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 09-01-11, 09:58 AM   #1
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Vit View Post
Why my subnets in Scapa Flow is dancing?
Not sure.

The positioning will be fixed in the next version.
__________________
Trevally Mods for SH5
Trevally. is offline  
Old 09-01-11, 10:02 AM   #2
Vit
Seaman
 
Join Date: Aug 2011
Posts: 32
Downloads: 8
Uploads: 0
Quote:
Originally Posted by Trevally. View Post
Not sure.

The positioning will be fixed in the next version.
Ok. I'll be waiting!
Why in game I don't see a mine? All files environment.mis I have replaced that were in OH II. In the editor are specified random groups of mines, but in game on the same place that in the editor, they aren't present. Why?
Vit is offline  
Old 09-01-11, 10:02 AM   #3
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Vit View Post
Whether is in campaign OH II court of supply ships and "milk cows"? If is, where and when they appear? Well to see a map))
Yes - they are in campaigns where you have to long distances to your patrol area. When refuel permission is granted, you will be informed where they are.
__________________
Trevally Mods for SH5
Trevally. is offline  
Old 09-01-11, 05:18 PM   #4
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

I have tested changing coastal ships, type 104 as 108 and fishing/tug boats type 108 as type 104.

Now coastal ships will show a hydro line on map and you can hear on hydro.
Fishing/tug ships will not show hydro line and cant be heard on hydro.

I have also changed all campaigns to match these new ship types.
Testing so far looks good
__________________
Trevally Mods for SH5
Trevally. is offline  
Old 09-01-11, 05:21 PM   #5
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Vit View Post
Ok. I'll be waiting!
Why in game I don't see a mine? All files environment.mis I have replaced that were in OH II. In the editor are specified random groups of mines, but in game on the same place that in the editor, they aren't present. Why?
In Scapa Flow I have fixed the subnets and adjusted the mines
__________________
Trevally Mods for SH5
Trevally. is offline  
Old 09-01-11, 07:25 PM   #6
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Trevally. View Post
In Scapa Flow I have fixed the subnets and adjusted the mines
Do you think we need submerged subnets (i.e. subnet that wasn't visible on the surface because it's at say 5-15m depth)? I could probably make them
TheDarkWraith is offline  
Old 09-02-11, 05:31 AM   #7
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

Quote:
Originally Posted by TheDarkWraith View Post
Do you think we need submerged subnets (i.e. subnet that wasn't visible on the surface because it's at say 5-15m depth)? I could probably make them
another cool addition, but if you have time for that... ,i would welcome a fixed imported shippack regarding burning fires and secondary explosions first.
__________________
Stormy......

Stormfly is offline  
Old 09-02-11, 10:04 AM   #8
0rpheus
Grey Wolf
 
Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
Default

TDW/Trevally: Any thoughts as to why the Subnets are such fps killers? I've only encountered them at Scapa to the best of my knowledge, but within 100km of Scapa my max tolerable (i.e. not stuttering) TC drops from around 2000 for most coastal areas to 16 at Scapa. Even TC32 on the bridge lags quite noticeably.

I don't get this with the new mines or the new dolphins, but the old 500-piece minefields used to cause a similar effect (probably because there were so many). I've asked before, but is there an easy way to remove just the nets, so they don't load, or will it require a campaign rework? If it's something as simple as removing the files from the Environment pack I'd love to know - everything else is spot on, but the nets are an annoyance!
0rpheus is offline  
Old 09-02-11, 04:05 AM   #9
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 Trevally. View Post
I have tested changing coastal ships, type 104 as 108 and fishing/tug boats type 108 as type 104.

Now coastal ships will show a hydro line on map and you can hear on hydro.
Fishing/tug ships will not show hydro line and cant be heard on hydro.

I have also changed all campaigns to match these new ship types.
Testing so far looks good
Hi Trevally !

Sounds good that you´ve fixed it !!!

Do you plan to release a new Version of OHII (e.g. OHII v1.3), or will you release a Fix, and when ?

And must we start a new campaign ?

Best regards,
Magic
__________________
Magic1111 is offline  
Closed Thread

Thread Tools
Display Modes

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 06:20 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.