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Old 09-01-11, 09:58 AM   #1126
Trevally.
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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.
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Old 09-01-11, 10:02 AM   #1127
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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?
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Old 09-01-11, 10:02 AM   #1128
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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.
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Old 09-01-11, 05:18 PM   #1129
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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
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Old 09-01-11, 05:21 PM   #1130
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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
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Old 09-01-11, 07:25 PM   #1131
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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
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Old 09-02-11, 04:05 AM   #1132
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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
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Old 09-02-11, 05:31 AM   #1133
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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.
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Old 09-02-11, 10:04 AM   #1134
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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!
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Old 09-02-11, 10:09 AM   #1135
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Quote:
Originally Posted by 0rpheus View Post
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!
Are you using spottable or unspottable mines and nets?
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Old 09-02-11, 11:06 AM   #1136
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Unspottable at the moment
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Old 09-02-11, 11:30 AM   #1137
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Originally Posted by 0rpheus View Post
Unspottable at the moment
Approximately how many subnets were visible around your sub?
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Old 09-02-11, 11:36 AM   #1138
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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
I think it is ok now TDW thanks.
Where I have them they will stick out of the water about 1m.
But, when I get near them with the camera, they settle down to just floating on the surface. (part of the sea bed bug?)

I will post a SS soon to show
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Old 09-02-11, 11:40 AM   #1139
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Quote:
Originally Posted by Magic1111 View Post
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
I am happy with the fix I still need to tests in my campaign.
This no sound/hydro line may be the factor that people are reporting no traffic on the UK east coast. They are there (as pic from ME2 shows) but you would not detect them until you could see them.

Re:capaign restart
I will post a guide for how to get this hydro fix with no re-start.
This trick will only work with this fix - so if someone is using v1.0 and upgrades to v1.3 without a restart - only some parts will take effect.
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Old 09-02-11, 11:42 AM   #1140
Trevally.
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Quote:
Originally Posted by 0rpheus View Post
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!
Quote:
Originally Posted by TheDarkWraith View Post
Are you using spottable or unspottable mines and nets?
Quote:
Originally Posted by TheDarkWraith View Post
Approximately how many subnets were visible around your sub?
Subnets in scapa were all wrong
There were too many and overlapping each other.
I will post a pic with the new setup and you can then sea the fps in the SS
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