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Old 08-27-11, 06:56 PM   #1036
THE_MASK
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Does the kiel canal look ok ?
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Old 08-27-11, 11:22 PM   #1037
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This might be a silly question, but when Zedi says this in the first post:

Quote:
The mod is compatible with TDW UI, install last. The Imported Ships pack mod need to be removed first, this mod have the latest fixes for the new imported ships.
Are these new ships also part of TDWs UIs mod? Could this be causing the ship-related ctds/gfx errors? I'd check but I'm not sure how to remove them from the UI mod, if they are there.
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Old 08-27-11, 11:55 PM   #1038
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Quote:
Originally Posted by 0rpheus View Post
Are these new ships also part of TDWs UIs mod? Could this be causing the ship-related ctds/gfx errors? I'd check but I'm not sure how to remove them from the UI mod, if they are there.
no they are not
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Old 08-28-11, 02:29 AM   #1039
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Quote:
Originally Posted by TheDarkWraith View Post
no they are not
Are the fishing boats stock then, and the Hog Island? I've dropped MO for testing and I'm still seeing both of those (in fact those fishing boats are all I'm seeing lol). Was just a thought.

Tried moving to OHII base + enviro and I'm even more confused. No CTDs yet, which is good - but I got terrible framerate lag at Scapa on the first patrol, and on the second patrol coming out of Kiel (first patrol was fine in Kiel). The really weird bit is I didn't get these framerate drops with the full version, and it's the new version with the sonar-quiet mines, which I read was supposed to boost framerate.. never seen it go from good to bad like that in one load with no mod changes. Also saw my first school of dolphins and I never saw those in almost the whole of the first campaign in Full, so that might be worth checking.

Gone back to my MO build for more testing, seems fine now. Weird.

Last edited by 0rpheus; 08-28-11 at 03:17 AM.
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Old 08-28-11, 05:10 AM   #1040
kakemann
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Hi, Im' trying to enter the mission editor, but I get several errors saying the following:
"unit class ... can not found in the platforms library"

I get this message many times before I reach the mission editor.

Im running OH II base and TDW UI.

It doesn't happen when trying with OH II full - only OH II base.

Is this normal?

Thanks
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Old 08-28-11, 05:48 AM   #1041
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Quote:
Originally Posted by kakemann View Post
Hi, Im' trying to enter the mission editor, but I get several errors saying the following:
"unit class ... can not found in the platforms library"

I get this message many times before I reach the mission editor.

Im running OH II base and TDW UI.

It doesn't happen when trying with OH II full - only OH II base.

Is this normal?

Thanks
No - this shows there is something wrong.
can you post your mod list
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Old 08-28-11, 05:57 AM   #1042
kakemann
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I tried with only OH II base, and the error appears when starting mission editor.

The error doesn't appear when onlys enabling OH II full
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Old 08-28-11, 05:59 AM   #1043
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Quote:
Originally Posted by Poacher886 View Post
Edit: Used the Auto save position, which was just below Norway. I got about 60% up the Keil Canal and it crashed!!, it seems as soon as you get near the Keil base it crashes....the bummer is, i need repairs not just a re-fit!


We had this issue during the beta testing stage.
We suspected that a convoy was either forming or ending at Kiel and getting stuck.
If the traffic jam was bad and the ships could not clear - more ships piled into the mess.
End result - when you get to 30km and PC tries to add all these ships - its too much and ctd.

We were sure we had solved this by changing convoys and path end points.
I have checked sept 39 in the editor and everything looks ok.

Not much help but your base will change on 1939-10-01

Has anyone else had this ctd on returning to port or have you seen huge traffic jams
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Old 08-28-11, 06:02 AM   #1044
Trevally.
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Quote:
Originally Posted by kakemann View Post
It's just OH II base and TDW UI 6.7

But, do I have to enable the 2 mods before I enter Mission Editor?
if thats the only 2 mods you are using it looks like an issue with OH II base.

I will test...
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Old 08-28-11, 06:09 AM   #1045
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Thank you Trevally!

Post back your findings
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Old 08-28-11, 06:12 AM   #1046
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Quote:
Originally Posted by kakemann View Post
Thank you Trevally!

Post back your findings
I have used the roster for full in the base

I will fix this asap
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Old 08-28-11, 06:17 AM   #1047
Trevally.
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@ Poacher

What OH II are you using, is it full or base
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Old 08-28-11, 06:28 AM   #1048
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Quote:
Originally Posted by Trevally. View Post
I have had a look at "mtns - OHII&HarbourAdditon_Fix_1_0f"

There are 4 campaign layers shared by the two mods:-
Enviro
Grouptype
Harbour
PlayerBase

Enviro
This is the layer with the mines and subnet.
You are not seeing subnets or mines as they have been changed in this layer. Some nets are there but no mines.
To Fix - use the environmental.mis from OH II in all campaign folders.

GroupType
This layer controls the convoys for the campaign system.
This file is good (a lot has been added) and will work with OH II v1.2

Harbour
This layer is for buoys etc in the harbour. All good

PlayerBase
This file sets all the ships you can see in a harbour.
There have been a lot of changes here. I will need to test

So - there is the problem. You need to use the enviro from OH II to see the nets and mines.
I have replaced all files environment.mis that were in original version OH II v.1.2. But the problem remained. I again don't see in Skapa Flow subnets and mines!
May be, i must start a new campaign?

And still, what files are answer for an escort arrangement in passages, near military sea bases?
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Old 08-28-11, 06:47 AM   #1049
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Quote:
Originally Posted by Vit View Post
I have replaced all files environment.mis that were in original version OH II v.1.2. But the problem remained. I again don't see in Skapa Flow subnets and mines!
May be, i must start a new campaign?
Yes you must start a new campaign
When you start a careers - your game loads the campaign info (coastal waters) into your sh5 doc. It creates your game profile here also.
As you play the game (load) - the info from the sh5 doc dir is used.
So this is why when a change is made - a new career is required.

Quote:
And still, what files are answer for an escort arrangement in passages, near military sea bases?
Not sure what you are asking here
The playerbase.mis and harbour.mis are for sea bases.
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Old 08-28-11, 06:48 AM   #1050
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Quote:
Originally Posted by Trevally. View Post
@ Poacher

What OH II are you using, is it full or base

Trevally,

I was using OH11 Full v1.1. Im running decent spec GTX570 (Heavy overclock / Q9550@4.0ghz / 4Gig Mem. I did'nt notice or have reports of ships in the vicinity.

Interestingly, i un-installed OH11 Full and loaded the Base mod with Environment....i've just entered Keil from the North without hitch.! it would seem the ship component is the issue as suggested.

Q. On route to Keil i was given a new mission area to patrol as part of "Coastal waters"...this was a more productive area and i was going to dock / re-fit / repair and head out to continue the 70,000 ton requirement for the mission.
However as i approached Keil a radio report came in informing me of new objective "Scarpa flow capital ship"...Im now at Keil and have gone to the captin to look at my missions.

The "new patrol area" given for Coastal waters has dissapeared and i would have to select the "Coastal water" mission again, no doubt given a new patrol area again. I also note the Scarpa flow mission has a deadline of Oct 15th, one month ahead.

Im a little confused with the campaign at this point.

1. What happens if you do not complete a mission by the deadline?

2. Do you need to complete all missions to proceed to the following year in the campaign (would seem a little gamey..and annoying).

3. Im not sure if i fancy the "one-off" mission of Scarpa flow, but would like to contiue hunting of the east coast via "Coastal mission"... do i get penalised for this?, losing renown is ok, but losing the game would make it just that.


Thanks again, hope the findings are of some help.
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