any problem. Luck that luftwaffe joined the show so i had my revenge :P
But maybe you are good and managed to hit those ships right in their critical spot.

@Stormfly
Its a stock bug, happened with me once when a huge convoy spawned right over my head just when I was searching of a docked target. MN in stock campaign has all kinda weird bugs, was one of the reason I never managed to finish this campaign.. was a nightmare for me. But I will keep an eye on this issue and see what I can find...
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Old 05-12-11, 06:30 AM   #13
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@Stormfly
Its a stock bug, happened with me once when a huge convoy spawned right over my head just when I was searching of a docked target. MN in stock campaign has all kinda weird bugs, was one of the reason I never managed to finish this campaign.. was a nightmare for me. But I will keep an eye on this issue and see what I can find...
maybe also the spawn frequency of those groups is to high, i have now 50+ vessels (and rising) in the harbor entry area, because 2 groups are just sitting there trying to hear something... iam allready far away, but my framerate is going down more and more, could be that it only needs 48 hours and you can walk between Malta and Sicily by feet...
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Old 05-13-11, 04:55 AM   #14
Sepp von Ch.
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Quote:
Originally Posted by Zedi View Post
@Josef
1. ERM from Reapers ui mod does not rescale the sil files to fit in the manual, so it need to be done manually. Download this fix, includes the rescaled .sil files for these new ships. No need to load in bunker or anything fancy.
Thank you Zedi, works fine!
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Old 05-12-11, 06:52 AM   #15
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Quote:
Originally Posted by Josef von Posorschitz View Post
Hello Zedi, I have some questions.


2) Your mod make changes in floatation model? The ships sinking now by me too fast!

I installed only 2 new mods (Das Campaign MN and stoianm Dynamic Enviro 2.0). Before I had not such problem.

I think I saw same behaviour too.

Could it be that this mod's zone.cfg is not compatible with TDW's FX Update? This mod will overwrite zone.cfg. FX Update has it's own sinking mechanics that allow boats to float even after destroyed.

By the way, great work Zedi! Haven't tested enough yet to say more.
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