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#1141 |
Black Magic
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That's not good having them out of the water about 1m. If anything have space below them because they are a unit and if they cannot 'float on the surface' without hitting the bottom strange things will happen (dancing).
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#1142 |
Navy Seal
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The water is not deep enough in any part of scapa channels for this.
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#1143 | ||
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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![]() @TDW - none, I took the Southernmost route in on surface at night and never actually physically saw any. But within that 100km or so circle around Scapa, performance just dies a horrible slow death. I've not encountered the new unspottable mines since the upgrade that made them hydro-invisible, but I had no issues with them when they were visible so I'm sure it's not the mines, and I see Dolphins quite frequently with no performance loss. Scapa is fine without the Environment mod, so it must be the nets. Just to reiterate in case this was lost in one of my older posts - when I was using OHII Full (latest version) I saw neither dolphins nor subnets. I did see mines in an older OHII Full version (when they were spottable), but nothing else from the Env addon. Might be worth checking out. ![]() |
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#1144 | |
Navy Seal
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#1145 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Sure did - full campaign restart in all tests of OHII Full (both the earlier and latest versions). No dolphins whatsoever. Since installing Base + Env I get them quite a bit. I'd actually forgotten they were meant to be there until they first showed up after changing to Base!
Mines were definitely in Full, both spottable & unspottable as I get some minor TC lag when close to their positions in the Wilhelmshaven area - so I could tell easily, even without seeing them. I did go far North looking for icebergs in Full too but never found one, though I admit I didn't look for very long. Not sure about subnets as I never saw any, but I do know that in Full I had no performance drop whatsoever in the Scapa area, so I'm guessing not. Are there nets around the Wilhelmshaven area too, btw? EDIT: Oh, and I forgot - someone earlier mentioned that DD's escorting carriers/cruisers etc in the Narvik area don't count towards the Op Weserubung total.. just confirming this as I've had the same. That mission is almost impossible in the given timeframe, near suicidal if you take on the warships as there are so many convoys you end up with 30+ DDs hunting you. It's gotten to the point now that when the mission is offered at sea, I just go back to port, end patrol and skip it completely. ![]() Last edited by 0rpheus; 09-02-11 at 01:19 PM. |
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#1146 |
Watch
![]() Join Date: Sep 2011
Location: Denmark
Posts: 18
Downloads: 19
Uploads: 0
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Did the Scarpa mission last night, and had teh exact same problem, as soon as I got close to scarpa.. the game slowed down, hard drop in FPS, I did se nets though but they were dancing on the water, sailed directly through them before noticing them, I entered via the small channel in the east ..
But Yeah Scarpa took me ages due to decrease in performance.. Btw question.. When trying to install open horizons, I get some conflicts with TDW ui, should I just ignore and accept or? so far been doing OH2 with the standard SH5, as I dont wanna mess something up. |
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#1147 |
Navy Seal
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Here is the enviro layer at scapa for the next version
When you load up the nets start sticking out the water a meter or two ![]() After some time they sink down to the water surface ![]() ![]() With more time they start to rock ![]() This rocking increases with more time ![]() ![]() Minefields are working well ![]() ![]() ![]() @TDW - I had a good look around for deeper water, but nothing. Would it be possible to make them a few meters shorter ![]() |
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#1148 | |
Black Magic
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As far as making them shorter let me fire up Wings3D and see what I can do ![]() |
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#1149 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Okay, here it is, a fix to "freezing" flags with imported ships in OH II: http://www.gamefront.com/files/20738609/Flag_Fix_OHII.7z
I have tested this several times, and haven't seen a single frozen flag yet, but it needs still more testing. Please report any funny business that you encounter with the flags. This fix doesn't affect any other issues in imported ships! I believe that you can install this without a campaign restart, but I'm not 100 % sure. Best to install in port. Apply with JSGME. File contains all the imported ships and their files. It's based on latest OH II Full mod. Trevally, these ships still use the old class system (many merchants are type 104 coastal vessels) so remember to apply your modifications over this. Happy sailing ![]() |
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#1150 | |||||||
Navy Seal
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Re: DD not counting - Not sure if they should ![]() Quote:
![]() With 1.3 it is 25 to 35 ![]() Quote:
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#1151 | |
Navy Seal
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#1152 |
Black Magic
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Approximately how much shorter do they need to be (in meters)
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#1153 |
Navy Seal
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about four to be safe
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#1154 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Ok cool. Re the DD's, if they're escorting Carriers/Cruisers/Battleships (cruisers and battleships seem to use the same models on occasion so I get confused) that do count then I'd expect them to count as well. The Carriers/Battleships etc do as I've sunk one or two and seen the tonnage bar go up. I think the main difficulties with OW are the time-frame and traffic. The only ships I've seen in over five attempts at OW are very infrequent neutral (green) merchants and a lot of heavily escorted British warships. This is especially odd as Wiki (not the best I know, but a quick reference) says the first Naval Battle at Narvik didn't take place until April 10th: http://en.wikipedia.org/wiki/First_B...ttle_of_Narvik ... and that the initial Narvik defense consisted of a few patrol boats and one or two decrepit coastal defence vessels. So it seems bizarre to see huge amounts of Allied Warships entering Narvik up to 10 days before the first major Naval battle. In terms of game-time (especially in the current version, where attacking any warship can lead to you being held down by DCs for days if you time it close to another convoy's arrival), 10 days isn't long enough to get back up there if you have to refit torps or fuel midway through the mission. I guess you timed it for ten days to match the historical operation, but if that's the case the fjord needs more (or at least some!) enemy merchant traffic both incoming and outgoing, and the Allied Warfleet should be much slower in arriving to reflect the history better. If you want to keep it as 10 days without changing the traffic too much, I'd suggest altering the tonnage/ship requirements to sink one Brit ship en route and one ship in the Narvik area - this would be potentially possible even with low torps/fuel at mission start and would probably make it much less frustrating. ![]() Hope these suggestions are a help! ![]() |
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#1155 |
Navy Seal
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