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Old 11-04-13, 04:51 PM   #196
Trevally.
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Originally Posted by Rongel View Post
Great news! Have you reduced also traffic in Kiel? For some reason it seems really hard on my computer, I remember times when I could travel in the harbour quite easily, either my computer is starting to get old, or too many mods! But can't wait!
Removed convoys leaving Kiel when player in port (TG, MN, WA & TP)
Greatly reduced traffic leaving Kiel when player in port(TG, MN, WA & TP)


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After that some more testing and maybe this monster will see daylight finally! There are still some mod authors that I haven't got any reply from, but it might be that some of them have abandoned subsim for good. So maybe I'll release this and remove their mods if there is a problem!
Most if not all have given permission to include their mods in other mega-mods. So if no word - I would assume its ok and post an offer to remove if they then object
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Old 11-04-13, 05:17 PM   #197
Zky
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Hurray, this is really needed. I my self have been diving in at Subsim from time to time as the urge comes and I now plan to make a new dive BUT, frankly the forum and the mod area is VERY messy if you have not kept up lately.



I am quite experienced with mods in general but unfortunately SH5 i becoming more and more inaccessible due to the amount of mods, tutorials, patches and so on.

My own modsoup dates back to my latest update some time back in 2012 (I think) and I now plan to make a new update. I will probably need to delete the game and all mods. I have now spent at least 15h just downloading and trying to get my head around all mods and forum posts again. (probably spent at least 200h doing this before and that's a lot less then many others here but just thinking about doing this again gives me a headache)

I will probably need another 30h to get the game where I want and my skills so I can actually hit a fast moving merchant again after something like a year away from the game.


What Im trying to say is that this is really needed!! Thanks
And maybe a thread with some basic tutorials, like a fast GET UP TO SPEED thread or something with ONE download and not links to 150 mods.

(This criticism is only because of my love for the game and all the talented people making it playable, yes this will probably be a all new thread I see that now )
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Old 11-04-13, 06:04 PM   #198
gap
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Originally Posted by Trevally. View Post
OHII v2.3 is almost finished
mines and balloons to go.

Making good progress with my document on the histrorical usage of barrage balloons by the British. I hope to post it within the next 24 hours
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Old 11-04-13, 06:11 PM   #199
Targor Avelany
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Originally Posted by Trevally. View Post
OHII v2.3 is almost finished
mines and balloons to go.

I'm making pretty good progress with creating new model for the mines. Have to guess a lot, unfortunately, as there are not many good pictures or any kind of detailed descriptions. I'll post some screenshots later today.
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Old 11-04-13, 08:00 PM   #200
gap
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Originally Posted by Targor Avelany View Post
I'm making pretty good progress with creating new model for the mines. Have to guess a lot, unfortunately, as there are not many good pictures or any kind of detailed descriptions. I'll post some screenshots later today.
Hi Max,

unfortunately there is not much information on the web on the Mk XVII mine. This is a bit weird, considered that according to navweaps it was the standard contact mine used by the British during WWII. These are the images I was able to find so far (click on them for better resolution pictures/more information):


http://www.iwm.org.uk/collections/item/object/30021858

The mine was composed by two hemispheres having a diameter of 40 in (1 m), connected by a cylinder of the same diameter. There is some discordance between various sources about the height of the central belt. Some of them report an height of 8 in (20 cm), whereas the height was 30 cm (12 in) according another website. The above dimensions give a total height of 48 ft (1.20 m) and 52 ft (1.30 m) respectively; nonetheless, one of the sources report a total height of 58 ft (1.47 m). This is probably a typo, or the height including the plates bolted to the two poles. No doubt about the switch horns, which were eleven
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Last edited by gap; 11-04-13 at 08:10 PM.
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Old 11-04-13, 08:36 PM   #201
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Quick addition.

From the US mine identification manual:

http://www.hnsa.org/doc/mineid/pg048.htm

Unlike our other sources, it only reports 4 or 8 spike horns for the type-17 mine. For spike position of a 11-spike mine, I think you can refer to the drawing of the type-14, which seems in accordance with what can be seen from some of the pictures linked in my previous post:

http://www.hnsa.org/doc/mineid/pg037.htm

P.S: one more picture of the real thing:
http://www.flickr.com/photos/brighto...5084/lightbox/
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Old 11-04-13, 09:24 PM   #202
Targor Avelany
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thanks gap.

That is pretty much the same information as I have found so far. And as you can see - that is the main reason why I have to guess a good chunk of things

This is actually one of the best pictures:

Last edited by Targor Avelany; 11-04-13 at 11:15 PM.
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Old 11-30-13, 07:15 PM   #203
vdr1981
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What, everybody lost enthusiasm? Not a single post for a month...
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Old 12-01-13, 05:47 AM   #204
gap
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What, everybody lost enthusiasm? Not a single post for a month...
Might be the "curse of the SH5 Megamod": every time someone dares creating one, he suffers a fatal system crash, he becomes affected by a rare form of rheumatic disorder of the auricle, he is struck by lighting, or he is kidnapped by a swarm of passing aliens
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Old 12-01-13, 03:49 PM   #205
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Originally Posted by vdr1981 View Post
What, everybody lost enthusiasm? Not a single post for a month...
Waiting for the new version of OH II! Then I will rebuild the package, test it some more, and release the monster!

Also somebody got tricked me into World of Tanks and it seems that I'm hooked... I still hope that this megamod will be released in 2013!
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Old 12-01-13, 06:36 PM   #206
vdr1981
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Originally Posted by Rongel View Post
Also somebody got tricked me into World of Tanks and it seems that I'm hooked... I still hope that this megamod will be released in 2013!
That Pay 2 Win arcade? You better prepare your credit card if you don't want to serve for target practicing...
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Old 12-02-13, 02:07 PM   #207
gap
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Originally Posted by Rongel View Post
Waiting for the new version of OH II! Then I will rebuild the package, test it some more, and release the monster!


There is a funny art I had prepared for usage as logo of Volodya's megamod. If you are interested I can send it your way. I hope Volodya won't mind if you use it, as it seems unlikely that he will release his mod in the next future
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Old 12-02-13, 02:35 PM   #208
Rongel
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Originally Posted by gap View Post


There is a funny art I had prepared for usage as logo of Volodya's megamod. If you are interested I can send it your way. I hope Volodya won't mind if you use it, as it seems unlikely that he will release his mod in the next future
Thanks for the offer Gap!

I have already done some art and logos to the mod, so no need at the moment!
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Old 12-02-13, 02:47 PM   #209
gap
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Originally Posted by Rongel View Post
Thanks for the offer Gap!

I have already done some art and logos to the mod, so no need at the moment!
Okay, no problem
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Old 12-12-13, 03:46 PM   #210
Muerevich
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thanks for working on this mega mod, Im eager to get back to SH5, I need this
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