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Old 09-02-11, 11:43 AM   #1141
TheDarkWraith
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Originally Posted by Trevally. View Post
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.

I will post a SS soon to show
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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Old 09-02-11, 11:49 AM   #1142
Trevally.
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Originally Posted by TheDarkWraith View Post
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).
The water is not deep enough in any part of scapa channels for this.
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Old 09-02-11, 11:51 AM   #1143
0rpheus
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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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Originally Posted by TheDarkWraith View Post
Approximately how many subnets were visible around your sub?
That could be it Trevally, I'll keep an eye out for an Environment update and give it a try when it's ready.

@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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Old 09-02-11, 11:54 AM   #1144
Trevally.
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Originally Posted by 0rpheus View Post
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.
When you installed the newer version - did you re-start
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Old 09-02-11, 12:19 PM   #1145
0rpheus
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Originally Posted by Trevally. View Post
When you installed the newer version - did you re-start
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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Old 09-02-11, 02:13 PM   #1146
S.Jaszczak
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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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Old 09-02-11, 02:41 PM   #1147
Trevally.
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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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Old 09-02-11, 02:47 PM   #1148
TheDarkWraith
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Originally Posted by Trevally. View Post
@TDW - I had a good look around for deeper water, but nothing.
Would it be possible to make them a few meters shorter
The nets are rocking because they didn't start life 'floating' on the surface.

As far as making them shorter let me fire up Wings3D and see what I can do
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Old 09-02-11, 02:50 PM   #1149
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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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Old 09-02-11, 02:57 PM   #1150
Trevally.
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Quote:
Originally Posted by 0rpheus View Post
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!
I will look into this

Quote:
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.
\i will check this too
Quote:

Are there nets around the Wilhelmshaven area too, btw?
No nets

Quote:
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.
I need to play more and test this myself.
Re: DD not counting - Not sure if they should

Quote:
Originally Posted by S.Jaszczak View Post
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 ..
With v1.2 - I was getting 15fps in scapa
With 1.3 it is 25 to 35


Quote:
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.
Most use TDWS UI and install before OHII - so yes it is ok to overwrite

Quote:
Originally Posted by TheDarkWraith View Post
The nets are rocking because they didn't start life 'floating' on the surface.

As far as making them shorter let me fire up Wings3D and see what I can do
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Old 09-02-11, 02:58 PM   #1151
Trevally.
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Quote:
Originally Posted by Rongel View Post
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
Fantastic Rongel
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Old 09-02-11, 02:58 PM   #1152
TheDarkWraith
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Approximately how much shorter do they need to be (in meters)
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Old 09-02-11, 03:03 PM   #1153
Trevally.
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Quote:
Originally Posted by TheDarkWraith View Post
Approximately how much shorter do they need to be (in meters)
about four to be safe
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Old 09-02-11, 03:14 PM   #1154
0rpheus
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Quote:
Originally Posted by Trevally. View Post
I need to play more and test this myself.
Re: DD not counting - Not sure if they should

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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Old 09-02-11, 03:17 PM   #1155
Trevally.
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Originally Posted by 0rpheus View Post
Hope these suggestions are a help!
All suggestions are good
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