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Old 05-11-11, 06:14 PM   #1
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   #2
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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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Old 05-12-11, 02:58 AM   #3
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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   #4
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Quote:
Originally Posted by Zedi View Post
@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   #5
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 05-13-11, 05:57 AM   #6
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Thanks a lot Rongel, I enjoyed very much your report

Regarding the zones.cfg .. I hope that TDW is reading this. Because he said is compatible with his mods, I cant do anything about.

Regarding the ships.. yeah, Im very disapointed about how they look These days I wil try to play with the alpha channel and add a darker texture, even if Im not sure at all that this trick will solve the problem. I have the same problems with the buoys too, they are almost white, no matter how dark I make the texture.. the occlusion, bump and uv map need serious fixing but they are missing or need to be redone.

Im surprised to hear that you also fail to see the ships hull underwater... but at least its not only me. More reports can help to figure out why some of us can see the hull and some not. Send me your work because these ships are from one source, TDW. Thought its a merged mod.

Oran is a friendly port and is not mined. Same as any friendly port.. none will raid our port anyway. I can set up few taskforces that will raid the enemy ports, but that would be not realistic, sound more like an invasion and I dont wanna change history. But on the later campaigns I wanna increase the air raids on our ports, so you can feel that things are start to turn bad.. no more happy times. And if we manage to add at least 1 new campaign, that will have to be dark and hard to survive.

And about the dolphins sound.. Im sure that Stoian can fix this part, he did a great job on buoys so far. Hope he will work out the whales too, then the sonar guys will be really busy in finding a valid target :P
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Old 05-13-11, 09:17 AM   #7
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Quote:
Originally Posted by Zedi View Post
Thanks a lot Rongel, I enjoyed very much your report

Regarding the ships.. yeah, Im very disapointed about how they look These days I wil try to play with the alpha channel and add a darker texture, even if Im not sure at all that this trick will solve the problem. I have the same problems with the buoys too, they are almost white, no matter how dark I make the texture.. the occlusion, bump and uv map need serious fixing but they are missing or need to be redone.
Don't be too dissapointed with the new ships! You know they don't look that bad, I think it's more that they stand out from SH 5 ships. And it's pretty much because of the SH 5 shadows that don't work with these ships. All the SH 4 textures are working, we aren't missing anything. And I wasn't that bothered that the ships didn't show underwater like others.

Also I think it's possible to have several skins for one ship. So that in convoy there are different variations of the same ship model. For example the Kasagisan ship comes with two textures in SH 4.

Almost all SH 5 ships are dark grey colored, so these white ships are easy to spot. Maybe just make them more gray?

When I have time, I could take a look at the Kasagisan ship, it has become quite dear to me! I'll add the crew, fix the guns and try to get second ship texture to it.
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Old 05-13-11, 09:37 AM   #8
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The texture is already dark, if you use the texture I made for these ships on any sh5 ship it wil become almost black. Is why there is not much control from the texture file but from occ map. And those whos video card dont support pixel shader will never see the hull under water. Also the missing shadows and water reflection is also annoying.

This kinda makes me angry... yeah, we can import ships but no tool or proper documentation is given :/ And I dont want to go backward and make the game to look like SH3.. it must be a way to make these units to look better.
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Old 05-12-11, 06:52 AM   #9
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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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Old 05-12-11, 07:03 AM   #10
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yes, something is different, i tryed to remove the red distress flare but it was gone allready...
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Old 05-12-11, 07:17 AM   #11
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Quote:
Originally Posted by Rongel View Post
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.

...
zones.cfg is made by TDW and he said is compatible with FX and everything he made so far. On my side this mod was installed on top of everything and I have no issues with fast sinking ships.

How about the new ships? Do you guys had see them already, can you guys see their hull under the water? Can you sink them, are they causing any trouble or have some weird behavior? This is the most important feedback we are needing now, so please post your impression regarding the new units. Bad or good.
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Old 05-12-11, 07:21 AM   #12
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Quit game, installed mod, started game, pushed "New Campaign". It asking me to chose name of the captain. I typed "silentotto" and I have regular beginning with only "Total Germany" available. I did not find any other place where I can type "silentotto"
I feel really retarded.
What did I do wrong?
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Old 05-12-11, 07:27 AM   #13
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Quote:
Originally Posted by Xrundel View Post
Quit game, installed mod, started game, pushed "New Campaign". It asking me to chose name of the captain. I typed "silentotto" and I have regular beginning with only "Total Germany" available. I did not find any other place where I can type "silentotto"
I feel really retarded.
What did I do wrong?
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Old 05-12-11, 07:35 AM   #14
Stormfly
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@Xrundel
captains name have nothing to do with typing "silentotto", just type it when the name dialog is closed...

@Zedi
i saw 1 type of the new ships @Valetta (small passenger carrier), looks good nothing strange, keel is visible under water from surface, it is also destroyable and shows all effects, have to go for convois now...

til now, only the one who is listing a bit to the bow (i think it was "Medium Old Composite Frighter") need work with the balance, but iam shure you know about (saw that in museum).
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Old 05-12-11, 07:52 AM   #15
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Quote:
Originally Posted by Stormfly View Post
@Xrundel
captains name have nothing to do with typing "silentotto", just type it when the name dialog is closed...

Got it. Sorry - I were looking for some kind of window to type it in.
Thanks.
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