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Old 09-08-11, 12:26 PM   #1231
Stormfly
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Quote:
Originally Posted by Trevally. View Post
Thanks Stormfly

Re: the missing sound if sound file is stereo.
Is the stock sound files mono or stereo
Will this only be an issue for people who have modded sounds in stereo
as the stock file is in stereo and have no 3D effect, i recommend adding a mono version to the campaign package.
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Old 09-08-11, 12:45 PM   #1232
Madox58
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Quote:
Originally Posted by 0rpheus View Post
Only when returning from and ending (not refitting) a patrol, and when loading an in-bunker save. Also when returning to Kiel to complete the tutorial as a once only scripted instance.

So each new patrol starts in the Bunker?

Say I complete a patrol and end in the Bunker.
I start the next patrol from the Bunker then right?

Again, I have not had the system to play SH5 until today.
And for the most part I only mod things.

Today the first of the Open Bunker Mods goes to a special tester.
If he feels it's worth releaseing for further testing?
I'll ask for a few more testers.
 
Old 09-08-11, 12:57 PM   #1233
0rpheus
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Quote:
Originally Posted by privateer View Post
So each new patrol starts in the Bunker?

Say I complete a patrol and end in the Bunker.
I start the next patrol from the Bunker then right?

Again, I have not had the system to play SH5 until today.
And for the most part I only mod things.

Today the first of the Open Bunker Mods goes to a special tester.
If he feels it's worth releaseing for further testing?
I'll ask for a few more testers.
Yes, exactly. You load in the bunker and talk to the officer to start your new patrol.
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Old 09-08-11, 01:07 PM   #1234
Madox58
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Quote:
Originally Posted by 0rpheus View Post
Yes, exactly. You load in the bunker and talk to the officer to start your new patrol.
Very good.
I now have the information to actually disable the Bunker for ports that had none.


I'm sure We can make it so your on a dock now instead of inside a bunker
when need be.
 
Old 09-08-11, 03:08 PM   #1235
mia389
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Quote:
Originally Posted by privateer View Post
Very good.
I'm sure We can make it so your on a dock now instead of inside a bunker
when need be.
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Old 09-09-11, 10:10 AM   #1236
Terminator
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Wow a very great mod for SH5.
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Old 09-09-11, 10:44 AM   #1237
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Quote:
Originally Posted by Terminator View Post
Wow a very great mod for SH5.
Welcome aboard!!!
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Old 09-09-11, 04:25 PM   #1238
Lt_Werner
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I also have no internal engine sound. How do you fix it ?
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Old 09-09-11, 05:22 PM   #1239
Trevally.
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Thanks to Stormfly who send me this fix

OHII fixed sound v1.3

Install if you are missing the engine sounds
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Old 09-09-11, 08:36 PM   #1240
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Fairly minor thing, but I thought I'd mention it:

There's a mis-match between ship types between the full version of OH II (v 1.3) and TDW's multiple UI mod (v 6.7.0).

Firstly it seems that most of the new ships don't trigger the creation of destroyed marks on the map (TDW UI feature).

Secondly, some of the new ships are mis matched with ship types in TDW's mod. For example, last night I sank a SV' ATOD Large Passenger Ship (8843 tons). In TDW's logbook it was recorded as an SV Fishing Vessel (81 tons). It was however correctly recorded (both type and tonnage) in the default captain's log.
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Old 09-10-11, 03:29 AM   #1241
Lt_Werner
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Quote:
Originally Posted by Trevally. View Post
Thanks to Stormfly who send me this fix

OHII fixed sound v1.3

Install if you are missing the engine sounds
Thank you
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Old 09-10-11, 05:57 AM   #1242
Trevally.
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I have removed the link for OH II light

This was part of the mod when the test version was out and where the test mod was causing fps issues for low spec systems. The light version helped this.

With the updates etc within OH II base v1.3 - the fps issues have been reduced and everyone should be able to run it ok.
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Old 09-10-11, 08:11 AM   #1243
Faamecanic
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Quote:
Originally Posted by Faamecanic View Post
Ok Trevally...I looked at my game and the islands are there. So next time im in port at Keil I will take screenshot if I notice the problem of the island in the nav map not matching with the "real" world in SH5.
Ok..figured out the problem. I loaded TDW's Observable Mines and Subnets BEFORE loading OHII. I switched that order and it appears the map graphics and game world match now (strange...but true).

Now the next question...is it this mod, TDW UI mod, stonaim's ptich and roll mod, causing my subs CRASHDIVE to take so long (or is it stock SH5). I order a crashdive and it takes 20+ seconds just for my LI to say "Extreme speed ahead (I hate that), CRASH DIVE"... cripes by the time we actually start the crash dive I would be dead.
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Old 09-10-11, 08:20 AM   #1244
Trevally.
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Quote:
Originally Posted by Faamecanic View Post
Now the next question...is it this mod, TDW UI mod, stonaim's ptich and roll mod, causing my subs CRASHDIVE to take so long (or is it stock SH5). I order a crashdive and it takes 20+ seconds just for my LI to say "Extreme speed ahead (I hate that), CRASH DIVE"... cripes by the time we actually start the crash dive I would be dead.
It is TDWs UI - I think

He added a 20sec delay to simulate how long it would take to clear the bridge for the auto teleport command.
If you, like me - always leave bridge before ordering crash dive - you can change this in the options py file
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Old 09-10-11, 07:51 PM   #1245
Faamecanic
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Thanks Trevally.

Back to the mismatch Nav Map and "real" world (game world that is).

I was exiting Keil canal (Keil was fine) and even though I had my route maped to the center canal (see TAI in screenshot).. I almost ran aground to the far right of all the canals (locks?). (sorry for screenshot size.. didnt have time to reinstall my editor program).


Last edited by Faamecanic; 09-10-11 at 10:35 PM.
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